Class Notes (1,100,000)
CA (630,000)
SFU (10,000)
IAT (200)
IAT 167 (30)
Lecture

IAT167-Week 1 Lecture.docx


Department
Interactive Arts & Tech
Course Code
IAT 167
Professor
Jack Stockholm

This preview shows half of the first page. to view the full 2 pages of the document.
Week 1 Lecture
What is a game?
Essential elements of a game:
-play
-pretending
-a goal
-rules
Toys do not have rules or goals
Puzzles have goals
Games have rules and goals
Play
Activity engaged in for enjoyment and recreation, esp. by children.
(Google Definition)
Huizinga (1938) a free activity outside “ordinary” life, “not serious”, absorbing the player
intensely and utterly, connected with no material interest, within its own boundaries of time
and space.
A participatory form of entertainment
Play requires participation
Making different choices while playing the game a second time affects the results (Adams 2003)
Pretending
The act of creating a notional reality in the mind.
Magic Circle (Huizinga 1971)-the boundary that divides ideas and activities that are meaningful
in the game from those that are meaningful in the real world
Creates an artificial reality known as the magic circle
Artificial importance is assigned to events within the magic circle
To leave the magic circle, stop playing the game
Goal
Every game must have a nontrivial goal or objective
Quantifiable Outcome (Salen & Zimmerman)
The rules define the goal
The game designer sets the rules, thus defining the object of the game
The player must overcome one or more challenges to achieve the goal
The goal is often a victory condition, but victory or defeat is not required in all games
Rules
Rules are definitions and instructions that players accept for the game
Rules define the actions the players may select that will help them achieve the object of the
game
Game designers must make the rules understandable to the player
You're Reading a Preview

Unlock to view full version