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Game Art and Design
Unit 3 Lesson 6
Categorize Game Theory
© 2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Big Idea
Knowledge of the basic skills and
components of any field makes one
uniquely prepared to perform at a high
level in that area.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
FUN IN GAMES
© 2011 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Categories of Fun: Physical
• Dancing and movement.
• The success of the dance category in
arcade games shows the basic need to
have physical fun.
• Many games also make good use of
hand-eye coordination.
• Players control joysticks and coordinate
keystrokes to achieve a desired result.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Categories of Fun: Physical
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Categories of Fun: Social
• Storytelling taps into the human desire
for social interaction.
• Players can experience social interaction
with two-player and multi-player games.
• Many online games use a team concept
where teams can work together to solve
a common problem. Example: The Sims.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Categories of Fun: Social
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Categories of Fun: Multipurpose
• These games are a
combination of
physical, social,
and mental fun.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Categories of Fun: Mental
• Improving our mental skills and
intelligence can be fun.
• These games are based on the ability to
perceive and use patterns.
• The fun comes from the mental
challenge.
• Music games fits into this category since
music is a pattern of notes.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Categories of Fun: Mental
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Fun in Games: Engagement
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Activity 3.61: think of an activity that
fits into one of the categories of fun.
Now think of a game for each category.
What is fun? What are some
characteristics of having fun?
How do you feel when you are having
fun?
Are all games fun? Do they need to be?
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
FUN: SATISFACTION IN
GAMES
© 2011 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Fun in Games: Satisfaction
• Fun can be accomplished when a player
has a feeling of satisfaction. These
challenges must be beatable to be fun.
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Clearing – clear up a situation or set of
obstacles such as clearing up blackened
areas to reveal what is underneath.
Collection – collect something or complete
a set. Earning points is an example of a
collection.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Fun in Games: Satisfaction
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Creation – to build something as in
building a house in Sim City.
Discovery – to experience new worlds,
environment, levels, or rules of play,
finding a secret passageway, access code,
or reveal a hidden treasure.
Expectation – waiting for a reward like slot
machines or scratch-off lottery tickets.
Experience – to do or experience
something they could not do in real life
(i.e., drive a race car or fly into space).
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Fun in Games: Satisfaction
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Expression – selfdiscovery and to accept
a new identity.
Fantasy – use their
imagination.
Fellowship – be part of
a team or league.
Goal-completion – to
earn a goal and/or
points.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Fun in Games: Satisfaction
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Narrative – experience a
drama that unfolds over
time.
Obstacle – encounter a
challenge and overcome it.
Sensation – experience
new sensations such as
flying an airplane or
climbing a mountain.
Victory – compete alone or
as part of a team and
overcome an opponent.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Fun: Power in Games
Three types of Power a designer can give
to a player in a game include:
1. Manipulative power (Tetris)
2. Creative power (Tycoon games, MineCraft)
3. Destructive power (FPS)
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
TYPES OF GAME BY
DECISION
© 2011 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Games by Decision
1. Games of skill are
usually single-player
games where the
outcome of the game
is solely a result of
player choices.
The player is aware
of the result of every
decision before it is
made.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Games by Decision
2. Games of choice are
also single player games
where the outcome is
mostly a product of
probability.
3. Games of strategy
involve more than one
player where competition
is the main factor.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Games of Choice
Decisions under certainty
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Player is aware of the probability to win.
For example, rolling a six on a die is a one
in six probability or 17%.
Decisions under uncertainty
•
The risks or the probability
of the outcomes are
unknown.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Zero-Sum Games
• Use competitive behavior between
players resulting in only one winner.
• Each player has a different interest in
the game and both cannot win.
• This is a classic win/lose scenario.
• Examples include: the childhood game
rock, paper, scissors; chess; checkers;
and most board games.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Zero-Sum Games
• One winner +1 and one loser -1 = 0.
• The sum is 0.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Non-Zero Sum Games
• Players neither win nor lose but create a
situation where all can benefit.
• One player’s decision in the game does
not necessarily affect the other players
gain or losses.
• The Prisoner’s Dilemma is a good
example.
• The sum is not zero – no winner and no
loser.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Non-Zero Sum Games
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
The Decision Tree
• Decision trees are
ways to map out
the possible
choices involved in
a game.
• The image is the
decision tree for
the rock, paper,
and scissors
game.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
The Decision Tree: Activity
• Draw a decision tree
for the prisoner's
dilemma.
• Use your Design
Journal.
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2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
SUCCESSFUL GAMES
© 2011 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
What Makes Games Successful?
• There are four elements to a game’s
success related to what players like the
best about games.
A successful game should contain parts
from two or more of the elements:
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The Player’s experience
Challenge and strategy
Immersion
Social experience
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
What Makes Games Successful?
1. The Player’s
Experience –
experience a wide range
of emotions.
2. Challenge and
Strategy - provide
cool looking
environments that
provide challenge and
problem solving.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
What Makes Games Successful?
3. Immersion - players enjoy
the mystery and adventure by
exploration through the game
and may lose themselves in
the game.
4. Social Experience -
experience competition,
teamwork, bonding, and
recognition from other
players.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Designing A Successful Game
• Basic game rules help define a game.
• If enough of the rules change, then a
new game is created.
•
Rules generally determine
the basic play of the
game such as turn order,
actions of the players,
and win conditions.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Designing A Successful Game
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Player actions could
include how to spend
resources or move tokens.
Winning might occur when
a certain number of tokens
are obtained, having the
greatest number of tokens
at the end of the game, or
some relationship of game
tokens (as in chess's
checkmate).
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Designing A Successful Game
• Explicit rules Sometimes called laws,
are the formal structure in a game.
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In non-electric games, rules are written
on the instruction page.
In electronic games, rules are included in
the hardware and the software
constraints of the game.
It is important that the rules are clear
and understandable.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Designing A Successful Game
• Implicit rules -
unwritten, unbinding
rules in a game.
• Usually stated at the beginning of a game.
• For example, if a player is never found in
hide and seek, a new rule is needed.
• “Only hide in the front yard” could be an
implicit new rule.
• Other implicit rules could include
rudeness, damaging the playing pieces,
and others agreed on by the players.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Examples of Rules
Explicit rules
Implicit rules
In Monopoly
• Pass go and collect
200 dollars
In Monopoly
• No hitting
In Mario Brothers
• Collect coins get
points
In Mario Brothers
• No destruction of the
game
© 2011 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Game Play vs. Play Mechanics
• Game mechanics are the set of rules
that provide an enjoyable game play
experience.
• What a player does when playing the
game is called game play.
• Basically, game play defines what the
game is, while game mechanics
determine what the game consists of.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Game Play vs. Play Mechanics
• Game Mechanics: The goal is for the
user to enjoy the game and be challenged
enough to want to play again.
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Some game mechanics have been around
for a long time while others are new and
innovative.
Video games have gone from basic simple
designs (such as Pong) to extremely
complex ones as technology and processing
power have improved.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Game Play vs. Play Mechanics
• Game play of a fighting
or shooting game is to
hit something without
being hit.
• Other games have
puzzles to solve, put a
golf ball into a hole, or
complete a line of
patterns.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Big Idea
Knowledge of the basic skills and
components of any field makes one
uniquely prepared to perform at a high
level in that area.
© 2011
2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™
Game Art and Design
Unit 3 Lesson 5
Categorize Game Theory
Images
clipart, Student images, and Photos by Phyllis Jones
© 2014 International Technology and Engineering Educators Association,
STEMCenter for Teaching and Learning™