Kindle Notes & Highlights
for certain experiences and deliver a “good” game to the player. According to Salen and Zimmerman (2004), “Creating great game experiences for players—creating meaningful experiences for players—requires understanding
experiences and find inspiration in unlikely places. For example I like Pikmin, which I made after being in my own garden” (“Nintendo Roundtable” 2002). The human experience,
Some games, within their rule sets, are more situated on this continuum as more rule-bound (ludus) or more freeplay (paidia). This is the shift that Miyamoto makes in these later experience-based games.
people’s desire for interesting games. The final frame includes these other two and adds to it a social component—people desire social events and want to manage social situations (127). Building up to this framework, Juul discusses Animal Crossing, a village simulation game that requires people to collect objects, build houses and then bigger houses, and give gifts

