Games

Genre

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

Representational surface phenomena

What is displayed on the screen

Interactivity

Related to the game's goals

Limitation

Vague system of categorization

Espen Aarseth

Limitation

Limited practical use

This method fits most if not all games.

uses a series of variables to classify video games

Ineffective to categorize games with solely one variable

Popular magazines and websites

Games are defined in a way that suits those magazines and websites.

No uniformity in the way games are categorized

Egenfeldt-Nielsen et al

Limitations

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

Some games are not goal-oreinted.

Uses the game's goals and required skills for success to classify games

Action Games

include lots of combats and physical drama

Adventure Games

need logic thinking skills to solve challenges

Strategy Games

real-time strategy and turn-based strategy games

hybrid of action and adventure games

Process-Oriented Games

subgroup: simulation games

Main focus on exploring and interacting with the game

Definitions

No common definition

Ludwig Wittgenstein - Philosophical Investigations

No common definition to fit all games.

Games at most exhibited family resemblances.

Limitations

Not enough empirical evidence to support this claim.

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

Pragmatic definition

Sid Meier

Elaborates on the element of choices for players

Players intervene and affect the game through their respective choices.

Limitation

Meier's definition suit strategy games best.

Robin
Hunicke et al

MDA model

Mechanics

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

Dynamics

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

Aesthetics

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

There are 8 types of emotional responses.

Sensation (game as sense-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)

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

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

Limitations

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

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

Formal definition

David Parlett

Games consist of two parts

Ends

Games are competitions that have only one winner.

Means

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

Limitations

Focuses on nonelectronic games

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

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

Bernard Suits

Games should exhibit some conflicts

These conflicts are challenging but create excitement.

Chris Crawford

First one to define video games

Games have 4 common elements

Representation

Interaction

Conflict

Safety

Games might have some direct impact on the real world.

Katie Salen and Eric
Zimmerman

A game has rules.

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

There should be a quantifiable outcome.

Jesper Juul

Classic game model

Games - classic criteria

Fixed rules

Variable
outcome

Valorization of
outcome

Player
effort

Player
attachment to
outcome

Negotiable
consequences

Borderline
cases

Flexible rules

No valorization
of outcome

No player effort

Pre-negotiated
consequences

Pre-negotiated
consequences

Not games -outside the classical model

Variable rules

Fixed outcome

No attachment

Non-negotiated
consequences

Limitations

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

The process of the genesis of the self through social activity

George Herbert Mead - Mind, Self, and Society

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

Social activity relies on communication

A shared system of symbols

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

Make-believe

Children take on different roles they observe in society.

Communication

Gregory Bateson

Meta-communication

Nonverbal cues that carry meanings

Explains how information in games is meant to be interpreted

Alternate reality games

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

Culture

Henry Jenkins

Games represent a new form of popular art

His work was inspired by Gilbert Seldes' book.

He argues against social prejudice directed at video games

The design and aesthetics of the game
are vital to its success.

Player control and the player's ability to influence the game are important features.

Brian Sutton-Smith

The omnipresence of games in many cultures

However, games are not necessarily ingrained in every culture.

Games reflect a society's political and social development.

Games are finite, fixed and goal-oriented.

A wide range of forms in games such as social, physical and theoretical games

Marshall McLuhan -Understanding Media

Game forms are shaped by culture.

Games are an outlet for tension.

Limitations

Superficial way of addressing problems

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

Johan Huizing - Homo Ludens

Emphasis on the status of play in cultures

No attempt to define games

The concept of Magic Circle

Edward Castronova

Crucial to keep the game and real worlds separated

No philosophical argument to substantiate the concept of Magic Circle

Critics of the Magic Circle

Thomas Malaby

Games are more than mere objects.

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

Mia Consalvo

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

Other factors such as social contexts are important.

Egenfeldt-Nielsen et al

Games affect the real world

Time has to be allocated to games.

Games impact our moods.

Games are communication media.

Games influence our behavior.

Actions in games extend into the real world.

Jesper
Juul

The concept of Magic Circle is misunderstood.

Games are composed of 3 layers

Goal orientation

Experience

Social context

Magic Circle is a special place in time and space created by a game

Play occurs within the boundaries of this space and time.

The Magic Circle doesn't affect the real world.

Sociology of play

Roger Caillois - Man,
Play, and Games

Stressed four essential qualities of play

Agôn (competition)

Alea (chance)

Mimicry (imitation)

Ilinx (vertigo)

A game consists of several qualities of play

All games exist on a continuum

Paidia (playfulness)

Ludus (formal, rule-based game behavior)

Critical of Callois' categories

It is hard to justify the individual categories.

Callois overestimated the limitations of rules