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1、InformationRobin Burke GAM 224 Winter 2007OutlineAdminlPlease submit game choice“Rules“ paperSystems of informationGame Demos1/17 Mario Kart1/22 Madden1/24 NBA St. Vol 21/29 Wind Waker2/5 GTA III2/12 Katamari DamacyRules paperDue 1/31lAnalysis paper #1: “Rules“lYou should be playing your game and ta

2、king notesNotelyou cannot use lab machines to do word processingllaptops are OKImportant pointsThesisl“great game“ is not a thesislThis is a thesis “Inertial navigation, fixed firing direction and accurate collision detection in Asteroids create an environment in which ship orientation is highly cou

3、pled, generating emergent forms of gameplay.“lNo thesis = paper will not be gradedDocumentationlgame itself, book, lectureslother sources if usedlMissing or inadequate documentation = paper will not be gradedHow to FootnoteLittle number at the endCitation at bottom of the page NOTAt the endNot a lis

4、t of referencesNot inside the text Follow the guidelines! In MS Word, “Insert“ - “Reference“ - “Footnote“What to FootnotePrimarilyldirect quotations, even excerpts lparaphrased or summarized presentation of original or unique ideas (indirect quotes) lquantifiable data (facts and statistics) lvisual

5、material, both content and designAlsola fact that is not well known, even within a discipline. la fact that is contradictory to other facts or suppositions. la fact that is obscure or difficult for the reader to verify. lverify specific pieces of information that bear directly upon important points

6、or arguments. lverify facts brought in from other disciplineslany opinions and ideas not your own.It is OK if you have a lot of footnotesHow to cite the gameReference the game once at the beginning of the paperlGears of War1No need to cite againlThe game itself is unambiguouslCant indicate sections

7、of content more specifically No way to indicate locations within the game (cut scene 5, level 10, etc.)1 Gears of War Epic Games, 2006. XBox 360.Rules paper 2Schemasl*EmergencelUncertaintylInformation Theoryl*Information Systemsl*CyberneticslGame Theoryl*ConflictDo not use more than oneSome (most) o

8、f these we wont cover in detail in classldoesnt mean you cant use themlsee me if you want some help on how to use theseRules paper 3OutlineslsuggestionsFocusldo not catalog every rule, every game objectlidentify those items that contribute to your argumentldepth over breadthRules paper 4Meaningful p

9、layldeliberately vagueWhat makes the game a compelling experience?lHow does the aspect of the game that you are analyzing contribute?Rules paper 5: CriteriaKnowledgeldemonstrate you understand the schemaldemonstrate that you understand the game and how it achieves meaningful playldemonstrate that yo

10、u can state a thesis and argue for it clearly and convincinglyCommunicationldocumentationlorganizationlmechanics: spelling, punctuation, grammar, word choiceRules paper 5Turn inlhardcopy in class 1/31Turn in to lon 1/31Late policyl grade per daylup to 3 days latelsubmit only to turnitin no need for

11、hardcopy if it is lateTClass idl1784977 Passwordldraenei ProcrastinationPerceived utility of tasklE = probability of completionlV = value of completionl = immediacy of completionlD = sensitivity to delayAvoid procrastination bylpicking subtasks that can be completed relatively quickly E is high and

12、is lowAnalysis Paper SubtasksPicking the schema youre going to useReading the chapter associated with that schema (again)Making notes about particular aspects of the game related to the schemaEtc.InformationInformation theory (Shannon, 1956) says that information is a quantitylmeasured in bitsSays n

13、othing about how messages are generated or interpreted(Lots more in Ch. 16)InterpretationCrucial if we want to understand information in gamesExamplelGame behaviors are more meaningful if the player can discern success and failure the behavior has a direct connection to the overall outcomelThe game

14、must communicate to the player “you did it wrong“ “youre close to winning“lGame must lead player to a correct interpretationSemiotics 1Meaning is encoded in signslverbal, gestural, sartorial, etc.Examplelarchitectural configurationlthe necktiela yellow ribbonSemiotics 2The sign has two partslsignifi

15、er the expression that is madelsignified what the expression representsThe meaning of a signifier is conventionall“ya“ means “I“ in Russian, but “yes“ in Germanlhitchhikers gestureSemiotics 3Decoding a sign is interpretationHow the sign is interpreted depends on lthe interpreterlthe contextGames est

16、ablish a context for signslwords, actions, symbols, visual cueslthe designer creates signifiers for the important elements of the gamelthe player must learn to extract their meaningSemiotics 4Meaning is created by the interpretation of signifiers in contextA game designerlcreates a new contextlwith new meaningslusing particular signifiersBut not in a v

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