Game Education Summit North America 2011 - Presentation
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Teaching Game Analysis the Pragmatic Way: The 6-11 Framework
Assistant Professor,
Curriculum Development Track
Wednesday, August 24, 2011 - 14:00 - 15:00
This session will introduce an original model for game analysis and design, the 6-11 Framework, and share the actual in-class experience and feedback gained so far at the DigiPen Institute of Technology-Singapore, where it is successfully being taught at undergraduate level. The lecture will start by justifying the need for a pragmatic approach to game analysis and design, both in the classroom and in the workplace. A quick overview of the well known MDA framework as a fundamental tool to gain valuable insight into any given game will be provided. Its definition of “Aesthetics” will be discussed and further expanded into a new a psychologically grounded model, the 6-11 Framework, able to relate game dynamics to a specific set of players’ emotional states and responses. The model will be introduced and explained in detail: in particular, the objectives and uses of the framework will be illustrated, starting from its selection of an array consisting of 6 basic emotions (fear, anger, pride, sadness, joy, excitement) and 11 instincts (survival, self-identification, collecting, greed, aggressiveness, competition, revenge, protection/care, curiosity, color appreciation, communication), as defined by basic psychology and which seem to be at the core of most, if not all, video games regardless of platform, genre, budget and year of production. The analysis of the interaction between these specific emotions and instincts is what the framework focuses on and its inner workings will be explained through a step by step approach showing not only how instincts can drive gameplay in practice but also how we can provide students with a powerful analysis tool able to help them in understanding how a game works across different layers of abstraction. Several case studies from different games will be provided to explain how the model can be applied in practice, including commercial productions spanning different ages and genres, like well known Retro, Indie and AAA titles. Games analyzed will include classics such as Battlezone, indie games like Angry Birds, full scale AAA titles like “Legend of Zelda: Twilight Princess" and more. Once the theoretical and practical aspects are discussed, also the actual teaching experience will be shared by analyzing the feedback from game design students at the DigiPen Institute of Technology-Singapore where the framework is being taught within the B.A. and B.Sc. degrees in Game Design. Outline
Session takeaway Educators, as well as aspiring game designers, will learn a new tool for game analysis which can successfully be used to explain why and how specific games are able to immerse and emotionally engage countless of players, regardless of how simple their core game mechanics might be. |


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