Oct 102012
 

Here are the slides for the design track keynote I gave yesterday, as a PDF. Edit: thanks to Alexandre Houdent for providing a version of the PDF that works on all OSes…

Among the topics: a recap of Theory of Fun, discussion of what I would change about it today, and all the thoughts it led me to: game grammar, games as art, games as math, the ethics of games, gamification, etc. With a dash of Classical philosophy.

I had the shakes bad before I started… but it felt like it came together in the end.

Apologies to anyone whose face I rendered unrecognizable. And the unlabelled woman is Jane McGonigal.

The press coverage so far:

A challenge for you all: can you name all these people without peeking at the slides?

 

  32 Responses to “GDCOnline: A Theory of Fun, 10 Years Later”

  1. I couldn’t name them all. I only knew 8!

    Thanks for all your work and congrats on your award.

  2. Thank you for sharing the slides! Answered a lot of questions I had about it.
    I could not name all the people but I got 10 of them I think.

  3. …. looks for self in slides… oh.

    (MASSIVE WINK)

  4. I was just scared to pronounce your name, Tadhg. :)

  5. Great presentation, a real great follow-up to the book, which gave me the confirmation that how I was thinking about games.was not unique. I love the game atom concept, which is something I had been toying with for some time. Maybe I should put online what I wrote one day.

  6. I suppose, now your book has been out 10 years, I ought to confess that although I’m a big fan of it, I don’t think its view of the relationship between fun and learning covers the heart of why people find MMOs fun. I see that more to do with self-actualisation. I guess you could describe that as “learning who you are” but, because it’s a two-way process that isn’t entirely persuasive.

  7. […] A Theory of Fun, 10 years later […]

  8. […] some fonts of my handwriting that are similar to that in the cartoons (you can see those throughout the “10 Years Later” deck) and I will probably use those so that there is minimal change to the appearance of the […]

  9. […] the process, I am also replacing the Comic Sans with my own handwriting font, like I used in the 10 Years Later […]

  10. […] into thinking that they can win. But not most of them. I classify “gambling” as one of the four core mechanic clusters (the others being mathematical problems, social problems, and physical body mastery), and […]

  11. […] — these are actually based on my handwriting, and are the same ones that you can see in the “Ten Years Later” presentation I gave at GDCOnline. Of course, the acknowledgements section has gotten a little […]

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