P1

L.O. Understand the computer/console game industry and its products.

My Personal History with Video Games



Above is a chronological timeline of all of the consoles/computers that I have had throughout my life.

I was introduced to video games at quite a young age and have gained experience across quite a few different platforms throughout my life. The first console I ever had was a PlayStation 2 and I remember constantly playing Crash Bandicoot and the Spider-Man 2 game as well as a few others. Growing up in the time that I did, I have experienced the developments and advancements in video games and consoles over the last 17 years and how they have become an integral part to my generation and will be to future ones. 

The Bartle Test of Gamer Psychology 

The Achiever:
An achievers goal is to obtain the most points and rise the most levels. They will kill and explore but only if necessary to aid their goal. For example, they will kill to defeat their rivals/gain points if they are awarded for killing others, and they will explore to find new treasures/resources that increase their points. They use socialising as a means to gain knowledge from other players about ways to level up.


The Killer:

Killers take great enjoyment in PvP and causing the other player distress. Unlike other with the other player types, Killers do not gain a physical/quantifiable outcome within the game but instead a positive feeling towards the distress they have caused someone.

The Socialiser:

To socialisers, the game is a backdrop, a means to communicate with other players and form bonds and friendships. Exploration and point-scoring may be necessary to understand what other players are discussing and for accessing communicative spells, however, killing is only excusable if brought on by an impulsive rage to get revenge on a player for inflicting a terrible amount of pain on their friend. 


The Explorer: 
Explorers like to discover all of the internal machinations of a game. They search for hidden areas and try to find bugs within the game so that they can figure out how everything in works. They will score-points if it is necessary to unlock certain areas of a game but tend not to otherwise as they find it tedious and not challenging. Socialising may provide information for ideas to try in the game, however, a lot of other players will only spout old or irrelevant information. They also tend not to kill as it causes a great deal of hassle when the other player seeks revenge. 

The Bartle Test is based on this paper by Richard Bartle which looks at the different player types in MUDs (Multi-User Dungeon)


These are my results of the test:



I think the test was accurate in saying that I am an Explorer and Socialiser, however, I don't completely relate to the explanation given. In games, I don't explore to make complete sets of maps or find bugs within the games. In multiplayer games, I explore to find resources and socialise with others to make alliances. 


 What Makes a Game, a Game?

“A game is a rule-based system with a variable and quantifiable outcome, where different outcomes are assigned different values, the player exerts effort in order to influence the outcome, the player feels emotionally attached to the outcome, and the consequences of the activity are negotiable.” - Jesper Juul, Half-Real (2005)



It/Tag is a physical game, popular among children. It promotes competitivity between players to outrun each other, subsequently forcing them to exercise more i.e. the popularity amongst children as they have a lot of energy to burn off. A player receives satisfaction from the game by managing to outrun the tagger.


 

Dominoes is a brain challenging game as it forces the player to have to work out how to get rid of all of their tiles. It is competitive as the goal is to be the first to get rid of your tiles, however, it is slow-paced, more of a game to play the time which is why it is popular among the elderly.

 

Monopoly is an extremely competitive game that encourages rivalry between players as the goal is to have the most amount of money. 



Apps on mobile devices are usually used to pass the time. However, there are apps that are multiplayer and promote competition amongst players by having the goal to be to complete the most levels, have the most land/best town etc. App games are like a mini-version of video games.




Spin the bottle is a popular game at parties that incorporates an element of risk to it. The player will either have to answer a question they may not want to or have to complete a dare. They may even face a penalty if they do neither. In this game, accomplishment comes from being the person to complete the most or worst dares. 




Charades is a game of communication. It encourages players to work together to best communicate or figure out the topic/subject.




Laser Tag is another teamwork game. It requires players to work together to defeat the other team. However, it can also be a free-for-all game which forces you to have to think of ways to win by yourself. 




Crosswords are mentally challenging and usually played by oneself. although the player can look to others for help.




Boxing is a physically challenging game that requires you to build up skill in multiple areas (strength, agility etc.) in order to defeat your opponent.



Dungeons and Dragons is a role-playing game that allows you create your own worlds, characters, and stories to play in/with.




Slot machines are a game of chance with the reward being something that is actually physical instead of mental. The satisfaction/interest in the game is the opportunity to win money.




Video games are a collection of all of the elements of other games, added together and given visuals for you to interact with. You can play video games that are multiplayer or single player, and of any genre, you are interested in. Video games incorporate competition, building skill levels, teamwork, mental challenges, and more.


Every game has a set of rules it follows in order for it to work. Players will choose to play the game in order to achieve an outcome that gives them an emotional response based on their investment in the game. For example, a person will play Pictionary to try and get to the end of the board by effectively communicating with their team members through drawing. The outcome of this is that the player feels satisfaction from being the best team to effectively communicate with each other.


Naughty Dog Case Study:

Research:


Infographic:




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