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Pervasive Games Arjen de Jong Pervasive Gamedesigner & Writer for Interactieve Media
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Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Dec 21, 2014

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Arjen de Jong

Flux reading for the HKU game design courses. About pervasive games, giving a framework to look at and learn from them through their core design differences with video-games.

(Note: Slideshare kills my font so text may be difficult to read in some slides.)
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Page 1: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Pervasive GamesArjen de Jong

Pervasive Gamedesigner &

Writer for Interactieve Media

Page 2: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong
Page 3: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Win-condition:

Understanding pervasive-gamedesign and putting it in perspective with classic- and video-gamedesign.

Page 4: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Games < 40

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Gamedesigner

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Video-gamedesigner

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‘Other’ gamedesigner

Page 8: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Magic Circle

Page 9: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Urban Game

Page 10: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Interactive Theatre

Page 11: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Playful Installation

Page 12: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Life Action Roleplaying

Page 13: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Location Based Game

Page 14: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Alternate Reality Game

Page 15: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Pervasive Gamedesigner&

Writer for Interactieve Media

www.player-2.nl

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Video removed in online-slideshare version.

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Video removed in online-slideshare version.

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Page 28: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Theory

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- Meaningful Interaction- Progression- You can PLAY with it- Game ≠ Videogame- As long as we sort of agree, it’s ok.

What is a game? = What is art?

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Can we categorize games?

Created world

Analog

Pervasive

Digital

Entertainment Applied

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- Ruleset- Players- Magic Circle

Common ground?

Page 35: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

The Ruleset

- Actions and forbidden actions- Designing behaviour- Players don’t always know (all) rules

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People think in rules

- Causal thinking- If this Then that- Recognising patterns

Page 39: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Game design done!

Page 40: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Well not quite..

Page 41: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

The Magic Circle

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Space

- ‘Physical’ Space- Time- Social Space- Mindset

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Suspension of Disbelief

- Agreement- Metacommunications- Pretending ‘as if’- Cheating / Breaking

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Context

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Ruleset Players

Context /Magic Circle

GameBig

Game

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Page 47: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

So what’s different?

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Pervasive games

“One or more salient features that expand the contractual magic circle of play spatially, temporally, or socially.”

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Creation vs Staging

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Creation

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Staging

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What does that mean?

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Videogames can be pervasive

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Pervasive games can be digital

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Hidden treasure?

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Magic circle = true

- Your game doesn’t just happen in your game world

- Realize that and use it.

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Page 58: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Thinking outside of the box?

- Burn the box- Seriously, do it- Thinking in platforms is

limiting- Genres are only a way to

communicate

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Thinking outside of the box?

- Design an experience- Catagorize later- “It’s like … but then

with …” should get you fired

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Intrinsic motivation wins

- Leave players more freedom to set their own targets

- Go from ‘I have to’ to ‘I want to’- Make players feel smart- Winning in multiple ways = less losers

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Emergent play = awesome

- Design a game like a framework- Allow players to play and experiment- Play, don’t tell.- Allow players to co-create the

experience

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Page 63: Pervasive Games - Flux reading at the HKU gamedesign - Arjen de Jong

Pervasive Gamedesigner&

Schrijver voor Interactieve Media

www.player-2.nl

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www.player-2.nl

Playful Narrative