Showing posts with label ludic. Show all posts
Showing posts with label ludic. Show all posts

Video Game Cultures & The Future of Entertainment Conference (Oxford – July 2014)

Last week I was in Oxford (UK) at the Mansfield College for the “Video Game Cultures & The Future of Entertainment Conference”. The event is part of the Oxford’s University inter-disciplinary program, a global network for dynamic research and publishing. There were 3 days of full immersion inside the gaming research universe with excellent content presented by people from 15 different countries.

On the first day, we had a very interesting discussion with René Schalleger about how game designers create interactive experiences that let players explore complex issues of identity, free will and agency. Another highlight from day 1 was Teros Pasanen’s presentation about the Hobbesian state of nature in the game DayZ.



The second day was intense and focused on mobile gaming, gender in video games, serious games, educational games and game design.

On the third day, I presented my paper “Health, consumption and entertainment: the Nike brand embodied as a playful experience” that I wrote with my friend Marcelo Vasconcellos (click here to download).

This kind of event is perfect for networking and to improve our researches. For more information and the complete conference’s content access the official site of inter-disciplinary.net by clicking here.

Another good badge for my character’s sheet. =)

Go gamers!

Sound as a gameplay element

As in movies, sound is an essential component for videogames. Games like God of War even using an orchestra to record its soundtrack, and war games like Call of Duty recreate each detail of sound inside a battle camp. But some games like Beat Sneak Bandit (Simogo Games, 2012) use the sound design as a component for the gameplay.



In this very fun game, created for smartphones and tablets, the player is invited to control a bandit trying to invade different houses in a fixed screen interface. The idea is to move the character tapping the screen to the rhythm of the beat. One music beat equals one tap on the screen, so it’s important to be careful not to go off the rhythm. And here's a hint: try to beat your foot on the floor simultaneously with the beat of the music; this helps to keep your concentration and not miss a move. You can check the gameplay below:



Another good example that we can bring into our discussion is Zapp Zerapp, a board game with a curious sound component. In this example, players roll two dice for numbers from two to thirteen and simultaneously start picking up one of the thirteen wooden containers and shaking them. Inside the containers are one to thirteen lead pellets. Players are trying to select the container with the highest number of pellets, so long as it doesn't exceed the result of the dice. (source: Boardgame Geek)



Games that work auditory and tactile stimuli are even widely used with visually impaired children. Therefore, it is important to observe more carefully this kind of playful experiment. And this will be the subject of a future post.

Wait for it.

The importance of feedback loops (infographic)

Two good quotes from Raph Koster

Raph is one of my favorite authors. There are two excellent quotes from his book "A Theory of Fun for Game Design":

"When you're playing a game, it exercises your brain". (p.39)

"Since different brains have different strengths and weaknesses, different people will have different ideal games". (p.105)



About the author:

Raphael "Raph" Koster (born 7 September 1971) is an American entrepreneur, game designer, and author of A Theory of Fun for Game Design. Koster is widely recognized for his work as the lead designer of Ultima Online and the creative director behind Star Wars Galaxies. Since July 2006, he has been working as the founder and president of Metaplace (previously operating as Areae and acquired by social gaming company Playdom in 2010) producing an upcoming platform for online games also called Metaplace.


Reference:

KOSTER, Raph. A theory of fun for game design. Arizona: Paraglyph Press, 2005.

Huizinga’s magic circle

In the fields of gaming concepts and game design there's a very important author for reference: I'm talking about Johan Huizinga and in this post I want to discuss a very important concept: the idea of the "magic circle".

Johan Huizinga (1872 – 1945) was a Dutch historian and one of the founders of modern cultural history. In his book "Homo Ludens" (1938) he discusses the possibility that playing is the primary formative element in human culture.

In this book, the author presents the idea of the "magic circle". As described by Adams and Rollings (2009, page 8), Huizinga did not use the term as a generic name for the concept: his text refers to the actual playground, or a physical space for playing.

Inside the magic circle, real-world events have special meanings, as in the example below (ADAMS & ROLLINGS, 2009, page 8):



The magic circle is a place of dreams and fantasy. It's an escape for everyday problems and chores. And the most important: everything inside the magic circle is, in some way, transformative. Each time a person leaves the magic circle they bring meaning and experience.

Huizinga (1955, page 10) wrote that all play moves and have their existance within a playground marked off beforehand, either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the ‘consecrated spot’ cannot be formally distinguished from the playground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function playgrounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. They are all temporary worlds within the ordinary world, dedicated to the performance of an act apart.

In the image below I try to create a visual representation of the idea of the magic circle:



These ideas are essential to study and understand the gaming universe around the players and the impacts of the game culture in the mediatic scene and how important it can be for the contemporary world.



REFERENCES:

ADAMS, Ernest; ROLLINGS, Andrew. Fundamentals of Game Design. New Jersey: Pearson Prentice Hall, 2009

HUIZINGA, Johan. Homo Ludens: A Study of the Play-Element in Culture. Boston: The Beacon Press, 1955.

One year of Gaming Conceptz and a special interview with Gonzalo Frasca

By Vince (@vincevader)

One year ago I started posting here about gaming concepts, game design, gamification/ludification, games and many more aspects of the ludic universe.

And, 84 posts later, the blog is still alive and kicking.

I want to thank you all for the feedback, e-mailing and the great acquaintances I made through the blog during this year.

And to celebrate the year one of the Gaming Conceptz we have a great interview with Gonzalo Frasca. Enjoy! Go gamers!



Gonzalo Frasca (Montevideo, 1972) is a game designer and academic researcher focusing on serious and political videogames. Frasca is originally from Uruguay, where he established Powerful Robot Games, a videogame studio in Montevideo. In video game theory, Frasca belongs to the group of so called "ludologists", who consider video games to be simulations based on rules. They see video games as the first simulational media for the masses - which means a paradigm shift in media consumption and production.



1) How You've become a serious games researcher?

I'm interested in games. Serious games try to take games even further. So, anybody who's interested in pushing the envelope in games should be interested in serious games. Even if most serious games do not succeed, just thinking about the questions they raise is enough to make us better designers.

2) What would be the best definition for ludology? And narratology?

Ludology is just a word for game and play research. It's as simple as that. There are several definitions of narratology, but basically it's the discipline that studies stories and storytelling.

3) We can see a "wave" of studies about the use of game mechanics in a lot of areas of knowledge. What's your point on the buzzword "gamification"?

I've seen a lot of buzzwords come and go. I think it's positive people are interested in applying games on other fields. If gamification is here to stay or will fade, time will tell. In general, I generally try not to trust recipes and most of what I've seen about gamification looks like a magic recipe to me. But I could be wrong.

4) The use of serious games for political campaigns and education has improved in the last years?

Not really. And that is an interesting question. The simple answer is that they are not relevant. I believe we're still waiting for critical mass. Sooner or later it'll happen. Specially in education. That's my current obsession. I would actually say that these days I'm more interested in education than in games. Well, actually, it's hard to see one without considering the other.

5) The world is going more and more ludic with new digital interfaces and social media. That's a fact. Are the companies and advertising agencies ready for these changes?

I'm not sure. Videogames are still considered cool per se, not because of what they can do. Again, we're still in the very early ages of this genre. I know it doesn't seem like it. It's not because of technology: it's about social conventions. The more we incorporate play into our culture, the easier it'll be. I know this sounds totally hippie and new agey. But play is basically about not being afraid of doing. Play literally will make us free.

6) Send a final message to the new researchers of the gaming concepts and game design field.

Play my new iOS game: Space Holiday (LINK HERE). It's not serious at all, not political: it's a plain, full puzzle game. It was a challenge I set to myself: I always liked puzzle games and I always thought it was the kind of game I couldn't make myself. I worked really hard to prove myself wrong.
In any case, stay away from labels: researcher, designer, creator, player - those categories overlap all the time. You can't be good at one without being good at the others.

Social causes and ludic mechanics

This post is about a recent Brazilian advertising campaign for blood donation named “Meu Sangue Rubro Negro” (something like “My Red and Black Blood”). A friend of mine – Rodrigo Jatene from Leo Burnett agency – was the creative director of this campaign.

Basically, the idea was to use a football team (the Brazilian team “Vitória”) as a platform to encourage people to donate blood. For this, the team uniform was changed.

The red colour of the t-shirt was replaced with white, and only with blood donations the color will (gradually) change. The image below shows this process.



And the video below explains the campaign better (subtitles in english).



We can see the ludic element used in a social cause in this case. The idea of bringing the color back to the t-shirt based on the number of liters of donated blood is a fun way to mobilize people to get involved in a real social problem.

Maybe it's correct to say that with ludic interfaces even serious messages may become entertainment.

And you? What do think about that?

Good graph

About Cognitive Apprenticeship and Games

"When you play the Uncharted 3: Drake's Deception game on the PlayStation 3, you don't tell Nathan Drake what to shoot, you don't direct him where to go, and you don't give him commands to follow. No, you don't control Nathan Drake because you ARE Nathan Drake. By operating the character in the game, you learn the implicit rules of the world you inhabit".



REFERENCE
:


KAPP, Karl. The Gamification of learning and instruction: game-based methods and strategies for training and education. San Francisco: Pfeifer, 2012. (pages 69 and 70)

What is Gamification?

Some definitions from the book "Gamification of learning and instruction":

"Process of using game thinking and mechanics to engage audiences and solve problens." - Gabe Zichermann, author of Game-based Marketing

"Using game tecniques to make activities more engaging and fun." - Amy Jo Kim, author of Community building on the web

"The broad trend of employing game mechanics to non-game environments such as innovation, marketing, training, employee performance, health and social change." - The Gartner Group

"Is the use of game play mechanics for non-game applications (also know as 'funware')." - Wikipedia

Combining elements from these definitions and getting rid of the emphasis of getting people todo things they ordinarily consider boring, results in defining the term gamification as:

"Gamification is using game-based mechanics, aesthetics and game thinking to engage people, motivate action, promote learning, and solve problems." - Karl Kapp

What Gamification is not

Only badges, points and rewards; trivialization of learning; new ( the military has been using "war games" simulations, and goal-driven experiences to train personnel for centuries).



REFERENCE:

KAPP, Karl. The gamification of learning and instruction: game-based methods and strategies for training and education. Pfeiffer: San Francisco, 2012. pages 10 & 12

More about ludic interfaces

By Vince

BORJOMI, a georgian mineral water, launched a few weeks ago an awesome site with a great ludic interface. The creative team of the site found a very clever way to talk about the main feature of the product.



The mineral water has a curious differential: its source lays under 8 kilometers from the surface, so the water has a high level of purity.

There was a great challenge in this case and the solution for this advertising piece was not so obvious, but the creative team had a great idea: to create the deepest site of the internet.

They created a site that allows the user to scroll the screen for (real) eight kilometers. Looks weird, but it is true and you can check this on the URL http://thedeepestsite.com/ and on the video below.



If you have patience to "dig" the screen to the end, you will find the mysterious and pure source of water BORJOMI. As a prize you can write your name in a kind of hall of fame and tell the fact in your Facebook timeline to your friends.

An important feature of the site: anytime you want, it's possible to save your progress by using your Facebook login and password.

The BORJOMI's site is an excellent example of ludic interface. It is not a game, but it uses characteristics of games as "save", "badges", "ranking" and "mechanics" to promote a brand. This case shows us that is possible to put ludicity in many differents aspects of advertising and marketing.

I want to bring more gaming advertising cases to the blog. Wait for news.

Szia!

Experience – part II

By Vince Vader

I really enjoyed writing my last post (link here) about experience of players inside the games. So I've decided to write a little bit more about this fascinating subject. In this post I want to highlight some ideas to complete this thought.

I think there are three great aspects that help us understand the involvement of the players with the game universe: the idea of a labyrinth, the concept of virtual presence and the concept of flow.

I like to use the idea of a labyrinth of games as a metaphor. I think it's important to offer the player a chance to get lost inside the game world. But it's very important to offer this as a challenge to be completed and not as a bad sensation that leads the player to nowhere. As Kerényi wrote, the concept of a labyrinth is possibly a cultural good of all humanity whose origins date back to the Stone Age (page 66) and possibly all the ludic activities results in a kind of maze (page 72). So we can conclude that the idea of a labyrinth is - in some way - a mythological heritage of us all.

Continuing the thought, it's important to study the concept of "presence" inside the game world. Offer the player a labyrinthine environment is easy but the great challenge is to put a virtual presence of the player into the game (using narrative resources, coherent game mechanics, good graphics, etc.).

Nitsche (page 203) in reference to Slater (1993) talks about forms of presence and argues that “presence” is understood as the mental state where a user subjectively feels present within a video game space as the result of an immersion into the content of the fictional world. It is a mental phenomenon based on a perceptual illusion. In reference to Lombard and Diltron (1997) Nitsche (page 203) says that a great number of researchers have concentrated on the idea that a state of presence should be connected to the illusion of a nonmediated experience. In this case, players do not see the interface anymore because they feel present in the world beyond the screen.

The last concept I want to discuss is “flow”. I’ll go back again to the author Michael Nitsche to complete this thought. Nitsche (page 204) citing Csikszentmihalyi (1991) says that “flow” has been introduced as a state in which a person is fully immersed in an action and highly focused to the extent that one can experience, for example,

a loss in the feeling of self-consciousness and time experience. A player who reaches this level is clearly immersed in the game but not necessarily “present” in the virtual space.

All these features help us to create good experiences involving games.

In a future post I want to discuss some ways to generate the idea of a labyrinth and the concepts of presence and flow. Szia!



References:

CSIKSENTMIHALYI, Mihaly. Flow: the psychology of optimal experience. New York: Perennial (HarperCollins), 1991.

KERÉNYI, Karl. En El laberinto. Madrid: Ediciones Siruela, 2006.

LOMBARD, Matthew & DITTON Theresa. At the heart of it all: the concept of telepresence. Journal of Computer-Mediated Communication 3, no. 2 (1997): 1-39.

NITSCHE, Michael. VIDEO GAME SPACES - image, play and structure in 3Dnworlds. Massachusetts: MIT Press, 2008

Essential books about game design & gaming concepts - EPISODE I

I want to share some of my favorites books about games in this post, so I've created a first list with ten good titles. There are good references to academic research and how to create games. In the end of each topic of this post there´s a link to Google Books with previews. Enjoy and send me new suggestions.



•Fundamentals of game design by Ernest Adams. (link)

•Challenges for game designers by Brenda Brathwaite, Ian Schreiber. (link)

•A theory of fun for game design by Raph Koster. (link)

•Game design workshop: a playcentric approach to creating innovative games by Tracy Fullerton, Christopher Swain & Steven Hoffman. (link)

•Casual Game Design: Designing Play for the Gamer in ALL of Us by Gregory Trefry. (link)

•Half-real: video games between real rules and fictional worlds by Jesper Juul. (link)

•Game writing: narrative skills for videogames by Chris Mark Bateman. (link)

•Extra Lives: Why Video Games Matter by Tom Bissell. (link)

•The Ultimate Guide to Video Game Writing and Design by Flint Dille & John Zuur Platten. (link)

Presentation about ludic interfaces

I'll show this presentation tomorrow in the Design Week of ESPM University (São Paulo/Brazil).

Ludic Interfaces

View more presentations from vincevader

Ludic interfaces

Let's discuss in this post a very contemporary concept: ludic interfaces. According to European Masters in Ludic Interfaces program: Ludic interfaces are playful interfaces. The notion of a homo ludens, introduced by Johan Huizinga, is the conceptual backbone of the tools we are looking at. Think of devices like the Wii console, solar power operated building facades, unconventional musical instrument controllers, game art devices.

The tools and concepts applied with the concept of ludic interfaces differ from traditional technological systems as they are playful, user-generated and user-driven, flexible, low-cost and cooperative. Ludic interfaces take the best from computer games, artistic experiment, interactive media, media conversion, social networks and modding cultures and result in tools that offer an ease of use and playfulness to cope with a rapidly changing society.

The american school "QUEST TO LEARN" shows us a good way to apply these ideas in the video below:



At its core, "ludic interfaces" is a subcategory of interfaces in general. The notion is not restricted to electronics or HCI, even if the terminology was developed in respect to digital technology. Various authors suggest to use the term "ludic interfaces" for non-digital phenomena, e.g. architectural facades, skins, wearable computers, media art.

We can use ludic interfaces in publicity/promotion. A ludic interface could be a brand experience. A ludic interface could be an advertising space for companies and people. We can use ludic interfaces to teach, to learn and to create experiences.

Szia!

How about "ludification"?

By Vince

Last week, I had the opportunity to participate at Think Design Play DIGRA 2011, a congress in the city of Hilversum, Holland. During the three days of the event, many themes were discussed, among them: the main tendencies for the game industry, the use of games in education and politics, new interactive interfaces using game mechanics and the influence of violence in electronic games. I took part on a “advertising and games” panel, where I exposed some cases and concepts of games used in political campaigns, from a category called “serious games”.

I had the chance to participate in many panels and see excelent key notes, but it was during a presentation of Professor Espen Aarseth – a major figure in the emerging fields of video game studies and electronic literature – that I had the insight that led me to start writing on this blog.

Aarseth criticized the use of the term “gamification” in the present scenario, meaning that there’s much more in the term - we are forgetting some previous and extremely important concepts when we talk about inserting game mechanics in a non-game atmosphere.

In order to continue Aarseth’s argument, I propose a term to dwell on: "ludification", instead of "gamification". When we discuss "gamification", we are only talking about games, and I believe the idea is to go beyond that. When we use the word ludus – latin for “play” – we realize that the idea is to instert much more than just game mechanics for processes that are not games.

I believe that, when talking about "ludification", we are thinking of playful interfaces in a broader way. It can be a game mechanic, as well as a deeper way of telling a story. I can be common element to the language of games, like the rolling of a dice, as well as it can be a cartoon in a different context.

My point is that this is the century of playfulness, and more than just thinking of a way to offer games to a diverse audience, we should learn how to offer varied languages of entertainment – where the game is also inserted.

Now on to your opinion!

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