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Teaching
with
Videogames
Pietro Polsinelli




All links for this talk:

http://bit.ly/teachVG



                           1
Example: learn about renewable
energy
Teaching with videogames – at its best: Ludwig.
http://www.youtube.com/watch?feature=player_embedded&v=nTG9Oigvd-E

                                                                     Wednesday, September 12,   3
                                                                                        2012
Ludwig: playludwig.com See trailer.
Search energy in a 3D environment.
Reach of videogames



                      6
8
Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
                                                      Wednesday, September 12,
                                                                         2012
Learning & games: a workshop
This is our schedule.
Readings. From literary criticism to videogame criticism.
Fun is learning - but
learning is not always
fun.


“Fun is a feedback
we get in the mind
when absorbing
patterns for learning
purposes” - Koster


From “Theory of Fun”
Crash course in game design
15
16
Example analysis: Pinball




Which are the user inputs?

Works in different media – nice on the iPad.
Progressive views:
1.Just keep the ball in play
2.Make point rich hits
3.Reach goals
4.Complete the story
5.Solo not fun any more.
Can be fun just to show off
(high scores, show to friends).


Pinball game hermeneutics.
Game are made of loops




To analyze the mechanics of a game, you got to find the loops.
And loops are made of
surprises




http://en.wikipedia.org/wiki/Kinder_Surprise
Stick
to
basics




These are some of the mechanics – plus status competition …
This is very important in order to establish deep contact with your users: find the deep motivation.
Is this simple mechanic union relevant only for classical games?
     Union of drawing – racing
Drawing with your figer on the iPad is nice. Racing with small cars is beautiful.
Considers shape, speed. Also runtime “turbo” interventions. You don’t drive – which simplifies
   development, but is a plus here, not a minus.
Surprises




Flipper surprises us by say enabling additional bats Or by moving parts that were still. In
    videogames.
Using the same mechanics for different ends is usually very effective and preserves usability used
    so far.
HEROICA




Heroica: the hero’s journey, becomes engaging through mini games – typically a DUEL. Race,
   mystery solving. Most natural (and most difficoult) game design choice.

Interesting because of cross game gaming.
“This game is engaging”




Engagement can be caused by disparate reasons:
1. Engagement because of s fun base mechanic
2. Engagement by using a virtual world projection mechanics
Engaging design is ambiguous: can mean engaging by using a base mechanic (flipper tower
   defence, verify the chapter in theory of fun), or by using a virtual world projection mechanics
Koster – Deterding definition of fun.
“Fun is
about
learning in
a context
where there
is no
pressure”
But in school there is, and there has to be, pressure. There is here a dynamic.

http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
the flow


The blurry edge between challenging and too difficoult.

There is the flow. We are tackling the tip of something complex. When we are
kept at the margin of our abilities – it’s the flow graph. So its complex,
there are exceptions everywhere.
Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author)
Learn more on Classical Game Design
Games based on
Narrative Enchantment




Another path for going beyond usability.


                                           Wednesday, September 12,
                                                              2012
Metrics driven
game design intro
Feedback is scary – but can help.
http://vimeo.com/32161327

Mafia Wars guy.
Measure, measure, measure.


                             Wednesday, September 12,
                                                2012
No narrative ideal, no purpose beyond monetization. Lenses in a skeleton: The Sims Social.
From Bokardo’s Metric Driven Design
Addiction by Design Natascha Schull
http://gelconference.com/videos/2008/natasha_schull
97% is given by the slot machine – study IT
                                                      Wednesday, September 12,
                                                                         2012
Went there to get milk...
• Las Vegas Airport
Overall designed...
A different auro to the zone term
“So annoying when I do jackpot”

.
Casino Gaming Magazine: indded motivated in working Uis. How to make the user feel she’s
    winning when she’s not”

The aim of game design is “get player EXTINCTION” – NO MONEY LEFT
Learn more on Metric driven game design




                                          46
Learn more on Metric driven game design




http://www.slideshare.net/wooga/killer-game-loops-in-social-games




                                                                    47
Link kahneman and game design.


                                 Wednesday, September 12,
                                                    2012
New user models.
And from a
teacher’s
standpoint?

A positive lesson is
that games can be
an opportunity for
stats.




Videogames are a great opportunity for statistics. Statistics are way better than teachers reports
    or impressions – see Kahneman…
Example game designs
Game Dev Story




A small, simple game…
Game Dev Story
reverse engineered
(Zynga )
http://strategywiki.org/
wiki/Game_Dev_Story/
Walkthrough




Game genres, …
Learning & teaching
with games
from games
Cargo Bot
http://twolivesleft.com/CargoBot/




Videogames are ideal for transmitting formal rules through concrete examples. This can cover a
    lot of ground.

Also probe – test – rethink – probe cycle.
Example mockups & storyboards
A Word storyboard


                    Wednesday, September 12, 57
                                       2012
Game flow graphs.




                    58
Mockup. Tool: Balsamiq http://www.balsamiq.com/




                                                  59
Exercises
Find a theme that it taught in school and
that you like. And that maybe you don’t like
how it is being thought. Reach as far as you
can in this scheme:




Your turn.
Financials
Estimation (sample)

-   Game design (game loops), model
-   Concept art
-   Logo, naming
-   Intro + options (only EN?) + theme music
-   Company setup (friends)
-   Running company
-   Game strategic choices
-   Getting professionals
-   Press reviews
-   Events (heuristics)
-   Game engine
-   Levels? Winning conditions?
-   Jingles
-   FB / Twitter integration
-   Presentation site + documentation, leaderboards
-   Balancing, testing


Production estimation. How much does a videogame cost? A lot:


                                                                Wednesday, September 12,
                                                                                   2012
Example phases for a brower game:

- Balsamiq mockup /game design

- JavaScript prototype

- Full game

- Promo ?




Dev phases.


                                    Wednesday, September 12,
                                                       2012
Teaching
with
Videogames
Pietro Polsinelli




All links for this talk:

http://bit.ly/teachVG

Follow me on Twitter: @ppolsinelli
                                     65

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