‘Applied Game Theory’: Innovation, Diversity, Experimentation in Contemporary Game Design

Author(s):  
Henry Jenkins ◽  
Kurt Squire
Author(s):  
Darby Huk

Players sit around a table. A group of adventurers pause in their pursuit of escape. Stunned, they stare at the die that just rolled poorly, resulting in the loss of a dear friend, his throat ripped out because they could not save him. The players mourn the death of a fictional character who only ever existed within the game. Dungeons & Dragons (D&D) is a popular role-playing game illustrating the interconnectedness of drama, performance, and games. My presentation will examine this relationship, identifying factors from gameplay that suggest how performance fosters success in D&D for both actual players and fictional characters. Research into dramatic theory and game theory reveals how interdisciplinary concepts such as the “magic circle”, the “lusory attitude”, and uncertainty can apply to elements of D&D (Salen and Zimmerman, Suits, Costikyan). Data collected from in-person observation of D&D sessions, coding participants’ behaviour, and watching for instances of performance (e.g. voice change, pronoun switches, or mimetic gesture), has been combined with theoretical research to determine elements that better facilitate success in the game/campaign. These elements range from emotional situations that provoke players, to forms of invitations encouraging participation (Isbister, White). I have discovered that while in theatre performance acts as a vehicle for story, in D&D the story acts as a vehicle for performance. The in-game performance often facilitates fun between players, as well as leading them to success in the game, so a campaign that maximizes theatricality will not only result in more fun, but also more success. Works Cited Costikyan, Greg. Uncertainty in Games. MIT Press, 2013. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT Press, 2016. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. The MIT Press, 2004. Suits, Bernard Herbert. The Grasshopper: Games, Life, and Utopia. Broadview Press, 2014. White, Gareth. Audience Participation in Theatre: Aesthetics of the Invitation. Springer, 2013.


2002 ◽  
Vol 46 (2) ◽  
pp. 3-19 ◽  
Author(s):  
Kyle Bagwell ◽  
Robert W. Staiger

Over the past 50 years, a remarkable degree of trade liberalization has been achieved through GATT/WTO negotiations. In this paper, we describe work that provides a theoretical interpretation of this institution. We emphasize two key features of GATT/WTO: reciprocity and enforcement. We also identify important areas for future research. The work described here contributes to the fields of International Trade and Applied Game Theory.


1991 ◽  
Vol 101 (406) ◽  
pp. 420 ◽  
Author(s):  
Glenn W. Harrison ◽  
E. E. Rutstrom

2020 ◽  
Vol 18 (5) ◽  
Author(s):  
Heidi Hautopp ◽  
Stine Ejsing-Duun

This study investigates how the use of visual facilitation and representations, e.g. visualisations and video productions, combined with peer‑feedback sessions can create exploratory approaches to game design in online teaching. The article analyses an iterative game development process in an online learning context. The empirical data is primarily based on an explorative case study of “Games for change”; a course held in 2018 in which master students from the international Nordic Visual Studies and Art Education (NoVA) design games that address issues in society. Throughout the course, the students from universities in Finland, Sweden and Denmark engaged in a cross‑cultural collaboration across campuses. The purpose of the study was to explore how to establish an online space for joint design inquiry in the context of ‘games for change’ across time and space as well as cultural and professional barriers. The data used for analysis includes teaching observations, videos of play sessions, photos and visual representations, students’ reflection papers and students’ written and oral evaluations after completion of the course. The analysis is based on different problem‑based learning (PBL) activities; lectures, video instructions, presentation‑ and feedback sessions, reflexive exercises and students’ self‑directed design and learning processes in groups. As part of the game course, teachers presented game theory and exercises through videos and visualisations to support the students’ iterative game design processes. The analysis of the PBL activities shows that teachers’ video instructions relating theoretical game concepts to the students’ actual group work supported the introduction to the game field as well as their design processes. The balance between the value of video instructions with specific feedback and teachers’ time for preparation is a relevant issue for further exploration in online teaching. Moreover, findings show that the students’ visualisations and video productions exemplifying game situations created a visible reference point for further discussions in feedback sessions across campuses, which guided game development. Thus, the combination of inquiry approaches, critical game theory and design processes combined with students’ visualisations and video productions provides interesting connections for bridging gaps between cultures and professions, e.g. in art and games. By the rich and visual descriptions of PBL activities, student work and reflective evaluations, the exploratory case study can function as inspiration for applying similar approaches to new local contexts in higher education.


Author(s):  
William P. Fox

In this chapter we introduce the concept of game theory and its use as a decision making tool in a competitive situation among players. We define and describe some different types of games and solution methodologies. We present the assumptions regarding these different types of game. We define and represent the different types of games between two players as either total conflict or partial conflict. We present solution techniques to both total conflict and partial conflict games. We present both pure strategy and mixed strategy solutions. We discuss the Nash equilibrium.


1982 ◽  
Vol 77 (377) ◽  
pp. 215
Author(s):  
William F. Lucas ◽  
S. J. Brams ◽  
A. Schotter ◽  
G. Schwodiauer

1982 ◽  
Vol 3 (4) ◽  
pp. 403-405
Author(s):  
F.W. Roush

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