GDC Day Two: Jesper Juul and sandbox play
So, I wasn’t actually at this session, so I missed what Jesper actually said… but I have a bone to pick with him, based on what GameSpot reported he said.
This is the catch-all category for stuff about games and game design. It easily makes up the vast majority of the site’s content. If you are looking for something specific, I highly recommend looking into the tags used on the site instead. They can narrow down the hunt immensely.
So, I wasn’t actually at this session, so I missed what Jesper actually said… but I have a bone to pick with him, based on what GameSpot reported he said.
I meant to post these in order, but oh well.
Designers Meet Social Scientists
part of “The Social Dimensions of Digital Gaming” tutorial day
moderated by Eric Zimmerman
There were three designers on the panel: myself, Heather Kelley of Ubisoft, and Matt Adams of Blast Theory; and three social scientists: Suzanne de Castell of Simon Fraser University in Canada, Mikael Jakobsson of Malmo University in Sweden, and Torill Mortensen of Volda College in Norway.
Read More “GDC 2006 Day One: Designers Meet Social Scientists”
From Ten Wackiest to one of the Hot 100.
Still good company. 😉
These are my notes on this session from the Mobile GDC. It’s got significant overlap with the previous posting on this topic, but there’s a lot of new material too.
Amy Jo Kim and Scott Kim
Putting the Fun in Functional
Uses Zimmerman/Salen’s definition of game, but an informal definition is “a structured experience with rules and goals that’s fun.” Under that definition ebay is a game.
How do games shape behavior?
– They leverage primal response patterns — consider the slot machine, powerful behavior modifier, using schedules of reinforcement.
– They also engage us in flow, where the challenge needs to be between too high a challenge and too low a challenge.
Hopefully, this GDC 2006 Wiki will become the place to go to get summaries of sessions. And if you are at GDC, please contribute!