segunda-feira, 22 de junho de 2015

Player interaction patterns

Today we have an excellent image to understand the complexes video games ecosystems and the multifaceted relationship between players and games (FULLERTON; SWAIN; HOFFMAN, 2008, p.52). We can bring some interesting examples to our discussion: single player vs. game (Super Contra); multiple individual players vs. game (Teenage Mutant Ninja Turtles Arcade); player vs. player (Mortal Kombat - versus mode); unilateral competition (Evolve - one monster vs. four hunters); multilateral competition (multiplayer games like Quake); cooperative play (Pandemic board game); team competition (Soccer).





Reference:

FULLERTON, Tracy; SWAIN, Christopher; HOFFMAN, Steven. Game design workshop: a playcentric approach to creating innovative games. Burlington: Morgan Kaufmann Publishers, 2008.

segunda-feira, 15 de junho de 2015

A qualitative approach for gaming research

As a game designer, I always try to understand methods and practices that can help me in the developing process of a ludic interface. The iterative design - based on creating, testing, modifying and recreating until reaching an error-free product - is a methodological approach that allows excellent hybridizations with other research methods. In my last two projects, I tried to establish a qualitative interview during the iterative process with different players, to discover the potentialities and faults of my game.



Organizing a dialogue between different kinds of players is an inspirational key to open new passages in the game design process. Some feedbacks from players in interviews are fundamental guides to improve the game’s mechanics, dynamics, narrative and layout.

In this context, it’s always essential to remember that “videogames are fundamentally interactive, relying on communication between the player and their character, the player and the content, and even players with one another” and it’s crucial to ponder that “while games are developed in a studio, at least part of their meaning and significance is created at the moment of play and through the people who play them” (COTE; RAZ, p.93, 2015).

The qualitative method is one of many good ways to understand the creation of meaning and significance in a gaming interface. To conduct a quali interview, it’s necessary to have a good script with clear objects imbricated in the questions. Cote and Raz (2015, p.104) teach us how to write a very intuitive qualitative interview guide, adapted for a gaming universe:

1. Create an introductory script to open the interview and remind the study goals;
2. Warm-up questions to put the participant at ease and build rapport. Some examples that the authors use are “How long have you been playing videogames for?” and “What’s one of your favorite gaming memories?”
3. Substantive questions to collect deeper data that answers the research questions. This part is nuclear in the interview, here you will ask player’s feedbacks about gaming interface, mechanics and other aspects;
4. Demographic questions to gather data needed to describe participants in the final research report.

Applying qualitative process with iterative design is a great challenge for game designers. It requires more and more studies to generate better practices in our field. About this subject, I strongly recommend the second part of this Game Research Methods book.

#GoGamers



Reference:

COTE, Amanda; RAZ, Julia. In-depth interviews for game research. . IN: LANKOSKI, Petri; BJÖRK, Staffan (Eds.). Game research methods: an overview. Halifax: ETC Press, 2015. p.93-117.

segunda-feira, 1 de junho de 2015

Call for papers: 9th International Conference on the Philosophy of Computer Games

An excellent opportunity for game researches. This year’s conference is devoted to the philosophical exploration of how meaning phenomena contribute to the nature as well as the socio-cultural role of computer games. Click here for more information.



#GoGamers

segunda-feira, 25 de maio de 2015

Serious games: a definition

In this moment I'm reading the excellent book "Design and use of serious games". In this text I found a very objective and didactic definition of this kind of game. In the words of Kankaanranta and Neittaanmäki (2009, p.21) we can define serious games as

games that engage the user, and contribute to the achievement of a defined purpose other than pure entertainment (whether or not the user is consciously aware of it). A game’s purpose may be formulated by the game’s designer or by the user her/himself, which means that also a commercial off-the-shelf (COTS) game, used for non-entertainment purposes, may be considered a serious game. The desired purpose, i.e. a serious game, can be achieved through a spectrum ranging from the mere utilization of game technology for non-entertainment purposes to development of specifically designed games for some non-entertainment purpose or the use and/or adaptation of commercial games for non-entertainment purposes. We also propose that any combination of the above would constitute a feasible way to achieve the desired effect

This idea helps us think games beyond entertainment. It is certainly an inspiration to understand games as tools in the areas of education, health and business training. Let's think about it and discuss.

#GoGamers



Reference:

KANKAANRANTA, Marja; NEITTAANMÄKI, Pekka (Eds.). Design and use of serious games. Jyväskylä: Springer, 2009.

segunda-feira, 18 de maio de 2015

Adding some entertainment in advertising campaigns

I like to show Brazilian examples of advergaming. First of all, because I’m Brazilian. Second, because Brazil has a rich field of excellent examples to illustrate this contemporary kind of advertising, which uses games in its core.



Today, I bring one very interesting example to discuss here: one app created for Vivo (one of the big mobile companies in our country) that mixes gaming language, educational concepts and rewarding. The app’s name is UNLOCK LESSONS, and the idea is to put some serious content in children’s mobile devices for everyday life. Every time the child will unlock their phone, they must answer a quiz question about some scholar content.

Check the video below to understand:



This kind of advertising piece proves a possibility to transform serious content in a funny content with relevant results. About this subject, Miller (2004, p.69) says “The special qualities of games and stories are equally valuable when it comes to projects that are designed to be more functional—works that marry entertainment to some other task. Such projects are used for education (edutainment), information (infotainment), and advertising (advergaming). They also serve a role in training, promotion, and marketing. Game and story elements can make such interactive works far more palatable to the target users, and more successful at accomplishing their intended mission”. I’m gathering some good examples of Brazilian advergames for a more complete post. Wait for news.



References:

MILLER, Carolyn Handler. Digital storytelling: a creator’s guide to interactive entertainment. Oxford: Focal Press, 2004.

terça-feira, 12 de maio de 2015

Thinking about iterative design

The idea of iterative design synthesized in a very didactic video. Check below:



My favorite subject of study today.

#GoGamers