Summary of 2020_08_16 Game Design 1: Lecture 2 (Play)

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00:00:00 - 01:00:00

This lecture discusses the concept of play and how it can be difficult to define or identify. It also discusses the different types of play and how they relate to one another. Finally, it looks at how play is used to create an emotional response in players.

  • 00:00:00 In this lecture, the presenter discusses the definition of play, discusses why and how people play, and looks at different stages of life and how play differs there. They ask the audience if they think that play is "play," and everyone agrees. The presenter then goes on to discuss the different types of play and how they relate to one another. They end the lecture by discussing how play is used to create an emotional response in players.
  • 00:05:00 In this video, a professor discusses the concept of play and how it can be difficult to define or identify. He then discusses a scenario in which two women appear to be fighting, and asks for opinions on whether or not the activity is actually playing. While most people believe the women are playing, one person thought the activity was not actually playing. This demonstrates the ambiguity of the concept of play, and illustrates the importance of interpretation when engaging in play.
  • 00:10:00 Johan Houzinga's book "Homo Ludens" argues that play is what separates human beings from other primitive species.
  • 00:15:00 According to the video's speaker, play is an involuntary activity that is bounded by space and time. Play promotes the formation of social groups, and can be stopped if an individual becomes too engaged in it. Play is not work, and when play becomes work, it ceases to be play. The speaker discusses the idea that playing a sport can cease to be play when an individual becomes too engaged in it, and provides several examples of how this might happen.
  • 00:20:00 In this lecture, Calwad discusses how some activities that don't seem like jobs, such as gambling, can still be profitable. He says that while playing poker may not be considered play by some people, it still qualifies as play under certain criteria. He also addresses the idea that enjoyment is not required for play, and explains that while stress can be a part of play, it is not the only factor.
  • 00:25:00 The video discusses the idea that play happens in specific places and can be stopped if it's for money. It also discusses the concept of the magic circle, which is when play is allowed to happen within a specific space.
  • 00:30:00 This lecture discusses how society has come out of play and how the boundary between when play and reality occurs can be blurred. It also discusses how identity is tied up in play, and how the in-group and out-group effects can create a sense of kinship among players.
  • 00:35:00 In this video, the professor discusses how different aspects of a game can be subjective, such as whether or not it is voluntary. He then goes on to discuss the criteria for subjective game design, concluding that there are several that he has a personal issue with.
  • 00:40:00 The video discusses the boundary between playing a game and working, pointing out that it is sometimes difficult to determine where the line between play and work lies. It goes on to say that, under certain conditions, it is perfectly acceptable to be playing a game while working.
  • 00:45:00 Calaba is the man who invented the idea of play taxonomy, which divides all types of play into four categories: aegon (pure competition), elea (testing something about oneself), kalwa (fair play), and mimicry (pretending to be something else). Calvin discusses the different aspects of play, contrasting aaliyah (dice) with aaliyah (the act of playing). He goes on to discuss links (vertigo), which is a type of play that involves the player losing their sense of reality.
  • 00:50:00 Kalwa discusses the four categories of play, explaining that each has a different level of seriousness. He gives credit to game designer Leblanc, who first introduced the idea of play having many different pleasures and aesthetics. Robin Hunnicutt, another original author of the paper, has since become a prominent game designer. Kalwa reminds the audience that there are two big ideas in the paper, which he will discuss in greater detail later in the lecture.
  • 00:55:00 The lecture continues to discuss the different types of pleasures available to video game players, with a focus on the eight criteria known as the "sensations." The lecture goes on to discuss how these pleasures can be captured in video games, with a particular focus on the game "Fortnite."

01:00:00 - 01:30:00

In this video, Calvin Housinger and Leblanc discuss different types of play, with a focus on the differences in seriousness between them. They also mention the importance of play in cognitive and physical development, as well as its evolutionary benefits.

  • 01:00:00 Calvin Housinger and Leblanc discuss different types of play, with emphasis on the pleasures and challenges of each. They also mention Cowboy, who provides a definition for play and gives two ideas - one on the categorization of play and the other on the formality of play.
  • 01:05:00 This video lecture discusses the different levels of seriousness that can be found in different types of play. Lewis Play is a type of play that is formal, serious, and based on achieving a goal. The examples given include checkers, chess, and a race to the end of a street. These examples show the differences in level of seriousness between different play scenarios. The lecturer then goes on to describe a game called Fortnite which is a battle royale game with physical thrills that is more formal than pubg, but less formal than games like Gears of War.
  • 01:10:00 The speaker discusses the purpose of play, its evolutionary benefits, and the different types of play humans engage in. He also discusses the importance of play in cognitive development and its relation to brain size. He talks about the different types of play cats and dogs engage in and how they differ. Next, the speaker discusses the importance of play in physical fitness and how it can help older adults. He also discusses the importance of play in risk-taking and how it can help children learn and develop social skills.
  • 01:15:00 In this lecture, Professor Ian Bogost discusses how different age groups enjoy playing video games, and how the development of motor skills, social skills, and cognitive abilities are impacted. He predicts that the next generation of game designers will retire, marking a significant shift in the field.
  • 01:20:00 In this lecture, Professor Green discusses motor development and cognitive development in early childhood. He points out that, at early stages of development, cognitive and motor skills are intertwined. For example, babies learn to orient themselves in space by using their motor skills (such as moving their heads and eyes). At the same time, they begin to understand what others are doing and learn how to interact with them. This understanding of the "other mind" is one of the few things that gives Professor Green hope for humanity.
  • 01:25:00 In this lecture, the speaker discusses the nature of play, how it differs from work, and how play choices change as we mature. He also mentions Neptune's Pride, a game where players are under attack from an alliance.
  • 01:30:00 In this video, Professor Jordan Weisman discusses the concept of game design, focusing on the idea of player versus player (PVP) gameplay. He discusses the importance of balancing these types of games in order to ensure that they are enjoyable for both players.

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