Moves in Mind: The Psychology of Board Games



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Consumers

Consumers may be the source of our industry’s success, but they are also the source of a decent amount of frustration and bewilderment too. The fact is that consumers are an unpredictable bunch; meaning that good games don’t always make money and bad games can sell by the lorry load. Most children don’t end up working in game development, but they do end up being part of a future generation of game consumers. Giving them a basic understanding of game development would allow them to make more informed choices and ultimately create a more discerning audience. This can only be good for innovation and creativity in the development industry, and may even help publishers by creating a more predictable audience that is seeking a quality gameplay experience. Of course there’s no point trying to change consumers, if the people responsible for commissioning and selling the games can’t respond to the change…



Publishers, Marketing Departments and Journalists

It may be more controversial, but I think there is also a strong argument for members of the wider games industry being more literate in game development. It’s important to stress that I’m not trying to say that these groups don’t understand games, but just that they could gain a deeper understanding of games from going through the process of making their own. To be fair, many people in these areas already have development experience, but in an ever-expanding industry a marketing executive is as likely to have made their career selling cheese as computer games. If your marketing department don’t understand what gameplay is then how can they be expected to sell it? All these groups deal with games professionally, so surely an understanding of them is as important to their jobs as knowing how to use MS Project, Excel or Word. So why not have your next staff training day on game development? If teenagers can do it then so can you…



Women

According to the ESA, some 38% of game players are female, but we all know that the proportion of women working in game development is far less than that. In our experience, girls up to about the age of eleven are just as interested in making games as boys, and we get a very even split at the clubs. Unfortunately, by the time they reach their teens the proportion of girls prepared to attend game-making workshops drops off completely. It appears that by this age it is labelled as a boys activity and only the most independently minded girls are willing to go against the flow. Bringing game development into schools would give more girls a chance to try it out, without feeling they were doing something wrong. They would then quickly find that they are just as good as the boys – if not better – because girls usually listen to instructions! In fact, there are already initiatives like CC4G (Computer Clubs for Girls) in the UK that are attempting to introduce game development to girls. Nonetheless its clear that more needs to be done if the games industry wants to make the most of the balance of potential talent that is out there for the future.



Society

The controversy over violent videogames is likely to remain a thorn in the industry’s side for the foreseeable future, but everyone involved in the argument would benefit from a deeper understanding of games. Parents could certainly have a better understanding and awareness of game ratings, and legislators would benefit from a better understanding of what they are arguing about. Making computer games with your child is a great way to interact with them, and the perfect context to discuss issues such as violence and age ratings in a natural way. Making a game with appropriate content for their classmates makes a good pretext for exploring this issue, and you may both learn something from the experience. PEGI in Europe and the ESRB in the US offer information on game ratings.



Producers and Game Designers

While there are some producers and designers who began their careers as programmers, many will never actually have made a game by themselves before. Nonetheless their jobs put them at the heart of the synthesis and evaluation feedback loop, so it would be unfair to suggest that they couldn’t gain similar insights as their programming colleagues. However, a good game programmer is constantly tweaking and refining a game and even the most rigorous game design has some gaps that need to be filled. Consequently I believe that many producers and game designers would still benefit from developing a complete mini-game of their own. In particular I believe it would help to reinforce their understanding of the mechanics of creating good gameplay, and maybe even provide a new platform for prototyping their game ideas without having to rely on a programmer. Ultimately this can only be good for game development and could even result in better games.



Academics

Games have finally become an area of serious academic study, with computer scientists, sociologists, educationalists, and psychologists all getting in on the act. However, there will always be a certain animosity between theorists and practitioners in any field, for obvious reasons. Many academics do create their own games as part of their research, but there are plenty that do not – and getting research students to do it for you doesn’t count! The only way to earn your development wings is to go through the holistic experience of designing and making your own game from scratch. It doesn’t matter if the final product looks like something from the 80’s; if you can make a game that someone else enjoys playing then you’ve made the grade. With tools like Game Maker around there are no excuses for anyone publishing work about computer games not to have been through the experience of designing and making their own game! 

“By actually making the game and thinking about game concepts like difficulty, I learnt just how many variables there are in even a small game which can be varied to change the gaming experience. Although I have played a lot of games and experienced flow, I had never really considered what the state was composed of or how different variables in game could differentially give rise to it.”

Chris Dowsett, MSc Student at the LSRI



Conclusion

Games are affecting the lives and livelihoods of more and more people, and they are no longer the preserve of a geeky minority. However, if you want to truly understand the medium then you need to have a go at making one for yourself. It doesn’t require a computer science degree and you won’t have to read a book the size of a telephone directory. So stop what you’re doing, and try making a game for yourself.




Just don’t expect any respect from students!

References:

Bloom, B. (editor). 1956.Taxonomy of educational objectives: Book 1, Cognitive domain. New York: Longman

Gagne, R. (1985). The Conditions of Learning (4th ed.). New York: Holt, Rinehart & Winston

Habgood, J., Overmars, M (2006). The Game Maker's Apprentice: Game Development for Beginners, Berkeley (CA): APress







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By Jacob Habgood
[Author's Bio]
Gamasutra
August 7, 2006





Compulsory Game Development for Everyone

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Compulsory Game
Development for Everyone

Blooming Minds

The argument I want to make is based on the premise that creating computer games gives you a deeper understanding of games than you get from just playing them. Unfortunately, as a game developer myself, this could just sound like I just want to present my own occupation as superior to others connected with the industry. Consequently, I think it will help to back up my argument with some general theory that has been applied to learning in many different domains. The table below provides a hierarchy of educational objectives as proposed by an educational psychologist called Benjamin Bloom (1956). There are few theories that are universally accepted in the learning sciences, but Bloom’s taxonomy broadly concurs with another one by Gagné (1985) and seems to have stood the test of time as well as most. I’ve also tried to add relevant examples alongside each level to show how you might interpret these objectives in terms of understanding games.

Cognitive learning:


  • Knowledge – observe and recall factual information (e.g. Sly Racoon is a game about a master thief who goes around stealing things).

  • Comprehension – understand the meaning of knowledge (e.g. Sly Racoon is part of the action-adventure genre. These usually contain a mix of fighting, solving puzzles and collecting items linked together by a story).

  • Application – apply knowledge in new situations (e.g. PacMan World is also an action-adventure game so it probably involves fighting, solving puzzles and collecting items linked together by a story).

  • Analysis – identify and extract patterns in knowledge (e.g. both Sly Racoon and Prince of Persia empower the player by allowing them to perform cool moves very easily).

  • Synthesis – use old ideas to create new ones (e.g. create a sports game that empowers the player by allowing them to perform cool moves very easily).

  • Evaluation – reflecting on the success of ideas (e.g. did the system empower the player without making them feel like they had lost control of the game?)

Observing, recalling and comprehending knowledge are considered the easiest educational objectives to achieve, and this is the initial level of most children’s understanding of games. They are full of facts and opinions about games, and often have an appreciation of different genres, but they find it much harder to apply this knowledge in any useful way. This is most obvious when children try to design and create their own games for the first time. Children can recognise and acknowledge flaws in commercial games such as being too hard, having unclear objectives or limited interactivity, yet they frequently make these same mistakes when creating their own first games. They are unable to turn the knowledge they’ve gained from observing other games into a successful strategy for creating their own. This may also explain why testing games on a consumer audience is often a reliable way of finding out whether your game is good, but a poor way of getting suggestions on how to improve it. It’s common sense really to suggest that learning facts and making observations is easier than applying what you’ve learnt to a new situation.


I bet he doesn’t look that engrossed in his English lessons. (Workshop photo ©2004 Jon Jordan)

You might expect that older children would naturally progress to applying and analysing their knowledge about games, but this hasn’t been my experience in practice. Teenagers certainly progress up the hierarchy more quickly than seven year olds, but they begin by making the same mistakes as younger children. Fortunately, making games provides a context for not just applying and analysing knowledge about games, but synthesisand evaluation as well. Synthesis and evaluation are considered a key part of developing cognitive strategies, in this and a number of other learning theories. Children are not naturally very good at reviewing and modifying their own work, but watching another child play their game creates an ideal means of self-evaluation. The children’s finished games also provide a relevant context to go back and review their ability to apply and analyse the knowledge they have gained from the experience. This is not to suggest that children gain some kind of visionary insight after making their first game, but I believe they do develop an appreciation of gameplay and design over a number of projects that they could only get from developing games. 




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