This blog serves as a place to talk about my experiences playing new-to-me videogames and hanging out in SecondLife. It might encourage others to try playing games and spending time in virtual worlds.
Monday, December 21, 2009
End of the semester reactions to SecondLife
Overall, the reactions were pretty positive. Maybe they were just blowing smoke up my skirt (figuratively since I don't wear skirts in class) to get a better grade. But I'm going to take them on face value.
Here's what theyliked
avatar customization
building tools
socializing with people from around the world
ability to host events
ability to create stuff
people were nice to them
people came to their party
people came to their presntations at the end of the semester
haunted mansions at Halloween
Here's what they didn't like
slow servers and software that just acted up occasionally
building took a lot of time
no goals, not clear what to do
no leveling up
limited game play
no good tutorials at the beginning - bad newbie experiences
Some thought SL should focus on builders and developers. Some thought SL should focus more on gamers. Others realized SL's future for business presentations. But they thought about SL and compared it to other things they know. This is a great improvement over some past classes who couldn't get any handle on what SL was. So I'm happy.
In reality, most won't use it again unless they have another class with me in the spring semester. But a few will. I was excited that they all managed to build things, they all went shopping and spent lindens; and they all talked to other people in the virtual world.And they all have had the expeirence of being content creators in a world that values such creators. That was one of my goals. And I think we accomplished that and much more. I was happy with how the semester turned out in terms of SL use. I'd do it again.
Friday, May 08, 2009
Play testing - end of the Semester

This semester in Critical Analysis of Games, we had about 12 or 13 games out of a class of 26. Some folks worked alone because of their schedules or because they were the only person interested in a topic. Here is a link to all the projects for this class: projects. You can see more pictures here on Flickr.
There were games about LOLcats, YouTube videos, space pirates, Dante's Inferno, Dr. Horrible's musical blog, greek mythology, dating in the 50s, retro space adventuring, trans-Canadian highway system, children's fairy tales, and bounty hunting. We had board games, trivia games, card games, and combinations. The play test session was hectic. We rotated games in and out as people finished a round. It would be better to let them play a round, have a few minutes to make notes, and then repeat. For that we need space and people - lots of people - since most of the games need 4 players.
Having our playtest time during final exams week makes it tough to get students. Next year we're going to do the big play test the last week of classes. That will give the students more time to revise and do their write up too. This year we had candidates in doing demo classes so we were a little short of time.
Wednesday, April 29, 2009
More thoughts on my game based on Down and Out in the Magic Kingdom
Image via Wikipedia
There are ride/exhibit cards that tell you how much whuffie (respect) you need to update, what skills you need to have to update, and how much whuffie you get each round just for controlling it.
There are skill cards - painting, animating, robotics, etc. Some rides (E ticket rides maybe) take more than one skill to update and extra whuffie because people don't want you to mess withe classic rides. It might be interesting to let people spend whuffie to buy a specific skill.
Whuffie is in the form of chips - I'm thinking each player has a different color so you could watch your respect move from player to player. You get a stash of whuffie at the beginning of the game. You get whuffie each round for the rides you control. It costs you whuffie to rehab/update a ride. Once you update a ride it might be worth more whuffie (like putting a hotel on a property in Monopoly - still thinking about that.
When you have the whuffie and skills you can update a ride that you control. You have to update a number of rides to cause the end of the game - I'm thinking one in each land of the Magic Kingdom but that might take too long. There are 6 lands - so maybe gotta rehab rides in 4 of the 6 lands.
The winner is whoever has the most whuffie wins (assuming that the more rides you update, the more whuffie you will have).
There will be unexpected event/wild cards - sometimes you lose a turn, sometimes you get to take their whuffie or take over a wide they've put out to control
- downloading the character's memories for safe keeping (since you can get cloned/reborn pretty easily) - lose a turn
- get shot/killed and have to be cloned - lose a turn
- accident on one of your rides -you have to give up a chunk of whuffie
- your best friend starts dating your significant other - lose a turn
I'm playing with the idea of cooperation - so if 2 people had the Space Mountain card, they could share ownership of it and pool their resources to rehab it (and split the whuffie that ya get for hte rehab. Cooperation would be even cooler if players were eliminated one by one - players could cooperate to gang up on another player. Not sure of the benefit of cooperation if it's a winner take all game.
Right now I think everybody will be dealt a small number of cards to start - say 5. They will get a stash of whuffie chips. They can claim a ride by laying the card down in front of them and putting up some whuffie as collateral that they will treat the ride with respect. Each round you can rehab a ride, draw a card, play a wild card, buy a skill - do one of those things. Each round you get a new stash of whuffie. If you decide to rehab a ride you have to lay down your skills and take the right amount of whuffie out of your stash and put a marker on the map of the kingdom (hmmm - forgot to mention there's a map didn't I ? Well there's a big general map with the areas marked out like frontier land and fantasy land)
Image by sanctumsolitude via Flickr
Main Street USA 4- railroad, horse drawn jitney, double decker bus, parade - all A tix so easy one to start with
Adventureland 4 - treehouse - B, enchanted tiki room - E, jungle cruise - B, pirates - E
Frontierland 4 - tom sawyer island, country bear jamboree - E, splash mountain, big thunder mountain
Liberty Square 3 - hall of presidents, riverboat - D, haunted mansion - E
Fantasyland 5 - it's a small world - E, peter pan's flight - C, show white's scary adventures - C, dumbo - C, carousel - A
Tomorrowland 5 - speedway, space mountain - E, wedway people mover - D, carousel of progress, astro orbiter - D
Saturday, March 28, 2009
More games
Image via Wikipedia
Image via Wikipedia
I think this game will become part of an assignment next year for the game design students - fix the game. They will be developing the sequel maybe or porting it to a new platform. I am sure there is no shortage of bad games we could pick up - i will look for low meta critic scores and recommendations from the more senior students. And if you have any suggestions - please leave them in the comments section. It will just be the design - i don't think we'll be doing any of the programming tho I think we could in flash but I want them to focus on the design elements, the rules, and giving the game a purpose. So stay tuned in the fall for an update on how that assignment goes over
Image via Wikipedia
Saturday, February 28, 2009
Building Prototypes for Analog Games
Image via Wikipedia
It's a timely article because the students in my critical analysis of games class (2nd semester of the freshman year of our game design major) are finishing up creating games with the Icehouyse game system pyramids. After spring break they start work on creating a board game. This article suggests stuff I need to collect for this semester and the future. I saw tons of gorgeous paper at AC Moore. They even have die cutters with premade dies that I need to look at - we could make cool specialty/themed shapes with it.
URL: http://www.boardgamenews.com/index.php/boardgamenews/comments/dale_yu_everything_you_need_to_know_about_prototypes_but_were_afraid_to_ask/
See an earlier post about our playtesting the pyramid games. I will post about playtesting the board games at the end of the semester and have some more ideas about what we should be colecting.
Sunday, February 22, 2009
Students in Critical Analysis of Games Blog About Games
Image via Wikipedia
They got to pick the game they wanted to analyze. Here are some of the games being studied this semester - Portal, Star Oceans 2, Psychonauts, Turok, Okami, Conkers Bad Fur Day, and Ace Attorney: Apollo Justice.
Here's a link to a list of their blogs - http://kimgregson.com/mambo/index.php?option=com_content&task=view&id=118&Itemid=39
A second reason for the blogs is to help them establish a professional presence. I hopt that they will keep blogging as they go through the program. They'd love some comments on their blogs if you have time to take a look.
Saturday, February 21, 2009
This would be cool to get involved with
Image via CrunchBase
I can see the game design students making games for the iphone and since we're an all mac shop (our students have to buy macs) it would be another way for them to use their hardware. And I like it because mobile gaming is a huge new market. Would be good for our junior level special topics class maybe - combo with topic like casual games.
Of course everybody is making iphone games - this is a photo of a iphone dev camp! so the chance of getting any market share is slim - but there are competitive games to study and maybe we could interview other developers/get them to talk to the students. The business angle of the app store would be good to investigate.
You can develop on your mac and test. But we'd need some iphones or iTouches to test on. Wouldn't that be a hardship? - ha ha. Tho imagine asking the dean for money for iphones "just for testing, really, nooooo - no phone calls". Wonder if you can play games with out service Just kidding about the dean - she'd spring for the money for a couple I think.
Monday, February 16, 2009
Trying to Interest People in New BoardGames
Image via Wikipedia
I've noticed some of these same qualities in my college students. Specifically - they don't want to read rules to learn new games. They see games like Colossal Arena and Race for the Galaxy are too complex, have too many pieces, take too long to set up. And some of them do take a while to learn or to set up - but the games seem worth the effort with good game play and different ways to win.
Not sure what to do about it - any suggestions?
Sunday, February 15, 2009
Great News
Image via Wikipedia
The game design major at Ithaca College was officially approved. It will be a BFA in the Television-Radio department of the Roy H. Park School of Communication. It's multi-discipline and multi-school. Students take classes in screenwriting, programming, art history, as well as game design. They play and make analog games as well as videogames. They study analysis of games, the videogame industry, and legal issues. It will be in the catalog probably in 2010. Unfortunately students didn't know about it when they applied for admittance for the Fall 2009 school year. I need to get to work promoting it for Fall 2010. However, students already admitted can switch to the game major.
We have a website for the major - and a blog - the blog might become the site's homepage, still playing with that.
Homepage (for the moment) - http://parkgameportal.com/
Blog - http://parkgameportal.com/wordpress
On the website, you can play games and other projects made by students in the program, see some photos, read descriptions of the classes.
If you know anyone interested in studying game design, have them drop me an email at kgregson@ithaca.edu or give me a call at 607-274-7348 and I"ll try to answer their questions.
Tuesday, February 10, 2009
Visit from Firaxis Executive Producer
Image via Wikipedia
Firaxis makes the Sid Meier's Civilization games. Friday February 6, 2009, Barry Caudill and screenwriting alumni Liam ??? visited with students at Ithaca College. They gave some good advice for students interested in working in the videogame industry.
- The big message - it's tough to break into the industry. Don't give up. There are steps you can take to be more attractive to game companies.
- Be willing to start small and work up. Be adaptable and versatile.
- Communication is key - written, oral, with team members and managers, with publishers and consumers.
- Sometimes there are designer/writers, designer/scripter; at Firaxis they have designer/programmers.
- If you want to get into the industry as a designer you need some programming so you can create your own prototypes. You're better able to get across your own ideas if you can create your own prototypes.
- Quality Assurance is a good starting point especially if you want to move into a position as a producer.
- Companies are looking for experience which makes it tough for new grads. You can make your own game and take to the interview. It's not enough to have ideas - you have to make stuff. You can make videogames, game mods, even analog games (board/card games). Show you can implement ideas and finish stuff. There are lots of tools to use to make games - XNA Unreal engine, NeverEnding Knights engine, flash... You need to let people play your game and get feedback. So playtest early and often.
Go to game jams - you work with a team to create a playable game. - The more you know the easier it is to talk to other people on the team. They use a variety of software - Visual Studio, MS Office suite, visualization tools like Visio and PowerPoint, lots of project management tools, graphic tools like Photoshop and 3D StudioMax, Python and other scripting languages, XML for game text, and software for source control.
And - to my students who wonder why I assign strange projects and make them play with boardgames about bean farming and zombie brains - - - see I don't make this stuff up. The pros give the same advice. And they'd both played Bohanza, the bean farming game - ha ha!
Here's alum Liam Collins:
Friday, February 06, 2009
Global Game Jam
Here is a link to the game that their group created. They put the game up on YoYo Games since they made their game with Game Maker, software distributed by YoYo. They'd really appreciate any comments and feedback. You can leave it on the YoYo site or here on the blog and I'll make sure the students get the message.
URL: http://www.yoyogames.com/games/show/69679
Tuesday, January 13, 2009
A post about style, look and feel
Vib Ribbon

Official VibRibbon homepage
Youtube video demonstration
Rez
Wiki page
Space Channel 5 (for the dreamcast
Wiki pge for the game
YouTube video
game interface ideas from other fields

Like a videogame, the info needs to be scanned often and quickly, and understanding it can't distract too much from the other tasks underway (shooting monsters and cruising along at 75 mph (don't tell my mom I speed, ok?). This dashboard has taken those needs into account with visuals such as bar graphs for gas and power steering fluid levels, for average MPG. And check out those vines; they live or die based on how fuel-efficiently you drive.
Check out the link in the article cited above for the Lamborgini dashboard - wtf?

Once you learn what all the dials and needles do (read the manual? - I don't see much text on the dashboard itself), is this a better idea for a videogame interface?
Here are some pictures of other dashboards for comparison.
We need to look for interface ideas in lots of other info-rich places - maybe those car GPS systems, or even things like complicated phone bills or monthly statements from people with actively traded brokerage accounts or mutual statement quarterly statements.
Sunday, December 21, 2008
New Game Designer Makes Good - Inspirational Tale
There is a good discussion of the process, the tools (he used flash). It's interesting background reading - and inspirational.
You also find out about the prototype experiments on the Lost Garden site. If you're ever at a loss for a game idea, check out these experiments.
Saturday, December 20, 2008
What I did on my wnter break
I"m also determined to play a lot of videogames. I checked a lot out from our collection at school - i bought them but never had time to play them over the semester. I checked out a lot for hte DS - I like the 2 screens and the different input options. I also took a couple for the XBox360 and the Wii
Reviews
N+ (on the PSP) - IT's a good intro the the button mashing type of videogame - one button with the left hand (directions) and one with the right (jump). Except even that is giving me fits. I'd like to blame it on the fact that I"m left handed so i keep trying to jump with the left hand, but mostly don't think that's it
Text Twist - a casual game - I played it on Yahoo Games - URL: http://get.games.yahoo.com/proddesc?gamekey=texttwist. I'm a big fan of Book Worm - maybe it's clear I like puzzle games. I like casual games because you can play them for hours but if you only have a few minutes you can still get in a couple of rounds. This one is a little tougher because you only have 6 letters to work with at a time. I like the twist feature which rearranges the letters because it's hard to rearrange them mentally. There is a timer to compete against. If you ahve the right kind of browser it keeps track of high scores (I was on Firefox and it didn't track them). It's an example of a game with very few rules up front (or maybe very few rules overall). It's on a lot of sites - an example of portal distribution. I can't figure out how they're making money but I enjoyed the game.
Shape Inlay - another casual game on Yahoo Games - URL: http://games.yahoo.com/free-games/shape-inlay - a stream of tiles scrolls across the bottom. You have to drag the pieces up into the puzzle shape, trying to fill it in with the shapes. The drag and drop interface is pretty slick. There's time pressure because if the shape tile area fills up you lose. I can't imagine how you could use up all the tiles so I figure you play to get the most points - you're always going to run out of time/tile space - the trick is to play as long as possible. So you maybe can't win but can delay losing as long as possible. I just noticed - there is no credit for the game creator
Tuesday, November 25, 2008
Notes from the VGXPO2008: Breaking into the industry
General
- Hard to get in, no guaranteed jobs, everyone above average, you have to stand out, you have to be the best at what you do, you have to bring a lot of knowledge about games, and you have to put in a lot of work to find a good job. Industry has a "churn and burn" attitutde towards employees because there is a never-ending stream of people who want the jobs. 30-40% of industry jobs are non-production (marketing/PR brand development, project management)
- Think about games broadly - lots of different types of games - casual, seirous, mobile, simulations - all need people with game making skills
- Have to show you have a passion for the industry, for making games - shows in your portfolio, in your conversations
- College degree shows you can finish something big - Graduate degrees good for pure game design - grad school like boot camp for the industry. Full sail starting masters program
- Make games while you're in school - all kinds of games. Mod games
- Need experience working on teams
- Play games, lots of games, all kinds of games - don't have to finish them - play and understand the basics. Be able to talk about them. Play the games made by the studios where you would like to work.
- Get experience playing and making online games - everyone is looking to be online
- Look at the studios where you want to work and see what jobs are listed on their website, then see what skills they want in those jobs, then look for a program that offers those skills. look for the job titles so you know what to search on. Look for the names of people doing interesting work in the field you want to be in - follow them in the news, read their blogs so you have something to talk about if ya get to meet them.
- Get skills to do other stuff in addition to making games so you have stuff to fall back on when jobs are scarce.
Portfolio & Interviews
- Portfolio should have a clean professional design. Include stuff specific to the kind of job you're applying for. Have someone in the biz review your portfolio.
- Degree and resume not enough - you need a solid portfolio that shows how you're different from competition, there is lots of competition, you can put in games that you made in class. Be sure to say what you did on projects - don't lie but don't sell yourself short.
- Start working now to develop and build up your portfolio - mod, mod, mod make own game with lots of tools - XNA, Torque, web tools. Have friends play your games and give you feedback.
- Look for internships - not all companies have organized internship programs so you ahve to contact them and ask for opportunitites
- If artist, put in things that have real world equivalents (reference pictures) and your drawings better be picture perfect. DOn't put in cars, mechs robots, spaceships imaginary sci fi landscapes
- At interiew be very professional be sure you know about the compnay and the games that they make
- play games from the studio(s) where you want to work - they're going to ask you about it at interviews and you need to sound/be informed
- Network, network, network - especially when economy tough, industry very competitive so you have to know people and make good first impressions. Be sure to have business cards (that say the title you want, not student). Talk to the speakers at panels. Ask if you can contact them about portfolio reviews. They believe that most people in the biz are willing to give advice.
- Volunteer at conferences - good for networking, good for showing your dedication to the industry, learn a lot
- Blog, create a website - have an online presence, a professional presence
- Join professional orgs - IGDA, ECA, Videogame Voters Network - take part in student chapters, take leadership roles, invite guests.
Notes from the VGXPO2008: Pitching a Game Idea
General Advice
- There are different types of pitches - to venture capitalists, to IPholders (to get permission to use their property), to other people in your company to try to get your game made
- Different audiences want different information; some want more info, others less (the high level executive summary type presentaiton). For some people you need the "elevator pitch - 2 minutes or less - that is designed to pique the listener's interest and hopefully they will want to extend the conversation. If you're pitching an MMO to MMO developers then give lots of details about story and crafts and levels while other audience won't want that kind of detail.
- Goal of pitch is to get people excited - you have to get them excited right from teh beginning
- Pitch meeting is time to develop an internal champion, make connections with at least one person in the room.
- Have to give the impression that you can get the job done - they're going to risk a large amount of money on you if they agree to do your game and they want to be sure you can deliver on your promises
- When you first start out in the biz you'll be pitching to people who's job it is to screen out ideas. Don't ignore them tho - they're probably assistant producers and in a few years they will be in charge of something. Make a long term friend.
- Most ideas get thrown away originally. Companies might have something like it in production already or might now have a team available. And sometimes idea is just bad.
- Content pitches are tough to sell - no reason for audience to listen to long story
- Remember - game is entertainment product and they're going to take liberties with your ideas and your content to make it more fun and cooler
- Have to understand the play habits of people who play the kind of game you're pitching - if mobile game, need to understand how people play mobile (play in little bursts, can get text messages but might need them deferred since might be at work) - same iwth casual games (if you say you're going to have huge conversion rate you sound naieve), part of showing them you can get the job done successfully. You have to show you've thought about the potential problems in your kind of game - that features such as microtransactions won't mess up the balance of the game
- Need to consider who's your main competition and what's going to make your game special, what differentiates it from other games. The differentiator might be the feature set the IP the price, how it's distributed
- Say who's your intended audience (and it should be an audience that hte company wants to reach)
- If you're tying in with some current trend or pop culture success, say so - they might be interested because that trend shows there's some interest in the topic
- For the majority of games the story isn't that important, game depends on the core mechanics so don't downplay your mechanics
- If you're pitching an MMO - you have to say how you're going to beat/compete with WOW, especially if your game doesn't have features that WOW type players like, how you're going to deal with subscriptions/make money such as by using microtransactions
- Want people at the meeting to be able to see what the space looks like and how characters move and what characters look like
- using industry terminology, catchy names for things in your game give the audience something to askyou about
Monday, November 24, 2008
Interesting blog post
Blog: NotesonGameDev.net, post written by Andy Schatz
Saturday, November 08, 2008
ideas for the Fun & Games senior seminar - Spring 2009
The idea for the seminar came from a conversation I had with someone from Microsoft - I think it was John Nordlinger who's the program director for research and helps organize Microsoft's cruise for computer scientists interested in videogames. He mentioned that the games industry was really interested in creating fun products but didn't have the time or resources to study the concept of fun. He thought that colleges, students and professors would have the time and skills. Sounded fun to me. I want to get some professors together to talk about how fun plays out in their field, even if professors have fun
here's some needs
Image via Wikipedianeed readings about fun, entertainment, humor, media psych, media entertainment, effects of personality/demographics, characteristics of media, context variables, player reasons for playing - right now leaning towards reading Raph Koster's A theory of fun for game design
- need interviews with different kinds of people to see what they say about fun
- need articles about definitions and the process of defining things, how to figure out what's important
- what's fun
- how do we recognize it
- how can we measure it
- how can we increase the chances of people having fun?
- how can we imporve the fun people are having
- do different people experience fun differently
- is fun experience differently depending on teh medium being used
- can work be fun
- can work be made fun
- does fun change as we add other activities in the game, as we add multiplayer
- what role does flow play in fun
things I want to do in class
- list and organize words and phrases that you associate with fun - probably use the mindmeister or draw on paper - somehow we have to get the ideas together on one map
- interview people (video, audio) - how do they define fun (in general, not with regard to videogames specifically) - they might give you examples which is ok but you have to try and bring them around to a definition
- look at picture tagged fun in flickr/facebook - what do they have in common?
- different teams collect different info about fun and create initial understanding of definition
- then do a round of projects/readings/discussion looking at how we measure fun, how we know when someone is having fun
- end of the semester is a round of how we can make games fun, what developers should do - this part of the class is explicitly about videogames, goal is to combo the general research into something useful for the industry
- students create report at 3 time points - collect data, analyze, write - we need a report format
- do focus group with the guys from qual about games, fun
- for each group's time leading class (1 week per topic or multiple weeks for a bigger set of topics
- 1st day - tell us what we know already, present results of lit review, written review goes into the final report, in class give us the highlights
- 2nd day - discuss the problems, what we don't know
- 3rd day - get class to discuss how we find out more
can we involve other classes - get them to take our survey, participate in our wiki description; can we invite people from SL, watch people play all kinds of games - what evidence do we see of fun?
I'd like to set up a youtube channel and invite people to post their video responses/reactions - people could use VidNik - makes uploading to Youtube easy
want to create a site for ongoing conversation ouside class, maybe a wiki page or a forums page, some place to put in raw data, links to videos, transcripts, initital analysis, our sketches, our more finished reports, other people's conversatins, interim findings
Here are some readings suggested by folks from the IGDA Game Education SIG and the Women in Gaming SIG. I need to organize and put some topic labels on (probably get to that over the Thanksgiving break)
- Pierre-Alexandre Garneau. "Fourteen Forms of Fun" - http://www.gamasutra.com/
features/20011012/garneau_01. htm - Anders Hejdenberg. "The Psychology Behind Games" - http://www.gamasutra.com/
features/20050426/hejdenberg_ 01.shtml - Jonathan Frome. "Eight Ways Videogames Generate Emotion" - http://www.digra.org/dl/db/
07311.25139.pdf Image of Nicole Lazzaro. "Why We Play Games: Four Keys to More Emotion Without Story" http://www.xeodesign.com/
xeodesign_whyweplaygames.pdf - D. E. Berlyne. "Curiosity and Exploration" Science, July 1966
- Rowan Hooper. "Just How Exciting Is It?" http://www.wired.com/science/
discoveries/news/2005/02/66598 - Various usability engineering presentations: http://mgsuserresearch.com/
publications/ (They used to have video presentations online; I'm not seeing it today...) - Marc LeBlanc. "Tools for Creating Dramatic Game Dynamics" The Game Design Reader: A Rules of Play Anthology
- Katherine Isbister. Game Usability: Advancing the Player Experience
- Joseph W Kable & Paul W Glimcher. "The neural correlates of subjective value during intertemporal choice" Nature Neuroscience, December 2007
- Michael C. Dorris and Paul W. Glimcher. "Activity in Posterior Parietal Cortex Is Correlated with the Relative Subjective Desirability of Action" Neuron, October 2004
- Costikyan's "I Have No Words and I Must Design": www.costik.com/nowords.html - this is one of the first writings on what makes games fun, so it's a great place to start. It also begins the all-important process of building a critical vocabulary to talk about games, something that is sorely lacking in our field (though not for lack of trying).
- Church's "Formal Abstract Design Tools": www.gamasutra.com/features/
19990716/design_tools_01.htm - Building on Costikyan's work, Doug Church introduces the important concepts of player intention and feedback(among other things). - LeBlanc et al's "MDA Framework": www.cs.northwestern.edu/~
hunicke/MDA.pdf - one of the most influential papers dealing with the concept of "fun" that I know of. If you read nothing else, read this. I'd even put this ahead of Koster, seriously. - Falstein's "Natural Funativity": www.gamasutra.com/features/
20041110/falstein_01.shtml - Most writings in the field try to identify what kinds of things we find fun. This article gives a great theory for WHY we find them fun in the first place. - If you want to talk about Flow states (a la Koster), you could always assign some readings from Csikszentmihalyi's original work. - we have a video in the library of hte flow stuff - video 7521
- "Design Elements in Contemporary Strategy Games" and "Contemporary Perspectives in Game Design" - game design books written by George Phillies and Tom Vassal - these are available as PDF's, ebooks, and as paperback trade books
- The Origin of Myth by Joseph Campbell
- Jesper Juul's "half-real"
- Maslow's hierarchy of needs - some basic psych explanations for motivations
- Chris Crawford's article "The Core Argument" at http://www.erasmatazz.com/library/History%20of%20Thinking/CoreArgument.html
- Sutton-Smith trips through the topic in "The Ambiguity of Play"
- Jesse Schell's new book "The Art of Game Design: A Book of Lenses" - the part about harnessing your creative subconscious has been especially recommended, along with the design lenses - this book is great overall and for my fun class. The first few lenses involve fun.
- an out of print bookd by Elliot Avedon The Study of Games from the 1970's - here's the amazon.com link. It's an anthropology of play - and the author makes the case that games are a culture's way of making sense of the world they experience. I like that take on it. Jesse Schell uses Avedon's definition of games too.
- I have been trying to find some older articles about games and leisure activities. Here are a few that I've found and read so far: Leisure Time Activities of Economically Privileged Children by Cramer from Sociology and Social Research journal in the 50s, Games in Culture by Roberts, Arth, and Bush from American Anthropologist from 1959, and The Social Significance of Card Playing as a Leisure Time Activity by Crespi from American Sociological Review in the 50s