Measuring State and Trait Aggression: A Short, Cautionary Tale.Preview By: Farrar, Kirstie; Krcmar, Marina. Media Psychology, 2006, Vol. 8 Issue 2, p127-138
article walks thru the process of developing new way to measure effects of media exposure – applies what we know about human personality and looks at previous attempts to measure
effects sizes small to [...]
Category > senior seminar
notes for week 10 of senior seminar on fun
ideas for the fun & games seminar in the fall 2009 – next semester
first half of hte semester – do the general readings – media effects, emotions, measurement, fun in other fields, do the video project
second half of hte semester do the fun in games & videogames part – project could be to play videogames, identify types of fun, watch others play, talk to them about fun they’re [...]
reading notes – semantics of fun by blythe and hassenzahl
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Blythe, M. & Hassenzahl, M. (2003). The semantics of fun: Differentiating enjoyable experiences. in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment.91-100.
lack of agreed upon set of terms – enjoyment, pleasure, fun, attraction – often used interchangably but all aren’t really synonymous – this article trying [...]
notes about fun portal
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theme – boardgame (retro look, simple, what’s the goal for getting to the end), pinwheel (bright colors, click on the pieces to go to info on different kinds of fun, animated), pie chart (bright colors, click on pieces, graphs not normally associated with fun), amusement park (each “land” in the park is a [...]
reading notes – giving players choices
improving players’ choices – by tracy fullerton and some other folks – her game design owrkshop is a good book – in 2nd edition as of 2009
choice is an important aspect of fun in games
choices have to have consequences to be meaningful choices, should affect whether they win or lose – because players want to [...]
emotioneering article
we read this after the lazarro article on emotions
huge differences between movies and games – but both want to make things interesting and make them deep
emotion in movies – movies are linear – series of scripted circumstances that occur to a character, in a specific order with exact timing set up by the writer, writer [...]
do bono info from wikipedia – to use in class doing brainstorming
Initial Ideas – Blue, White, Green, Blue
people take on roles during hte brainstorming and brainstorm session goes thru stages – that’s the blue, white, green,blue
green is the creative phase, blue is when ya think/talk about the process, white is the factual statement phase
there are other phases (other hats) for other kinds of group sessions – [...]
reading notes: fun chapter from chris Crawford’s On game design
ch3 is on play – altho he goes back and forth between play and games kind of willy nilly (games = metaphorical, play = safe), comes aroudn to fun at hte end of hte chapter – says fun concept is changing as society changes, that it has a different meaning in different contexts and gives [...]
reading notes – A Theory of Fun by Raph Koster
a line of stuff about fun runs thru the book, a lot about games and why we play, talks about flow (end of ch5), players (ch6), some design ideas, 8 kinds of fun, lazzrro’s ideas on emotion and games
fun about mental mastery – mostly about practicing and learning to reach mastery (lots of other definitions [...]
reading notes – Castronova – Exodus to the virtual world
has a chapter on fun & games – call A Theory of Fun (p. 91-108)
koster’s theory of fun – fun from endorphins which to humans is good thing
endorphins triggered by “specific kind of experience: mastery” (p. 91)
discussion of old brain (react to things that are dangerous) and new brain (realize that media stuff isn’t really [...]
