[game_edu] Pinball machines useful in teaching game theory?

Kim Gregson kimatiu at gmail.com
Sun Nov 9 11:07:42 EST 2008


I saw someone with a poster about pinball games at FuturePlay - they used a
piece of software called Future Pinball - http://www.futurepinball.com/ -
looks good, but it's PC only

And on a related note - here's a blog post about pinball that looks
interesting -
http://thedisneyblog.com/2008/06/21/tilt-the-battle-for-pinball/


On Sat, Nov 8, 2008 at 1:41 AM, <brad at gaminged.com> wrote:


>

> Some other thoughts on pinball machines:

>

> Zeitgeist: They and the one armed bandits provided a great source of

> information and reference for the arcade games of the 80's.

>

> Quick learners: What I enjoy discussing with students is how pinball

> machines and most 80's arcade games differ from many console games my

> students like to play. Pinball and 80's arcade games required a short

> learning curve ie: if it cost more than a few quarters to obtain some

> sense of success you lost your customer.

>

> Never a winner: It is interesting to note that pinball games were

> designed so that the user should never "win" or reach the end.

>

> Multi-player: Some of the later Pinball machines provided multiplayer

> gaming although it required taking turns. I am also trying to remember

> if the concept of TOP Score first started on some of the later pinball

> machines. Anyone recall?

>

> Replayability: While there were pinball machines that had a cash payout

> the non-paying pinball machines demonstrated that we could get players

> to spend money to play this arcade device simply for the joy of playing,

> improving ones skill, and/or possibly winning a free ball.

>

> Good luck with your acquisition.

>

> Brad

>

>

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