Digital Narrative: Play!
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Digital Narrative: Play!

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Slides used to introduce some major concepts by play theorists John Huizinga and Roger Callois in Week 1 of LHUM P410: Digital Narrative Theory and Practice, a course in the Visual Culture and ...

Slides used to introduce some major concepts by play theorists John Huizinga and Roger Callois in Week 1 of LHUM P410: Digital Narrative Theory and Practice, a course in the Visual Culture and Interactive Media Studies Minor and Video Game Scoring Minor at Berklee College of Music.

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  • and researchers of narrative, aesthetics, game dynamics, design, programming, and the cultural work that games perform approaching games and gaming now, as the focus shifts to video games and beyond
  • and researchers of narrative, aesthetics, game dynamics, design, programming, and the cultural work that games perform approaching games and gaming now, as the focus shifts to video games and beyondBobby McFerrin & Victor Wooten both advocate a playful approach
  • and researchers of narrative, aesthetics, game dynamics, design, programming, and the cultural work that games perform approaching games and gaming now, as the focus shifts to video games and beyondBobby McFerrin & Victor Wooten both advocate a playful approach
  • and researchers of narrative, aesthetics, game dynamics, design, programming, and the cultural work that games perform approaching games and gaming now, as the focus shifts to video games and beyondBobby McFerrin & Victor Wooten both advocate a playful approach

Digital Narrative: Play! Digital Narrative: Play! Presentation Transcript

  • Play!
    Dr. Lori Landay
    Associate Professor, Cultural Studies
    Berklee College of Music
    LHUM P433
    Digital Narrative Theory & Practice
    SPRING 2011
  • LUDIC = Playful
    Homo Ludens, John Huizinga, 1938
    PLAY is:
    Free (voluntary)
    Separate from ordinary life
    Unproductive
    Follows established rules, has limits of time & space
    Outcome is uncertain
  • Roger Callois’ Classification of Games Transformed into an Interactive 3d Model in a Virtual World
    Kind of Play/Categories of Games + Player Agency
  • In this course, we consider video games from different perspectives, as:
    Play
    Production
    Technology
    Representation
  • PLAY =
    LUDIC PERSPECTIVE
    “The opposite of play isn’t work; it’s depression.”
    -- From Stuart Brown’s TED talk
    “We have to start making the real world more like a game.”
    -- From Jane McGonigal’s TED talk
  • PRODUCTION includes
    VIDEO GAME
    DESIGN
    PERSPECTIVE
    From "Tools for Creating
    Dramatic Game Dynamics"
    by Marc LeBlanc
  • TECHNOLOGY
    CONSIDER HARDWARE & SOFTWARE
    INTERFACE, DISSEMINATION, & PLATFORM MATTER
    CONSTRAINTS & LIMITATIONS SHAPE WHAT IS POSSIBLE IN
    A GAME, FORCE CREATIVITY
  • REPRESENTATION
    How do video games contribute to the human desire/need to
    create texts to make meaning about the world around them?
    What stories, images, situations, experiences, emotions, and
    subjectivities are constructed through games? How?
    What is the process of encoding & decoding meaning?
    What dominant, negotiated, and oppositional strategies
    of reading or viewing or playing are possible?
    How is meaning created through sound, images, movement?