14. From you all
• Pop culture (Ashly)
• Twitch (Andi, by accident)
• Violence; social interaction (Andi)
• Edu game (Amelia)
• bias a la textbook (Andrea)
• Worldness (Ryan)
• Violence; militarization (Andrea)
• Representaiton (Udit)
15. Diversity of
genres
• Oiligarchy, Molle Industries
• Jetset, Persuasive Games
• The Great Shakeout, California
• DimensionM, Tabula Digita
16. How big is the market?
• There are approximately 2.2 billion gamers in the world. Out of the
estimated 7.6 billion people living on earth, as of July 2018, that
means almost a third of people on this planet are gamers. Out of
those 2.2 billion gamers, 1.2 billion of those who play games are
playing games on a PC.
• About 67% of Americans, or roughly 211 million people, play video
games on at least one type of device, with more than half of those
who game, playing on multiple platforms
https://gaimin.io/how-many-gamers-are-there/
https://variety.com/2018/gaming/news/how-many-people-
play-games-in-the-u-s-1202936332/
17. How big is the market?
• 2018 was a record-breaking year for our industry, with total video
game sales exceeding $43.4 billion. Over 164 million adults in the
United States play video games and three-quarters of all Americans
have at least one gamer in their household.
https://www.theesa.com/esa-research/2019-essential-facts-about-the-computer-and-video-game-industry/
25. Themes
• Community, social sense
• Playing games in physical third places:
• LAN parties; cybercafes
• Less now
• Games AS third places
• Narrative vs mechanics balance
• Player desire
• Design
• “discover as you play”
• Intertwining histories of games
27. Some dynamics to consider
•Linear vs open-ended play
•Simulation accuracy-playability
•Play for game – drama - simulation
(Mary Kuhner)
•One-shot - campaign
28. Big themes
•Storytelling vs mechanics
•Theme “ ”
•Cybertext
•Bad vs good behavior
•How a game teaches itself
•Industry