|
Day |
Topics Covered |
Deliverables/Resources |
Week 1
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Wednesday 1/9
Look at the Syllabus
Play Session of Settlers of Catan
Friday 1/11
What is a Game?
|
Sign up for game research presentations
Materials:
•
Roger Caillois. “The Definition of Games: The classification
of Games”
•
Bernard Suits. “Construction of a Definition”
•
Greg Cosstikyan. “I have no words and I must Design”
•
Staffan Bjork and Jussi Holopainen. “Games and Design Patterns”
Due for next week on blog: Critique of Settler’s of Catan
|
Week 2
|
Friday 1/18
Game Design Models & Economic Systems
Play Session of Oasis, Dancing with the Stars
|
Materials:
•
Doug Church. “Formal Abstract Design Tools”
•
William Poundstone. “Game Theory”
•
Marc LeBlanc. “Tools for Creating Dramatic Game Dynamics”
•
Richard Rouse III. “Game Analysis: Centipede”
•
Edward Castronova. “Virtual Worlds: A First-Hand Account of Market
and Society on the Cyberian Frontier”
•
Richard Bartle. “Hearts, Clubs, Diamonds, Spades: Players who
Suit MUDs”
Due for next week on blog: Critique of Oasis, looking at Majestic,
and Matrix online from review sources
|
Week 3
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Friday 1/25
Games and Narrative, Character
Play Assassins Creed
|
Materials:
•
Mateas and Stern. “Interaction and Narrative”
•
Bateson. “A Theory of Play and Fantasy”
•
Gary Alan Fine. “Frames and Games”
•
Henry Jenkins. “Game Design as Narrative Architecture” • Optional:
Some Chapters from Emotioneering book (distributed in week 2)
Due for next week on blog: Critique of Assassins Creed
|
Week 4
|
Friday 2/1
Game Spaces
Play Prince of Persia, Theif III
|
http://www.gamasutra.com/features/slides/smith/index.htm
http://www.gamespot.com/video/528587/6099282/gslive-at-e3-2004-thief-deadly-shadows-interview
http://kotaku.com/gaming/ion-storm/why-thief-3-sucked-interview-with-randy-smith-181008.php
Due for next week on blog: Critique of Prince of Persia I, Thief III |
Week 5
|
Friday 2/8
Process of Design, Case Studies
|
Materials:
From Design Research: Methods and Perspectives by Brenda Laurel
Brenda Laurel “Demo: Design Improvisation”
Christopher Ireland. “Qualitative Methods: From Boring to Brilliant”
Tim Plowman. “Ethnography and Critical Design Practice”
Stacey Purpura. “Overview of Quantitative Methods in Design Research”
Nathan Shedroff. “Research Methods for Designing Effective Experiences”
Eric Zimmerman. “Play as Research”
Rob Tow. “Strategy, Tactics and Heuristics for Research”
|
Week 6
|
Friday 2/15
Research: Narrative
Presentations
(Michael &Xin)
|
Research Papers:
• Magy Seif El-Nasr. Interaction, Narrative, and Drama Creating an Adaptive
Interactive Narrative using Performance Arts Theories. Interaction Studies, Vol
8, No. 2, 2007.
• Mateas, M. and A. Stern (2002). Architecture, Authorial Idioms and early
Observations of the Interactive Drama Facade. CMU-CS-02-198. Pittsburgh, PA,
Carnegie Mellon University.
• Szilas, N.: IDTension: A Narrative Engine for Interactive Drama. Proceedings
of the Technologies for Interactive Digital Storytelling and Entertainment (TIDSE)
Conference (2003) 187-203
• Cavazza, Aylett, Dautenhahn, et. Al. Interactive Storytelling in Virtual
Environments: Building the Holodeck, Proceedings of VSMM, 2000 [http://www-scm.tees.ac.uk/users/f.charles/publications/
conferences/2000/vsmm2000.pdf]
|
Week 7
(Magy is out of town, need to reschedule)
|
Friday 2/22
No Class
|
Decide on Research Paper direction, research topic
|
Week 8
(Magy out of town, need to reschedule)
|
Friday 2/29
No Class
|
Decide on Research Paper direction, research topic
|
Week 9
|
Friday 3/7
Research: Characters
Presentations
(Veronica & Xin)
|
Research Papers:
•
Tomlinson, B. (2005). From linear to interactive animation: how autonomous
characters change the process and product of animating, Computers in
Entertainment (CIE), Vol. 3, No. 1.
•
Kopp, W. a. (2001). Lifelike gesture synthesis and timing for conversational
agents. Gesture Workshop 2001, London, UK, Springer.
•
Bates, J., Loyall, B., and Reilly, S. (1992). An Architecture for Action,
Emotion, and Social Integrating Reactivity, Goals and Emotion in a
Broad Agent. Pittsburgh, Carnegie Mellon University.
•
Chi, D., Costa, M., Zhao, L., Badler, N. (2000). The EMOTE model for
effort and shape, Proceedings of the 27th annual conference on Computer
graphics and interactive techniques, p.173-182.
•
Perlin, K., Goldberg, A. Improv: A system for scripting interactive
actors in virtual worlds. Proceedings of SIGGRAPH 96 (August 1996),
205--216.
•
Blumberg, B. Anticipatory AI and Compelling Characters. Gamasutra,
2006.
|
Week 10
|
Friday 3/14
New Forms of Games: Pervasive Games, Narrative based games
Presentations
(Michael & David)
|
Research Papers:
•
Liz Goodman. Fiasco: Location-based, physical gameplay with a digital
interface a workshop position paper at Pervasive 2004 [http://www.confectious.net/writing/Fiasco_Pervasive.pdf]
•
Verhaegh, Soute, Kessels, Markopoulos. On the Design of Camelot, an
outdoor game for children. Conference on Interaction Design and Children,
2006.
•
Pac Manhattan [http://pacmanhattan.com/ about.php]
•
Magerkurth, Stenzel, Streitz, Neuhold. A Multimodal Interaction Framework
for Pervasive Game Applications
•
Façade by Mateas and Stern
•
Flow & Cloud
•
Tracy Fullerton et al. Journey of Discovery: The Night Journey Project
as Video/Game Art. Sandbox 2007
•
Terminal Time. http://www.terminaltime.com/
|
Week 11
|
Good Friday
No class
|
|
Week 12
|
Friday 3/28
Research: Using Games in Training, Education, Health
Presentations
(David, Nis, & Beth)
|
Research Papers:
•
James Gee. What Video Games have to teach us about learning and literacy. Computers
in Entertainment, 2003.
•
Swartout, W. et al. Toward the Holodeck: Integrating Graphics, Sound, Character,
and Story. International Conference on Autonomous Agents, 2001. [http://www.isi.edu/~rickel/mre-agents-2001-distribution.pdf]
•
Aylett, Vala, Sequeira, Paiva. FearNot!–An Emergent Narrative Approach
to Virtual Dramas for Anti-bullying Education. [http://www.
springerlink.com/index/g54771761631r095.pdf]
|
Week 13
|
Friday 4/4
Research Methods and Techniques: Funology and Evaluation
Presentations
(Veronica, Beth and Nis)
|
Research Papers:
•
Louchart, Aylett. Evaluating Synthetic Characters. ASIB Symposium,
2007. [http://www.macs.hw.
ac.uk/~sandy/Publications/Louchart-AISB07-Final.pdf]
From Book Funology:
•
User Empowerment and the Fun Factor. P. 103
•
Measuring Emotion: Development and Application of an Instrument to
Measure Emotional Responses to Products, p. 111
•
That’s Entertainment!, p. 125
•
Designing for Fun: User Testing Case Studies, p. 137
•
Playing Games in the Emotional Space, p. 151
•
Deconstructing Experience: Pulling Crackers Apart, p. 165
•
Designing Engaging Experiences with Children and Artists, p. 179
•
Building Narrative Experiences for Children Through Real Time Media
Manipulation: POGO, p. 189
Due: Prepare for Game Proposal, due Week 15
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