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WHY GAMES ARE FUN
Why Educators Should Care
presented for:
Play! A Symposium
World Festival of Children’s Theatre
Stratford , Ontario
June 11, 2016
Todd Vercoe, M.A.
What is a game?
boardgames
war games
card games
collectable card games
dice games
drinking games
table top miniature battles
chase games
TTRPGs (Table Top Role Playing Games)
LARPs (Live Action Role Playing Games)
football
soccer
hockey
baseball
basketball cricket
tennis
curling
house
cops & robbers
ring-around-the-roses
British bulldog
pinball darts
foosball air hockey
fox hunting
deer hunting
game fishing
Childhood Adventures
capture the flag shuffle board
Parlour Games
chase
Amusements
Sports
Blood Sports
badminton
rugby
tag
Computer Games
MUDs (Multi-User Dungeons)
MUSHs (Multi-User Shared Hacks)
MOOs (MUDs Object Oriented)
real time strategy games
turn based strategy games
sims
flight sims
vehicle sims
action adventures
text adventures
graphic adventures
fantasy sports
RPGs (Role Playing Games)
first person shooters (FPS)
third person shooters
dance games
music games
god games
sidescrollers
maze games
puzzle games
search games
trivia games
matching games
The problem of language
the German ‘speil’
the Dutch ‘spel’
the French ‘jeu’
the Korean ‘nori’
Italian, Japanese, Chinese,
Arabic
PREVIOUS GAME
DEFINITIONS
“... a free activity standing quite consciously
outside “ordinary” life as being “not serious”, but at
the same time absorbing the player intensely and
utterly. It is an activity connected with no material
interest, and no profit can be gained by it. It
proceeds within its own proper boundaries of time
and space according to fixed rules and in an orderly
manner. It promotes the formation of social
groupings and tend to surround themselves with
secrecy and to stress their difference from the
common world by disguise or other
means.” (Huizinga, 1955)
“...an activity which is essentially: Free (voluntary),
separate [in time and space], uncertain, unproductive,
governed by rules, make-believe.” (Caillois, 1957)
“The major ingredients are held to be a combination of all
or some of the following characteristics: they are activities
freely engaged in; their purpose is uniquely pleasure or
fun; they are in essence unproductive activities; they are
challenges against a task or an opponent; they are
symbolic activities governed by rules; they are arbitrary
situations clearly limited and separated in time and space
from real-life activities. When a distinction is drawn
between play and games, the dimension that is generally
used as a cutting point is the existence or the lack of rules
and thereby, of competition, for competition is difficult to
conceive of without some rules explicitly or tacitly agreed
upon by which to recognize the winner of the encounter.
(Inbar and Stoll, 1970)
“To play a game is to engage in activity directed towards
bringing about a specific state of affairs, using only means
permitted by rules, where the rules prohibit more efficient
in favour of less efficient means, and where such rules are
accepted just because they make possible such
activity.” (Suits, 1978)
“At its most elementary level then we can define game as
an exercise of voluntary control systems in which there is
an opposition between forces, confined by a procedure and
rules in order to produce a disequilibrial
outcome.” (Avendon & Sutton Smith, 1981)
“A game is a system in which players engage in an
artificial conflict, defined by rules, that results in a
quantifiable outcome.” (Salen & Zimmerman, 2003)
“a game is a form of recreation constituted by a set of rules
that specify an object to be attained and the permissible
means of attaining it.” (Kelley, 1988)
“A game is a semibounded and socially legitimate domain
of contrived contingency that generates interpretable
outcomes.” (Malaby, 2007)
“I perceive four common factors: representation [“a closed
formal system that subjectively represents a subset of
reality”], interaction, conflict, and safety [“the results of a
game are always less harsh than the situations the game
models”]” (Crawford, 1982)
“An interactive structure of endogenous meaning that
requires players to struggle toward a goal.” (Costikyan,
2002)
“A game is a rule-based formal system with a variable and
quantifiable outcome, where different outcomes are
assigned different values, the player exerts effort in order
to influence the outcome, the player feels attached to the
outcome, and the consequences of the activity are optional
and negotiable.” (Juul, 2003)
WHAT IS NOT A GAME?
WITHOUT THE MIND,
THERE CAN BE NO GAME
WHAT GAMES ARE NOT
Games are not
work
Leisure Activities
Non-Leisure Activities
Examples
work
gainful employment
academic studies
household chores
caregiver activities
Play
Non-Play Leisure Activities
Examples
reading
watching television
socializing
art/cultural events
birdwatching*
pleasurable learning
hiking/camping
volunteering
Figure 1
Games are
somewhere in play
Play
Figure 2
Games
Non-Game Play Activities
Examples
Creative expression
Creative writing
Dramatic production
Artistic creation
Musical play/creation
Dance
Socio-dramatic play
Athletics
Free play
Amusements
Playtools
Sports
Simulations
Contests
Rule bound
Creativity
Figure 3
Participatory
Drama
Games
Puzzles
Hunting
& Tracking
Playtools
A playtool is not a game
All games involve a playtool
Puzzles
A puzzle is not a game, it is
a puzzle
Contests and sports
A contest is a test of
abilities
Contests alone are not
enough to provide the
gamestate
Simulations
Simulations may only be
part of the playtool or the
playtool itself.
Simulation alone is not
enough to create the
gamestate
Participatory Drama
Not to be confused with
Socio-dramatic play
All games have a temporal
story or narrative
Rule-bound creativity
Creativity is not meant to
be rule-bound
Many game like settings
are rule-bound.
Hunting/fishing
All games involve chaos
Amusements
Activity that doesn’t fit
with other domains
WHAT IS THE GAMESTATE?
Contests
Rule bound
Creativity
Amusements
Chaos
X Factor
“Flow”/ZPD?
Participatory
Drama
Puzzles
The
Gamestate
Playtools
Figure 4
Simulations
My definition
The gamestate is our awareness of a rule bound playtool
capable of producing replicable temporal narratives that
provide us an attempt to govern chaos through a blend of
contest, puzzle, simulation, drama and other unknown
elements.
WHY EDUCATORS SHOULD CARE
The Eight Elements of Successful game Design
Ludi Magister • Magister Ludi
Ludus

(play, game, sport, training)
Ludi Magister 

(Game Master/Teacher)
Magister Ludi 

(Master of Games)
Ludology 

(The study of games)
The Eight Elementsof
Good Games
Eight Elements of Successful Game Design
Sensation (Game as sense-pleasure)
Fantasy (Games as make-believe)
Narrative (Game as drama)
Challenge (Game as obstacle course)
Fellowship (Game as social framework)
Discovery (Game as uncharted territory)
Expression (Game as self-discovery)
Submission (Game as pastime)
(Hunicke, LeBlanc, Zubek, 2004)
Gee & Koster... a conversation
The player must probe the virtual world.

A variable feedback system. The results of the encounter should not be completely predictable Ideally,
greater skill in completing the challenge should lead to better rewards.

Based on reflection while probing and afterward, the player must form a hypothesis about what
something might mean in a usefully situated way.

The Mastery Problem must be dealt with. High-level players can’t get big benefits from easy
encounters or they will bottom-feed. Inexpert players will be unable to get the most out of the game.

The player reprobes the world with that hypothesis in mind, seeing what effect he or she gets.

Failure must have a cost. At the very least there is an opportunity cost, and there may be more. Next
time you attempt the challenge, you are assumed to come into it from scratch – there are no –“do overs.”

The player treats this effect as feedback from the world and accepts or rethinks his or her original
hypothesis.
(Gee, 2003, Koster, 2005, italics and bold, theirs)
Specific to Education Games
Individual Motivations
Challenge:
The activity should provide a continuously optimal
(intermediate) level of difficulty for the learner.
Curiosity:
The activity should provide an optimal (moderate) level of
information complexity or discrepancy from the learner’s
state of knowledge and information.
Control:
The activity should promote feelings of self-determination
and control on the part of the learner.
Fantasy:
The activity may promote intrinsic motivation through the
use of fantasy involvement.
Interpersonal Motivations
Cooperation:
The appeal of the activity may be enhanced by enlisting the
motivation to cooperate with others.
Endogenous cooperative motivation may be produced by
segmenting the activity into inherently interdependent parts.
Competition:
The appeal of the activity may be enhanced by enlisting the
motivation to compete with others.
Endogenous competitive motivation may be produced by
creating an activity in which competitors’ actions affect
each other.
Recognition:
The appeal of the activity may be enhanced by enlisting the
motivation to compete with others.
Endogenous recognition motivation may be produced by
activities that provide natural channels for students’ efforts
to be appreciated by others.
(Malone and Lepper,1987)
Try not to forget Gardner
(connectionsacademy.com)
Gamification - Some Thoughts
Gamification c. 2004
Gamify, not scorify
Gender differences
re:prizes
“Purple” Leisure
Thanks for listening
Questions, comments or
critiques?
Todd Vercoe
todd@tesolgames.com

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WhyGamesAreFunWhyEducatorsShouldCare

  • 1. WHY GAMES ARE FUN Why Educators Should Care presented for: Play! A Symposium World Festival of Children’s Theatre Stratford , Ontario June 11, 2016 Todd Vercoe, M.A.
  • 2. What is a game? boardgames war games card games collectable card games dice games drinking games table top miniature battles chase games TTRPGs (Table Top Role Playing Games) LARPs (Live Action Role Playing Games) football soccer hockey baseball basketball cricket tennis curling house cops & robbers ring-around-the-roses British bulldog pinball darts foosball air hockey fox hunting deer hunting game fishing Childhood Adventures capture the flag shuffle board Parlour Games chase Amusements Sports Blood Sports badminton rugby tag Computer Games MUDs (Multi-User Dungeons) MUSHs (Multi-User Shared Hacks) MOOs (MUDs Object Oriented) real time strategy games turn based strategy games sims flight sims vehicle sims action adventures text adventures graphic adventures fantasy sports RPGs (Role Playing Games) first person shooters (FPS) third person shooters dance games music games god games sidescrollers maze games puzzle games search games trivia games matching games
  • 3. The problem of language the German ‘speil’ the Dutch ‘spel’ the French ‘jeu’ the Korean ‘nori’ Italian, Japanese, Chinese, Arabic
  • 5. “... a free activity standing quite consciously outside “ordinary” life as being “not serious”, but at the same time absorbing the player intensely and utterly. It is an activity connected with no material interest, and no profit can be gained by it. It proceeds within its own proper boundaries of time and space according to fixed rules and in an orderly manner. It promotes the formation of social groupings and tend to surround themselves with secrecy and to stress their difference from the common world by disguise or other means.” (Huizinga, 1955) “...an activity which is essentially: Free (voluntary), separate [in time and space], uncertain, unproductive, governed by rules, make-believe.” (Caillois, 1957) “The major ingredients are held to be a combination of all or some of the following characteristics: they are activities freely engaged in; their purpose is uniquely pleasure or fun; they are in essence unproductive activities; they are challenges against a task or an opponent; they are symbolic activities governed by rules; they are arbitrary situations clearly limited and separated in time and space from real-life activities. When a distinction is drawn between play and games, the dimension that is generally used as a cutting point is the existence or the lack of rules and thereby, of competition, for competition is difficult to conceive of without some rules explicitly or tacitly agreed upon by which to recognize the winner of the encounter. (Inbar and Stoll, 1970)
  • 6. “To play a game is to engage in activity directed towards bringing about a specific state of affairs, using only means permitted by rules, where the rules prohibit more efficient in favour of less efficient means, and where such rules are accepted just because they make possible such activity.” (Suits, 1978) “At its most elementary level then we can define game as an exercise of voluntary control systems in which there is an opposition between forces, confined by a procedure and rules in order to produce a disequilibrial outcome.” (Avendon & Sutton Smith, 1981) “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome.” (Salen & Zimmerman, 2003) “a game is a form of recreation constituted by a set of rules that specify an object to be attained and the permissible means of attaining it.” (Kelley, 1988) “A game is a semibounded and socially legitimate domain of contrived contingency that generates interpretable outcomes.” (Malaby, 2007)
  • 7. “I perceive four common factors: representation [“a closed formal system that subjectively represents a subset of reality”], interaction, conflict, and safety [“the results of a game are always less harsh than the situations the game models”]” (Crawford, 1982) “An interactive structure of endogenous meaning that requires players to struggle toward a goal.” (Costikyan, 2002) “A game is a rule-based formal system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels attached to the outcome, and the consequences of the activity are optional and negotiable.” (Juul, 2003)
  • 8. WHAT IS NOT A GAME?
  • 9. WITHOUT THE MIND, THERE CAN BE NO GAME
  • 12. Leisure Activities Non-Leisure Activities Examples work gainful employment academic studies household chores caregiver activities Play Non-Play Leisure Activities Examples reading watching television socializing art/cultural events birdwatching* pleasurable learning hiking/camping volunteering Figure 1
  • 14. Play Figure 2 Games Non-Game Play Activities Examples Creative expression Creative writing Dramatic production Artistic creation Musical play/creation Dance Socio-dramatic play Athletics Free play
  • 16. Playtools A playtool is not a game All games involve a playtool
  • 17. Puzzles A puzzle is not a game, it is a puzzle
  • 18. Contests and sports A contest is a test of abilities Contests alone are not enough to provide the gamestate
  • 19. Simulations Simulations may only be part of the playtool or the playtool itself. Simulation alone is not enough to create the gamestate
  • 20. Participatory Drama Not to be confused with Socio-dramatic play All games have a temporal story or narrative
  • 21. Rule-bound creativity Creativity is not meant to be rule-bound Many game like settings are rule-bound.
  • 23. Amusements Activity that doesn’t fit with other domains
  • 24. WHAT IS THE GAMESTATE?
  • 26. My definition The gamestate is our awareness of a rule bound playtool capable of producing replicable temporal narratives that provide us an attempt to govern chaos through a blend of contest, puzzle, simulation, drama and other unknown elements.
  • 27. WHY EDUCATORS SHOULD CARE The Eight Elements of Successful game Design
  • 28. Ludi Magister • Magister Ludi Ludus
 (play, game, sport, training) Ludi Magister 
 (Game Master/Teacher) Magister Ludi 
 (Master of Games) Ludology 
 (The study of games)
  • 30. Eight Elements of Successful Game Design Sensation (Game as sense-pleasure) Fantasy (Games as make-believe) Narrative (Game as drama) Challenge (Game as obstacle course) Fellowship (Game as social framework) Discovery (Game as uncharted territory) Expression (Game as self-discovery) Submission (Game as pastime) (Hunicke, LeBlanc, Zubek, 2004)
  • 31. Gee & Koster... a conversation The player must probe the virtual world.
 A variable feedback system. The results of the encounter should not be completely predictable Ideally, greater skill in completing the challenge should lead to better rewards.
 Based on reflection while probing and afterward, the player must form a hypothesis about what something might mean in a usefully situated way.
 The Mastery Problem must be dealt with. High-level players can’t get big benefits from easy encounters or they will bottom-feed. Inexpert players will be unable to get the most out of the game.
 The player reprobes the world with that hypothesis in mind, seeing what effect he or she gets.
 Failure must have a cost. At the very least there is an opportunity cost, and there may be more. Next time you attempt the challenge, you are assumed to come into it from scratch – there are no –“do overs.”
 The player treats this effect as feedback from the world and accepts or rethinks his or her original hypothesis. (Gee, 2003, Koster, 2005, italics and bold, theirs)
  • 32. Specific to Education Games Individual Motivations Challenge: The activity should provide a continuously optimal (intermediate) level of difficulty for the learner. Curiosity: The activity should provide an optimal (moderate) level of information complexity or discrepancy from the learner’s state of knowledge and information. Control: The activity should promote feelings of self-determination and control on the part of the learner. Fantasy: The activity may promote intrinsic motivation through the use of fantasy involvement. Interpersonal Motivations Cooperation: The appeal of the activity may be enhanced by enlisting the motivation to cooperate with others. Endogenous cooperative motivation may be produced by segmenting the activity into inherently interdependent parts. Competition: The appeal of the activity may be enhanced by enlisting the motivation to compete with others. Endogenous competitive motivation may be produced by creating an activity in which competitors’ actions affect each other. Recognition: The appeal of the activity may be enhanced by enlisting the motivation to compete with others. Endogenous recognition motivation may be produced by activities that provide natural channels for students’ efforts to be appreciated by others. (Malone and Lepper,1987)
  • 33. Try not to forget Gardner (connectionsacademy.com)
  • 34. Gamification - Some Thoughts Gamification c. 2004 Gamify, not scorify Gender differences re:prizes “Purple” Leisure
  • 35. Thanks for listening Questions, comments or critiques? Todd Vercoe todd@tesolgames.com