General information
Using
a standard 52-card deck, in a 4-player game of Hearts, each player gets 13
cards. Play begins as each player chooses three cards to pass to the player to
the left. The player with the 2 of clubs leads with this card and each player
must then follow suit. If a player does not have a card of the suit led, any
card may be played. Players that win the round lead the next round. The goal in
each hand is to avoid winning any tricks including a heart or the Queen of
Spades, also known as the Black Maria, or win all 13 hearts and the Black
Maria. The player with the lowest score (aces are high- two’s are low) at the
end of the game wins.
Comparison of two formats: digital vs.
non-digital
The game components did not change. For either format, a standard deck of 52 cards was used. However for non-digital game play, players have to physically deal the cards, hold, organize, sort their own cards, pass and lay cards down and compute points for each round of play. Having physical space for game play is also a component of non-digital game play. In contrast, all of the above is done automatically in the digital game format and the need for physical game space is a non-factor. For both formats, card selection for passing and playing is done by each individual player. I think it is personal opinion whether or not the game components look stronger in the different formats. Personally, the automaticity described above was neither a good nor a bad thing. Perhaps if I had had to click and drag cards during game play I might have a different opinion. I did not mind having to physically do all of the above but it is possible the automatic components of digital play would be appealing to others.
I stand by my most recent definition of game: A game can be
an educational learning tool played individually or collaboratively, against an
opponent(s) or against a computer based program. In order to be an educational learning tool a
game must meet certain criteria. Games
must have: pedagogical design, game based learning principals, rules and goals,
and must be fun to play to be considered effective learning tools. Games can be
evaluated to determine their educational value.
The level of interaction for the game Hearts is dependent upon the format. The amount of communication, cooperation between and among players, engagement to the game and motivation to play the game while playing the game with other people and a traditional deck of cards is greater than when playing with computer based players and a computer based deck of cards. In non-digital game play, conversation between players is on-going. In this format, conversation can be game based or non-game based. With my family it would be common to hear joking, reminiscing, and conversation about food and drink, etc. during game play. No conversation took place when I played the digital version of Hearts. Since this game is played individually, cooperation between and among players is not as prominent. However, in the non-digital format cooperation can exist. When a player new to the game plays for the first time, some or all other players might work together to help teach the rules and tricks of the game. This does not occur in the digital format. Even though you can refer to the rules and tricks of the game via print you are basically on your own. Although I was engaged and motivated when playing the digital game of Hearts, I personally feel more engaged and motivated when playing in the non-digital format. I am more engaged and motivated during the non-digital game format because of the interaction between players and because I have to sort my cards according to suit, and because I have to pay attention to the suit that was led to know what my card choice needs to be at my turn. In addition, I have to add my points at the end of each game. Basically, I am actively involved during non-digital game play. In the digital version, cards were automatically sorted and the suit that I needed to play in order to follow suit was highlighted for me. Game points were automatically computed and recorded. In either format the challenge of choosing and playing the correct card in order to win the round/game was the same. Although I prefer the non-digital format, I would continue to play the digital version of Hearts. In the absence of other people to play with, the digital version is an acceptable alternative because it presents the same level of challenge as the non-digital version and because I enjoy the game. Digital play also offers an opportunity to improve on game playing skills to use when playing with other people and a traditional deck of cards in the non-digital game playing format.
I've never played Hearts. I need to try it out. The way in which you describe the online format I think it might be good for a new player that has low English skills. Since the computer highlights and basically leads you the could start to understand the way it's played. Of course they might make a few mistakes, but because of all the visuals they might get the "hang" of it.
ReplyDeleteMaribel
I really like how you talked about the non-game related interaction that can take place during the non-digital form of the game. It is so true that most interaction that players get from a game is discussing other topics or joking during the times of play instead of actually talking about the game itself, depending on the game played. Great analysis and I am very glad you made this point.
ReplyDeleteI love the image of trying to hold all those cards and shuffle them in order of suits. This is one of the reasons I love hearts. You don't have that in computer games. I also enjoy your analysis that it's about what is happening with the players when you play in person.
ReplyDelete