Kategorien: Alle - genres - interactivity - qualities - classification

von Pascaline Natchedy Vor 3 Jahren

223

Games

Classifying video games is a complex task due to the diversity in their goals, skills required, and the experiences they offer players. Various scholars and sources propose different methods for categorization.

Games

Critical of Callois' categories

Callois overestimated the limitations of rules

It is hard to justify the individual categories.

Games

Sociology of play

Roger Caillois - Man, Play, and Games
All games exist on a continuum

Ludus (formal, rule-based game behavior)

Paidia (playfulness)

A game consists of several qualities of play
Stressed four essential qualities of play

Ilinx (vertigo)

Mimicry (imitation)

Alea (chance)

Agôn (competition)

Culture

Johan Huizing - Homo Ludens
The Magic Circle doesn't affect the real world.
Play occurs within the boundaries of this space and time.
Magic Circle is a special place in time and space created by a game
The concept of Magic Circle

Jesper Juul

Games are composed of 3 layers

Social context

Experience

Goal orientation

The concept of Magic Circle is misunderstood.

Critics of the Magic Circle

Games affect the real world

Actions in games extend into the real world.

Games influence our behavior.

Games are communication media.

Games impact our moods.

Time has to be allocated to games.

Mia Consalvo

Other factors such as social contexts are important.

Games shouldn't be considered as simply rule-based activities.

Thomas Malaby

A game is a continuous process that can create new meanings and practices.

Games are more than mere objects.

Edward Castronova

No philosophical argument to substantiate the concept of Magic Circle

Crucial to keep the game and real worlds separated

No attempt to define games
Emphasis on the status of play in cultures
Marshall McLuhan -Understanding Media

No empirical data to back up the idea of “catharsis”.

Superficial way of addressing problems

Games are an outlet for tension.
Game forms are shaped by culture.
Brian Sutton-Smith
A wide range of forms in games such as social, physical and theoretical games
Games are finite, fixed and goal-oriented.
Games reflect a society's political and social development.
However, games are not necessarily ingrained in every culture.
The omnipresence of games in many cultures
Henry Jenkins
Player control and the player's ability to influence the game are important features.
The design and aesthetics of the game are vital to its success.
He argues against social prejudice directed at video games
His work was inspired by Gilbert Seldes' book.
Games represent a new form of popular art

Communication

Gregory Bateson
Meta-communication

Alternate reality games

Blur the line between traditional game worlds(fiction) and the real world (reality)

Explains how information in games is meant to be interpreted

Nonverbal cues that carry meanings

The process of the genesis of the self through social activity

George Herbert Mead - Mind, Self, and Society
Make-believe

Children take on different roles they observe in society.

Social activity relies on communication

Symbols are used to exchange ideas with each other through play and games.

A shared system of symbols

Children develops the concept of self by mastering human social activity.

Definitions

Formal definition
Jesper Juul

Classic game model

Some video games don't satisfy all the criteria of the classic definition of a game.

Not games -outside the classical model

Non-negotiated consequences

No attachment

Fixed outcome

Variable rules

Borderline cases

Pre-negotiated consequences

No player effort

No valorization of outcome

Flexible rules

Games - classic criteria

Negotiable consequences

Player attachment to outcome

Player effort

Valorization of outcome

Variable outcome

Fixed rules

Katie Salen and Eric Zimmerman

There should be a quantifiable outcome.

A game has al least one conflict that challenges the player's skills and intellect.

A game has rules.

Chris Crawford

Games have 4 common elements

Safety

Games might have some direct impact on the real world.

Conflict

Interaction

Representation

First one to define video games

Bernard Suits

These conflicts are challenging but create excitement.

Games should exhibit some conflicts

David Parlett

Parlett’s definition is simultaneously too restrictive and wide-ranging.

Many games don't fit Patty's concept of a game.

Focuses on nonelectronic games

Games consist of two parts

Means

These are the resources, tools and rules players must abide to.

Ends

Games are competitions that have only one winner.

Pragmatic definition
Robin Hunicke et al

MDA model

Many aspects of the game experience are excluded in this model such as context and culture.

It's first and foremost a tool for designing games.

Pinpoints that games are systems and focuses on the way games work.

Aesthetics

A game can evoke multiple responses but not all of them.

There are 8 types of emotional responses.

Submission (game as pastime)

Expression (game as self-discovery)

Discovery (game as uncharted territory)

Fellowship (game as social framework)

Challenge (game as obstacle course)

Narrative (game as drama)

Fantasy (game as make-believe)

Sensation (game as sense-pleasure)

Describes the desirable emotional responses when a player interacts with the game.

Dynamics

Are the different actions that players can take in a game.

Mechanics

Refers to the series of algorithms, the rules and basic code of a game.

Sid Meier

Meier's definition suit strategy games best.

Players intervene and affect the game through their respective choices.

Elaborates on the element of choices for players

No common definition
Ludwig Wittgenstein - Philosophical Investigations

Ludwig's native language doesn't differentiate formal games from informal ones.

Not enough empirical evidence to support this claim.

Games at most exhibited family resemblances.

No common definition to fit all games.

Genre

Egenfeldt-Nielsen et al
Uses the game's goals and required skills for success to classify games

Process-Oriented Games

Main focus on exploring and interacting with the game

subgroup: simulation games

Strategy Games

hybrid of action and adventure games

real-time strategy and turn-based strategy games

Adventure Games

need logic thinking skills to solve challenges

Action Games

include lots of combats and physical drama

Limitations

Some games are not goal-oreinted.

Single-player and multiplayer role-playing games don't perfectly fit this definition.

Popular magazines and websites
No uniformity in the way games are categorized
Games are defined in a way that suits those magazines and websites.
Espen Aarseth
Ineffective to categorize games with solely one variable
uses a series of variables to classify video games
This method fits most if not all games.

Limited practical use

Mark J.P. Wolf’s The Medium of the Video Game
Limitation

Vague system of categorization

Interactivity

Related to the game's goals

Representational surface phenomena

What is displayed on the screen