Why MDA? The pursuit of a Game Design Onthology

Detalhes bibliográficos
Autor(a) principal: Junior, Rogerio Candido da Silva
Data de Publicação: 2021
Tipo de documento: Dissertação
Idioma: eng
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: http://hdl.handle.net/10400.6/11645
Resumo: An ontology is a set of concepts and categories that represent a domain. There have been many attempts into creating a widely accepted ontology for the game domain. Most of them are defined based on an analytical perspective: few have found frequent use outside universities, as they are not easily translated to the development of games - a design perspective. There are some core aspects of the domain that harshen the achievement of this task. Not only this, game designers tends to refuse a methodology or a structured way of developing a game - the main concern is that it can impair creativity in a field that could not survive without it. A defined ontology would improve and mature the growing industry of digital games, both by improving the understanding of the domain and supporting a structured methodology for designing games. New ontologies improve problem solving within that domain. This thesis will describe the aspects of digital games and show how they make it difficult to create an ontology for the domain, specially when it comes to a designing perspective. It will follow by disentangling the closest to a unified ontology that there is for the game domain: the Mechanics, Dynamics and Aesthetics framework, i.e. MDA. By reviewing the state of art surrounding this framework, this thesis identified gaps within MDA that impairs its use on a designing perspective, such as the lack of support to some of the described aspects of digital games and how the industry claims that a structured methodology would not support the creativity - a core characteristic of the game’s designing process. To reduce these gaps, changes in MDA’s taxonomies are proposed - providing better use for it within a designer’s perspective, achieved by embracing the designing aspects of the domain and supported by overcoming issues found in the current literature of game domain.
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spelling Why MDA? The pursuit of a Game Design OnthologyGame DesignGame Design MethodologyGame DynamicsGame MechanicsGame OntologyMdaAn ontology is a set of concepts and categories that represent a domain. There have been many attempts into creating a widely accepted ontology for the game domain. Most of them are defined based on an analytical perspective: few have found frequent use outside universities, as they are not easily translated to the development of games - a design perspective. There are some core aspects of the domain that harshen the achievement of this task. Not only this, game designers tends to refuse a methodology or a structured way of developing a game - the main concern is that it can impair creativity in a field that could not survive without it. A defined ontology would improve and mature the growing industry of digital games, both by improving the understanding of the domain and supporting a structured methodology for designing games. New ontologies improve problem solving within that domain. This thesis will describe the aspects of digital games and show how they make it difficult to create an ontology for the domain, specially when it comes to a designing perspective. It will follow by disentangling the closest to a unified ontology that there is for the game domain: the Mechanics, Dynamics and Aesthetics framework, i.e. MDA. By reviewing the state of art surrounding this framework, this thesis identified gaps within MDA that impairs its use on a designing perspective, such as the lack of support to some of the described aspects of digital games and how the industry claims that a structured methodology would not support the creativity - a core characteristic of the game’s designing process. To reduce these gaps, changes in MDA’s taxonomies are proposed - providing better use for it within a designer’s perspective, achieved by embracing the designing aspects of the domain and supported by overcoming issues found in the current literature of game domain.Ontologia é um conjunto de conceitos e categorias que representam um domínio. Houve muitas tentativas de se criar uma ontologia amplamente aceita para o domínio de desenvolvimento de jogos. A maioria delas é definida com base em uma perspectiva analítica: poucas têm encontrado uso frequente fora das universidades, pois não são facilmente traduzidas para o desenvolvimento de jogos - numa perspectiva de design. Existem alguns aspectos centrais do domínio que dificultam a realização dessa tarefa. Além disso, os designers de jogos tendem a recusar uma metodologia ou uma forma estruturada de desenvolver um jogo - a principal preocupação é que isso pode prejudicar a criatividade num campo que não poderia sobreviver sem ela. Uma ontologia definida melhoraria e amadureceria a crescente indústria de jogos digitais, tanto melhorando a compreensão do domínio quanto apoiando uma metodologia estruturada para desenvolver jogos. Novas ontologias melhoram a resolução de problemas no domínio. Esta tese irá descrever aspectos de jogos digitais e mostrar como eles dificultam a criação de uma ontologia para o domínio, principalmente quando se trata de uma perspectiva de design. Seguirá analisando o mais próximo de uma ontologia unificada que existe para o domínio do jogo: a estrutura de Mecânicas, Dinâmicas e Estéticas, ou MDA. Ao revisar o estado da arte em torno desta framework, identificou-se lacunas dentro do MDA que prejudicam seu uso em uma perspectiva de design, como a falta de suporte para alguns dos aspectos descritos dos jogos digitais e como a indústria afirma que uma metodologia estruturada não suporta a criatividade - uma característica central do processo de design do jogo. Para reduzir essas lacunas, são propostas alterações nas taxonomias do MDA - proporcionando um melhor uso da mesma dentro da perspectiva de um designer, objetivo alcançado ao absorver os aspectos de design do domínio e ao superar as dificuldades encontradas na literatura atual do domínio de jogos.Silva, Frutuoso Gomes Mendes dauBibliorumJunior, Rogerio Candido da Silva2022-01-11T17:17:35Z2021-02-152021-01-152021-02-15T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10400.6/11645TID:202840662enginfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-01-16T11:59:32ZPortal AgregadorONG
dc.title.none.fl_str_mv Why MDA? The pursuit of a Game Design Onthology
title Why MDA? The pursuit of a Game Design Onthology
spellingShingle Why MDA? The pursuit of a Game Design Onthology
Junior, Rogerio Candido da Silva
Game Design
Game Design Methodology
Game Dynamics
Game Mechanics
Game Ontology
Mda
title_short Why MDA? The pursuit of a Game Design Onthology
title_full Why MDA? The pursuit of a Game Design Onthology
title_fullStr Why MDA? The pursuit of a Game Design Onthology
title_full_unstemmed Why MDA? The pursuit of a Game Design Onthology
title_sort Why MDA? The pursuit of a Game Design Onthology
author Junior, Rogerio Candido da Silva
author_facet Junior, Rogerio Candido da Silva
author_role author
dc.contributor.none.fl_str_mv Silva, Frutuoso Gomes Mendes da
uBibliorum
dc.contributor.author.fl_str_mv Junior, Rogerio Candido da Silva
dc.subject.por.fl_str_mv Game Design
Game Design Methodology
Game Dynamics
Game Mechanics
Game Ontology
Mda
topic Game Design
Game Design Methodology
Game Dynamics
Game Mechanics
Game Ontology
Mda
description An ontology is a set of concepts and categories that represent a domain. There have been many attempts into creating a widely accepted ontology for the game domain. Most of them are defined based on an analytical perspective: few have found frequent use outside universities, as they are not easily translated to the development of games - a design perspective. There are some core aspects of the domain that harshen the achievement of this task. Not only this, game designers tends to refuse a methodology or a structured way of developing a game - the main concern is that it can impair creativity in a field that could not survive without it. A defined ontology would improve and mature the growing industry of digital games, both by improving the understanding of the domain and supporting a structured methodology for designing games. New ontologies improve problem solving within that domain. This thesis will describe the aspects of digital games and show how they make it difficult to create an ontology for the domain, specially when it comes to a designing perspective. It will follow by disentangling the closest to a unified ontology that there is for the game domain: the Mechanics, Dynamics and Aesthetics framework, i.e. MDA. By reviewing the state of art surrounding this framework, this thesis identified gaps within MDA that impairs its use on a designing perspective, such as the lack of support to some of the described aspects of digital games and how the industry claims that a structured methodology would not support the creativity - a core characteristic of the game’s designing process. To reduce these gaps, changes in MDA’s taxonomies are proposed - providing better use for it within a designer’s perspective, achieved by embracing the designing aspects of the domain and supported by overcoming issues found in the current literature of game domain.
publishDate 2021
dc.date.none.fl_str_mv 2021-02-15
2021-01-15
2021-02-15T00:00:00Z
2022-01-11T17:17:35Z
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