Callois’ Typology of Ludic Activities
- Agon - competitive play. Combat is artificially created and adversaries confront each other.
- Alea - chance based play. All games that are based on a decision independent of the player.
- Mimicry - role playing and make-believe play. One becomes an illusory character. The play of representation
- Ilinx - playing with the physical sensation, with the goal of momentarily destroying the stability of perception.
- Paida - wild, free-form improvisational play.
- Ludus - rule bound, regulated formalized play.
Leblanc’s Typology of Fun
- Sensation - games as sensory pleasure
- Fantasy - games as make-believe
- Narrative - games as drama
- Challenge - games as an obstacle course.
- Fellowship - games as a social framework for cooperation and community
- Discovery - games as exploring uncharted territory.
- Expression - games as self-discovery and as opportunities for creating things.
- Submission - games as masochism — the pleasure of submitting to the formal system of the magic circle.
Apter’s Typology of Fun
- Exposure to Arousing Stimulation - intense and overwhelming sensation.
- Fiction and Narrative - emotional arousal from character identification
- Challenge - difficulties and frustrations arising from competition.
- Exploration - moving off into new territory.
- Negativism - deliberate rule-breaking.
- Cognitive Synergy - imaginative play.
- Facing Danger - risk within the protective framework of play.
Sutton-Smith’s Typology
- Within the system of social relationships, players can assume a variety of roles. Players may be actors or counteractors
- Play emerges directly from the relationships between players.
- Sutton-Smith gives the following motives and what the actors / counter-actors perform:
- Race - to overtake / stay ahead
- Chase - to catch / elude
- Attack - to overpower / defend
- Capture - to take / avoid being taken
- Harassment - to tease, taunt or lure / to see through, move suddenly, or bide time.
- Search - to find / to hide
- Rescue - to spring prisoner / to guard against escape
- Seduction - to tempt another forbidden action / to resist.
Bartle’s Player Typology
- Another typology from Bartle, applicable especially in MUDs. Some can be related to Leblanc’s Typology of Fun
- Achievers - have the goal of point-gathering and rising in levels. They want to achieve the goals of the game. Their primary pleasure is challenge
- Explorers - delight in having the game expose its internal machinations to them. Their primary pleasure is discovery.
- Socializers - to them, the game is a common backdrop that facilitates interaction with others. Their primary pleasure is fellowship.
- Killers - impose themselves on others. This includes destructive goals (i.e., griefing) but also helping others.
Acting | Interacting | |
---|---|---|
World | Achievers | Explorers |
Players | Killers | Socializers |
Typology by Age
- All play activities are connected to childhood. Childhood is centered around play. To create games for a particular age, you must speak the language of their childhood.
| Label | Age bracket | Likes | Dislikes | | ----------- | ----------- | ---------------------------------------------------------------------------------------------------- | ---------------------------------- | --- | --- | | Infant | 0 - 3 | Direct Interfaces and Toys | Abstract Interfaces. Complex Games | | Preschooler | 4 - 6 | Simple games played with parents | Games played with others | | Kids | 7 - 9 | Depends on preferences, but often involves more complex Problem Solving than the previous levels | Depends on Preferences | | Preteen | 10 - 13 | Depends on preferences. Often involves obsessively liking a game | Depends on preferences | | Teen | 13 - 18 | Experimentation | | | Young Adult | 18 - 24 | Games on existing preferences derived from experimentation during teenage years. | | | 20s and 30s | 25 - 35 | Typically either hardcore gamers (game = primary hobby) or casual gamers | | | 30s and 40s | 35 - 50 | Casual Games. Games the whole family can enjoy together | | | 50+ | 50s up | New game experiences. Games with a social component. | Games with Fine motor control | | |
Typology by Sex
- While Stereotypical, there is some reality behind the stereotypes that may be useful to the designer.
Male | Female |
---|---|
Mastery of something challenging | Mastery of something utilitarian |
Competition | Cooperation. Based on Personal Experiences |
Destruction | Nurturing and Creation |
Spatial Puzzles | Dialogue and Verbal Puzzles |
Trial and Error. Experimentation | Learning by Example |
Emotions as a means to an end | Emotions as an end |
Abstract or Fantasy games | Games grounded on the real world |
Single tasking | Multitasking |
Additional Pleasures to Consider
- From Schell.
- Anticipation - when you know pleasure is coming, just waiting is a kind of pleasure
- Completion - the pleasure in finishing something
- Schadenfreude - delighting in another’s pleasure, particularly in competitive games.
- Gift giving - making others happy through gifts.
- Humor - Two unconnected things are suddenly united by a paradigm shift. It is hard to describe, but we all know it when it happens. Weirdly, it causes us to make a barking noise. 1
- Possibility - the pleasure of having many choices.
- Pride - the pleasure that persists long after the achievement was made.
- Surprise - keep the audience surprised
- Thrill -the experience of terror juxtaposed with security.
- Triumph - the pleasure of accomplishing something that was difficult.
- Wonder - overwhelming feeling of awe and amazement leading to curiosity.
Rewards and Punishments
- Games can judge us and give us rewards which players will find pleasing
- *Games can also judge us and give us punishment.
- Endogenous value is created when rewards can be taken away from us.
- Risks are exciting
- The possibility of punishment invites challenge.
Rewards | Punishments |
---|---|
Praise | Shame |
Points | Loss of Points |
Prolonged Play (i.e., more time, more stamina, extra lives) | Shortened Play (losing time, stamina, or life) |
Gateway for Exploration | Termination of Play |
Spectacle | |
Expression within the Game | |
Additional Powers | Removal of Powers |
More in—game resources | Resource depletion |
Status in leaderboard rankings or achievements | |
Completion of all goals | Setbacks |
The Social Reasons for Play
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From Schell.
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Competition - It fill several kinds of needs
- Allows for a balanced playing field
- Provides a worthy opponent
- Gives an interesting problem to solve
- Fulfills a deep inner need to determine our skill relative to someone else in our social circle.
- Allows for games involving complex strategy, choices, and psychology made possible by the intelligence of the opponent
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Collaboration
- Allows partaking in game actions and strategies that are impossible with just one person.
- Let us enjoy the deep pleasure that comes from group problem solving.
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Meeting Up
- Gives a convenient reason for people to be together
- Gives something to share
- Gives focus on things that won’t make everyone uncomfortable.
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Exploring Our Friends - when we play a game, we get a glimpse of the depths of our friends.
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Exploring Ourselves - we also get to see how we would behave in a social situation under stress.
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Spectation - games provide good social connection simply by watching people playing.
Debus, Zagal, and Cardona-Rivera’s Typology
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Taken from A Typology of Imperative Game Goals by Debus, Zagal, and Cardona-Rivera
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A game’s goals can get complicated when we consider that most games include a network of nested and inter-related goals
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Goals can be one of many imperatives which determine the nature of the mechanics of the game.
- It is through a game’s imperatives that we can connect gameplay to a game’s ultimate goal. However, there is rarely a single imperative that accounts for the entirety of a game’s gameplay.
- We generally see a multitude of imperatives that are inter-related and connected, often in a hierarchical structure to each other from abstract to concrete. Higher level goals dictate an approach that necessitates meeting lower level goals
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Choose - make a decision in a given task from limited options. Often, but not necessarily, one of the options is the “correct” one.
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Configure - manipulate game objects such that they are in an acceptable (winning) state or configuration.
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Create - bring something into existence which was not present before. This includes performing transactions, crafting, building, or even narrative.
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Find - identify or locate something in a game.
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Obtain - the need to gain control or ownership over something (territory or items.)
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Optimize - maximize or minimize a resource, score or amount. In this imperative, there is some notion of resource.
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Reach - the player must act such that the character reaches a certain spatial location in the game world, either through direct or indirect control.
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Remove - remove an object (items or players) from the game world.
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Solve - provide an answer, often implied to be the correct answer
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Synchronize - perform an action synchronous to an in-game event (i.e., press a button on time)
Links
- Rules of Play — Game Design Fundamentals by Salen and Zimmerman
- Schell
- Faculties of the Mind. - our reason for playing is inherently tied to motive.
Footnotes
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Directly extracted from Schell. It is a very humorous description for humor. ↩