Presentation at the Faculdade de Letras of Lisbon University discussing the definition of videogames and the role of fiction and fantasy in the player experience.
3. ¡ An
artifact
that
promotes
an
activity
§ To
play
¡ Is
interactive
§ Players
are
proactive
§ Flow
of
events
in
the
game
relates
to
players
actions
¡ Has
constraints
§ Rules
§ Boundaries
4. ¡ Separates
the
game
world
from
the
real
world
¡ Supports
the
creation
of
fiction
5. ¡ The
fiction
supports
the
attribution
of
meaning
to
the
players’
actions
§ Consists
of
a
framework
for
interpretation
§ Translates
real
world
actions
into
game
world
(fictional)
actions
/
consequences
§ Transforms
the
player
(in
the
real
world)
▪ Emotional
impact
▪ Conveys
a
message
6. ¡ Players
pursuit
goals
¡ Players
make
meaningful
choices
§ To
achieve
the
goals
¡ Players
care
for
the
results
§ They
want
to
win
7. ¡ The
game
is
a
conceptual
artifact
in
the
mind
of
the
player
§ Supported
by
physical
and
digital
assets
¡ Any
activity
can
be
turned
into
a
game
§ If
the
player
defines
goals
within
the
Magic
Circle
8. ¡ A
conceptual
artifact
that
§ Defines
constraints
and
choices
▪ What
can
be
done
§ Supports
the
definition
of
goals
▪ What
should
be
achieved
§ Supports
the
evaluation
of
states
▪ What
is
preferable
§ Supports
the
definition
of
the
Magic
Circle
▪ Detachment
from
the
real
world
9. ¡ Science
Fiction
and
Fantasy
are
often
adopted
in
the
fiction
of
videogames
§ Players
live
in
worlds
with
magic
and
dragons
§ Learn
and
cast
spells
§ Explore
and
discover
the
universe
§ Build
spaceships
§ Discover
new
technology
§ Meet/fight
aliens
and
mythical
creatures
10.
11. ¡ If
the
Magic
Circle
fades…
…the
game
is
about
real
life
12. ¡ The
game
is
a
means
for
the
player
to
live
an
experience
§ Impersonate
a
character
§ To
live
a
dream
¡ The
experience
is
§ Doing
§ Feeling
§ Remembering
13. ¡ Provides
satisfaction
of
needs
§ Achievement.
Achieve
milestones,
finish
tasks.
§ Power.
Have
an
impact
on
the
world,
improve
skill.
§ Affiliation.
Maintain
positive
interactions
with
others.
§ Avoidance.
Self-‐preservation,
seeking
certainty.
¡ Balance
Novelty
and
Control
14. ¡ Has
emotional
impact
§ Internal
sensations
linked
to
assessment
of
situations
§ People
have
needs
of
emotional
regulation
(to
relax
or
get
excited)
§ Regulate
engagement
(attention
and
motivation)
15. Anger& a. Fear& b. Disgust&
c.
Surprise& d. Happiness& e. Sadness&
f.
16. ¡ Supports
learning
¡ The
experience
is
ruined
if
§ There
is
nothing
to
learn
§ It
is
impossible
to
learn
(noise,
sensory
overload)
§ There
is
no
interest
in
the
things
learnt
(are
not
applied
in
the
game)
¡ Balance
guidance
and
self-‐exploration
17. ¡ Provides
pleasure
§ Sensation:
game
as
sensory
pleasure
§ Fantasy:
game
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
18. ¡ The
experience
changes
over
time
§ The
player
changes
¡ Need
to
maintain
the
engagement
§ Attention
/
concentration
§ Motivation
/
interest
¡ Playing
is
a
voluntary
activity
20. ¡ A
game
is
a
communication
artifact
§ Theme
/
subject
▪ ex:
Football
§ Message
/
perspective
▪ Ex:
the
perspective
of
a
football
player
▪ Ex:
teamwork
is
important
¡ The
goal
of
the
game
is
to
provide
the
means
for
the
experience
21. ¡ Narrative
is
part
of
the
progression
of
the
experience
¡ A
game
can
be
a
good
way
to
convey
a
story
§ The
player
must
make
an
effort
to
advance
in
the
story
▪ The
player
needs
the
feeling
of
agency
§ This
enhances
the
feeling
of
participation
22. “I
want
to
tell
my
story…
…but
I
want
players
to
feel
in
control
and
live
their
own
story!”
¡ Games
and
Interactive
Storytelling
24. ¡ The
game
world
is
often
populated
with
characters
§ Player
characters
§ Non-‐player
characters
▪ Scripted
▪ Autonomous
¡ Challenge
and
opportunity
for
Artificial
Intelligence
25. ¡ Characters
are
part
of
the
fiction
§ Create
the
social
dimension
of
the
game
world
§ Support
the
progression
of
the
experience
▪ Narrative
¡ Need
autonomy
to
support
the
players’
agency
26. ¡ The
autonomous
synthetic
characters
must
be
believable
§ To
present
a
good
experience
§ To
avoid
breaking
the
fiction
¡ Believability
§ Coherent
behaviour
§ Meet
the
expectations
of
players
▪ Present
surprises
in
a
believable
way
27. ¡ “The
Illusion
of
Life”
¡ “Leading
the
audience
to
a
suspension
of
disbelief”
¡ Is
a
balance
of
the
qualities
of
the
character
§ With
the
context
31. ¡ People
assign
“human-‐like”
characteristics
to
synthetic
characters
¡ “Human-‐like”
characters
must
present
human
qualities
§ Intentionality
§ Emotional
behaviour
§ Personality
§ Ability
to
adapt
to
the
social
context
§ Engage
in
long
term
relations
32.
33. ¡ Believable
group
dynamics
¡ Personality
§ Five
Factor
Model:
OCEAN
¡ Position
in
the
group
¡ Balanced
dynamics
of
attraction
34.
35. ¡ Potential
force
towards
change
§ beliefs,
behaviour
¡ Influence
and
resistance
¡ Different
sources
§ Reward
§ Coercion
§ Legitimate
§ Referent
§ Expert
36.
37. ¡ Identity
Model
§ Layered:
personal,
social
(group
memberships)
§ Dynamic:
salience
=
accessibility
x
fit
▪ Others
(out-‐group),
theme
¡ Influence
on
behaviour
§ Moral
references
§ Intergroup
relationships
§ Filter
perception
and
atributions
▪ Emotional
appraisal
§ Bias
on
decision
making
▪ Social
dilemmas:
prisoner’s
dilemma
38.
39. ¡ Social
Interaction
Dynamics
§ Social
Importance
▪ Claim
▪ Confer
¡ Cultural
traits
§ Individualism/collectivism
§ Power
distance
§ Uncertainty
avoidance
§ Masculinity/femininity
§ Long
term/short
term
orientation
§
Indulgence/restraint
40.
41. ¡ Physical
embodiment
and
face
to
face
interaction
¡ Verbal
and
non-‐verbal
behaviour
§ Gaze,
attention
¡ Emotional
Appraisal
§ Luck,
social
relations,
state
of
the
game
¡ Recognizes
and
remembers
players
and
past
experiences
¡ Plays
different
social
roles
§ Helper,
dominator
42.
43. ¡ Videogames
are
part
of
our
culture
§ MoMA
acquired
14
videogames
for
their
collection
¡ Videogames
support
(and
rely
on)
the
creation
of
fiction
¡ Synthetic
characters
are
often
part
of
the
experience
§ Should
be
autonomous
to
support
the
agency
of
the
player
¡ Autonomous
characters
must
be
believable
§ Show
human-‐like
(balanced)
qualities