Bibliography: The Art of Game Design

The initial approach of my dissertation project is to look at the dynamic between the media manager/editor and his or her audience as a game  comprising manager and reader-spectator in the roles of two “players”. The idea is to dismantle this relationship to its core pieces and try to rebuild it as something with a “play factor”. To this end, I will examine what is the crucial content and what are the physical and conceptual tools that will make this relationship work.

The book The Art of Game Design, written by Jesse Schell and published in August 2008, came to my attention in a review in the website of the magazine Edge. The review is titled The Best Book on Game Design Ever (published on 4 of August, 2008). Edge is not only a video-game magazine, but also discusses the culture around games, the origins of the best creations, and the history of the industry. A favourable review from them is a good indicator of the quality of any book. The second example of positive reference about this book came from Amazon.

Editors of magazines, as well as the managers of the magazines’ brands, have to develop relevant guides, websites and books. They face the mission of putting a “play factor” inside the products to build communities and make the audience talk about (and interact with) their brands. Most of the times, the products sell journalism, but the managers also have to be aware of how marketing and entertainment are involved in a media product. They need tools that respond to the special needs of a new kind of audience.

In the last decade, with the technological development of personal computers and video-game consoles, games evolved considerably as a media form in terms of themes and storytelling possibilities. With the creation of products as The Sims, which is single-player and doesn’t even look like a regular game, and the massive multiplayer games, which consist of collective worlds that exist and evolve even when the player is not there, the experience of gaming has changed and started to influence other media. At the same time, some of the tools, or logical structures, of these games started to appear in the form of user interfaces in other areas of the internet. Internet banking and social network websites look more and more like games, where the player is managing some kind of resource (be it money or just fame).

Game designers – most specifically multiplayer game designers – and social network managers seem to have some of the crucial knowledge to develop the tools that our media products need; the ability to build communities using engaging and interesting ways to gather and maintain audience interest. The success of Barack Obama’s presidential campaign, with its communities, social networks and iPhone apps, is a good example of the possibilities of these techniques (David Carr, How Obama Tapped Into Social Networks’ Power).

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Wanna play?

It is easy to acknowledge, today, all the chages that the social media tools are making on the market as a whole and the media in particular.We live in a world where a whole generation that grew up surrounded by video-games, internet and TV has come to take command.

Everything now works through interfaces that were deeply influenced by oour gaming background. So, banking, bloggin, commenting, buying look a lot like playing a game. And it is not a coincidence. It happens in part because we are playing animals. We look for engaging ways of doind thigs. We want to play all the time and we enjoy when it happens in various levels. It could be the thriller that PLAYS with our expectations, the game tha we PLAY, the music that (stupid as it’s lyrics may seem) make us have fun trying to reproduce a combination of sounds (woma-woma-nizer, woma-woma-womanizeeeer…).

We KNOW that things changed, we see the changes but most of us don’t have a clue about how to take advantage of all that. Most of us know that we need to “have a conversation” and not a monologue anymore. We need this and that. Cool! But how exactly are we going to do that? Whatever that “that” is?

So, this project aim is to develop a set of tools and framework techniques that will help the manager, the editor or whoever is ih charge in the hard task of engaging their audience.

I want to do that through a series of tasks.

1. Bibliography – Reviewing, quoting and commenting on relevant books. This will not be a conventional list of texts, because we don’t live a conventional life anymore. I am reading about social media, game design, architecture, interaction design and the list could go on and on. The keys to this research are spread across a vast landscape.

2. Cases – Well. Let’s look at who is doing what and how. What works and what doesn’t. And the examples could come from anywhere. Music, movies, TV shows, websites, newspapers, books, magazines… Your help is appreciated.

3. Field work – I plan to visit people and talk to them. Get their points of view and put them here. I want to visit organizations too, of course. And they will come from many places.

4. My thoughts and comments (of course) – Oh. I will just stop and say what is in my mind. I hope I will miss lots of points publicly and, please, let me know if you see that. As i said above, your help is appreciated. Deeply.

IN the next posts, I will try to explain what exactly I am trying to do. What is the play factor. Does it work, is it really usefull at all? Stay tuned.