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Game Play and Product Design

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Arcade games can be examined The purpose of this literature review is to investigate the various elements within designing and developing a product while also delving into various topics in relation to video games and arcade machines specifically in the “golden age of gaming” which refers to the period in the 1970’s and early 1980’s. This paper will delve deeply into various scholarly sources to gain a better understanding on this topic. The subject of my thesis report will entail the game mechanics such as various elements within segmentation of gameplay, the history of video games, user-testing and prototype of the game. The form research component of my project will be focused on investigating the history within the arcade machine, various controls that can be implements in relation to push buttons and joysticks, and lastly the design and development of any product. User-Testing and Prototype: User testing is an applied form of experimentation used by developers to test whether the product they develop is usable by the intended user population to achieve their tasks (Dumas & Redish, 1999). User testing is important in any product to validate your prototype and apply needed changes without having to make assumptions about what users will need and want. Many success attributed to various products is directly related to the amount of user-testing conducted. Notable examples include products developed by Microsoft (Dumas & Redish, 1999). Microsoft conducts user-testing by involving users throughout development in a variety of ways from product and feature identification to feature development and testing and via the customer care call centers (Cusumano and Shelby, 1995). Various forms of testing can be conducted such as quick and dirty evaluation which essentially means an informal way to get quick feedback about a product (Patrick, Jordan, Thomas & Lyall, 1996, Dumas & Redish, 1999). Another form of testing is usability testing which involves measuring typical users’ performance on carefully prepared tasks that are typical of those for which the product was designed for (Kirakowski & Maissel, 1991, Patrick, Jordan, Thomas & Lyall, 1996, Limin, Gavriel & Lori, 2010, Wei-siong, Dahai, Ram, 2008). Another form is doing field studies which are done in natural settings with the aim of increasing an understanding about what users do naturally and how the product impacts them (Preece, Rogers & Sharp, 2002, Vankatesh, Davis, 1997, Eberhardt & Thomas, 1991). A final testing method is called predictive evaluation, in this evaluation method experts apply their knowledge of typical users to predict usability problems (Young, Green & Simon, 1989, Zeng, Swanson, 1998, Preece, Rogers & Sharp, 2002). There are also various types of prototypes that can be developed from a low-fidelity prototype which means a very quick prototype (ex: Pen and paper, or rough cardboard model) to a high-fidelity prototype which essentially means that it will use final materials and functions of the arcade machine (Rudd, Stern & Isensee, 1996, Virzi, 1989, Walker, Takayama & Landay, 2002) . After this stage, all product feedback is reviewed and changes are made based on this testing stage – most of the time, this stage will then lead to the final product. Gameplay: The gameplay of any game can be examined through segmentation which refers to the manner in which a game is broken down into smaller elements of gameplay. For example, words like level, boss, and waves among many others, refer to ways gameplay was segmented. Games from the 1970’s and early 1980’s often referred to the “golden age of videogames” can be examined on their use of various elements of gameplay (Leaning, 2002, Sellers, 2001). Arcade games in particular consist of three general modes in which gameplay is usually segmented – time, space and challenge (Zegal, Fernandez-Vara, Mateas, 1984). Time can refer to various forms such as in Donkey Kong, the player has a fixed time limit referred to Temporal Resource (Zegal, Fernandez-Vara, Mateas, 1984). Another form is Temporal Coordination, referring to how a game regulates the actions of a player in a game and how these actions are distributed in time (Ex: Tic-Tax-Toe and Rock-paper-Scissors) (Zegal, Fernandez-Vara, Mateas, 1984, Donohue, Woldorff, Mitroff, 2010). Temporal Coordination includes such activities as players taking turns as in many games, only one player can perform actions in the game, while the other players waits for their turn to play; Tic-Tac-Toe is a classic example (Zegal, Fernandez-Vara, Mateas, 1984, Montoya-Weiss, Massey & Song, 2001, Halberg, 1960) . In turn-based games, players independently decide their actions and then resolve the consequences of these actions simultaneously; Rock-paper Scissors is a classic example. This form of gameplay regulates players’ actions over time, but does not constrain the length of time their moves can take. Temporal resource in more detail is all

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