Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
2. Today, right now , YOU will create the official TOP 10 LIST.* * post-GDC Slideshare readers: skip to final slide for the results
3. Like a study? POWER IT UP the top 10 list! Send us your answer to this Q: What game title – past, present, or future – might be improved by applying the findings of this study?
4. Fear of failing: The many meanings of difficulty in video games Jesper Juul, MIT
32. How might building in time for reflection change a player’s perception of a gameplay experience?
33. Video Game Spaces: Image, Play, and Structure in 3D Worlds Michael Nitsche, The Georgia Institute of Technology
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36. rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player the space of play itself, including the player and the videogame hardware the space of interaction with other players/people
37. rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player the space of play itself, including the player and the videogame hardware the space of interaction with other players/people
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44. rule-based mediated fictional play social spaces created computationally space on the image plane; cinematic space the space imagined by the player the space of play itself, including the player and the videogame hardware the space of interaction with other players/people
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46. How can you design for the space of play between player and machine/monitor?
47. Play to win or win to play? The material culture of gaming Charlie Breindahl, IT University-Copenhagen
50. The basic control scheme of FIFA (Xbox) looks like this: Left Stick: LS -Controls your player’s basic movement. Right Stick: RS -Controls your player’s First Touch Control. Left Trigger: LT -Secondary input. Calls in another defender when defending. Right Trigger: RT -Sprint. X- Lobbed Pass/Cross (hold LT and press X for Early Cross, double tap for Low Hard Cross) A- Regular Pass (hold LT and press A for a Manual Pass) B- Shoot (hold LT and press B for a Chip Shot) Y- Through Pass (hold LT and press Y for a Lobbed Through Pass)
66. Players may not have the tools necessary to experience games critically, without assistance.
67. But perhaps we haven't given players the tools or invitations to grasp them at deeper levels. “ Andy, I saw your mail a while back and have not ignored it, just been trying to find the time to answer it. I've avoided getting too deep into Rand in interviews, because PC Gamer isn't exactly the best forum for an Objectivist discussion...” — Ken Levine, responding to an Objectivist Center forum member
89. Weather is a force humans can't control = opportunity to offer realism beyond graphical verisimilitude offering instead a less predictable and more textured set of everyday experiences
90. How can you use weather as a tool for immersion and interest?
91. (Play) Ground rules: The social contract and the magic circle Stewart Woods, Curtin U, Australia