Abstract

Designers typically create digital games for either a specific audience, such as fans of the first-person shooter genre, or for mass appeal, such as Will Wright's The Sims (http://thesims.ea.com/us). These games encapsulate the designer's hypothesis for what a particular and ideally large population would enjoy playing. Digital games, unlike traditional media such as film or even board games, have the unique advantage of using computing power to break beyond this simple notion of designing for the masses. Games are, more than most media, mutable, flexible, and confined only by the data and reasoning we as developers give them.

Full Text
Paper version not known

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call

Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.