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COMP 585: Serious Games

Introduction. COMP 585: Serious Games. Who’s in the class? Class structure Introduction to content. Today’s agenda. CLASS STRUCTURE. Two sections Split the small class activities Single lecture Specifically 9:05 – 9 :30 Section 1 9 :30 – 10:20 Lecture

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COMP 585: Serious Games

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  1. Introduction COMP 585: Serious Games

  2. Who’s in the class? Class structure Introduction to content Today’s agenda

  3. CLASS STRUCTURE

  4. Two sections • Split the small class activities • Single lecture • Specifically • 9:05 – 9:30 Section 1 • 9:30 – 10:20 Lecture • 10:20 – 10:45 Section 2 Class size

  5. Non-computer Game Designs • Game Critique • Research Presentation and Paper • Game Development • Teams • Any platform • RYO only in limited cases • Paper Design for Final Exam assignments

  6. What is a game?

  7. Computer games Board games Card games Parlor games Sports games Miniatures games Role-playing games Alternative reality games Types of Games

  8. TOY PUZZLE GAME PLAY GOAL RULES

  9. What’s the difference? • Games: restrictive rules, limit-testing strategies • Toys: fantasy and free play. • Children • captivated by versatility of toys • Adults • lose interest in toys • Create games around toys • tactics, strategies, results Games vs. Toys (Schiesel 2008)

  10. Games… are an activity have rules have conflict have goals involve decision making are artificial are safe are outside ordinary life provide no material gain are voluntary have uncertain outcome are a representation are make believe are inefficient have closed systems are a form of art

  11. Play • “work consists of whatever a body is obliged to do, and … play consists of whatever a body is not obliged to do.” Adventures of Tom Sawyer • Pretend • The Magic Circle (Huizinga) • Goal • Challenges • Win, Loss, Termination • Rules • Meanings, gameplay, sequence of play, goals, metarules What is a game?

  12. Serious games are • games with a serious purpose beyond entertainment • built for serious purpose • used for serious purpose

  13. What is a serious purpose? • Education • Training • Social change • Health education • Pain control • Rehabilitation • Business • Art Learning!

  14. The business of games

  15. 2009 US revenue $19.7B ($21.4B ‘08) • Software $10.5B • Hardware $9.2B • Movies: $10B • Subscribers • World of Warcraft: 12.5M subscriptions • Second Life: 1B hrs Sept 2009 Games ARE Serious Business

  16. MMOGs

  17. Online gamers • middle income ($35,000-$75,000) • age 25-44 • Casual gamers • 76% female • 71% 40 or older (47% 50 or older) • 46% college graduates (14% adv degree) • 53% income $50,000 or more • 67% married (53% at least one child ) Who is a Gamer?

  18. 44%: card, puzzle, arcade, word games 25%: family-oriented games 19%: RPGs, MMOGs CAVEAT: lots of contradictory stats Most Popular Genres

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