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Jonathan Lamb
April 21, 2014
DES 3141 Guest Lecture:
Experience Design &
Social Inquiry in Games
Perspectives on play, emergence, and the new role of games
from Six Days in Fallujah
Societal Roles of Games
Game & Play
Concepts
Play vs Game
The Magic Circle
Abstraction
Agency
Design
Considerations
Interactive Narrative
Emergence
Open vs Closed System
Wayfinding
Cultural & Ethical
Significance
Gift of Failure
Prototyping the World
Perspective & Empathy
https://www.youtube.com/watch?v=40-wT1IXeGU
Game Definition
“A game is a system in which players engage
in an artificial conflict, defined by rules, that
results in a quantifiable outcome”
Rules of Play
Katie Salen and Eric Zimmerman
Play vs Games
“Play is older than culture, for
culture... presupposes human
society, and animals have not
waited for men to teach them
their playing.”
Homo Ludens
Johan Huizinga
"The Magic Circle"
Homo Ludens Johan Huizinga
Abstraction
Games provide a simplified world model to
explore specific inquiries and challenges.
Agency
Games are fundamentally about decisions and
challenges.
Hell House
Set Up: 3rd Platoon, Kilo is clearing a 6-block area west of the company’s firm base,
pushing east to west. 2nd platoon is standing by for backup. Fireteams are spread thin by
this point, clearing by fire with SAWs, Mark 19s, and hand grenades before entering any
structure.
Cpl. Ryan Weemer, Lcpl. Carlisle, and Lcpl. Prentice have difficulty opening one gate
on their lane. Weemer is leaving it for another squad to come by, but Sgt. Pruitt and Sgt.
Eldridge see the fireteam having difficulty and help them break through the gate. Across
the street, Cpl. Sanchez is finishing clearing a house with his fireteam (Lcpl Farmer and
Lpcl Severtsgard). SSgt. Chandler is watching over activity on the street.
Pruitt: “Hey, there’s a main gate to this one over here, let’s go!”
1. After breaking the gate open, the five Marines fan out into the courtyard. An outhouse
is immediately to the left, inside which they notice fresh feces (indicating the presence of
at least one insurgent). The rectangular house is a conventional configuration, five rooms
built around a common living room area, which is lined by a staircase to the roof.
Weemer is a CQB specialist so he leads the fireteam stack on the front door, drawing his
M9 service pistol.
Pruitt: “They’re inside man, they’re inside!”
2. Weemer enters and spots an unprepared insurgent sitting in the corner of the foyer.
He shuffles laterally, firing three rounds with his M9. Carlisle freezes in the doorway,
not expecting the insurgent to be so close. Pruitt yells “GO!” and shoves him inside. The
insurgent is probably already going down from Weemer, but a tightly-wound Carlisle
starts firing with his M16.
Weemer: “Stop! Stop shooting!.”
3. Pruitt and Sgt. Eldridge post as security on the front door. Weemer and Carlisle stack
to take down the next room (commons) while Prentice covers the doorway with his
SAW.
4. Weemer and Carlisle enter directly into the muzzle blast of an AK-47. Weemer
empties his pistol magazine into the shooter while shuffling right/south along the wall.
Carlisle fires at another insurgent in the room to his left (head) who seems to go down.
When Weemer’s pistol runs dry, he and Carlisle shuffle back to the foyer while his target
continues firing with the AK. He was hit several times but will not go down.
5. The insurgent’s rounds miss Weemer and Carlisle, but hit both Pruitt and Eldridge
through the doorway into the foyer. Eldridge is hit multiple times in his arm and
shoulder. Pruitt is hit in the leg and wrist. They both limp out of the house and outside the
Recreation vs Re-enactment
Fun vs Resonance
Designing for Emergence
Wayfinding & Information Architecture
Shanties
Mortar Position
Hardpoint
Entry Point
Cover
Open ground
Trench 1
Trench 2
Trench 3
F. Wheel/Building
Ride 1
Ticket Building
Octopus
Fountain
Trench 4
Ruin
Direct Path
Fire Advantage
Shack 1
Ride2
Ride 3
Shack 2
Zero Sum
3/1
1/1
1/1
2/2
0/1
2/1
3/2
3/2
1/2
2/1
0/2
3/1
4/3
0/4
2/2
Field
Storytelling Storymaking
Transcript-As-Story
Experience Design as a System
Inputs Outputs
Byproducts
Processes
Influences
Experience Design as a System
Outputs
Skills
Information
Catharsis
Empathy
Memories
New Mental Models
...
Processes
Goals
Rules
Physics
Role
Agents
Challenges
Byproducts
Emotions
Social Effects
...
Influences
Environment
Mental State
...
Inputs
Motivations
Experiences
Expectations
Prior Knowledge
Mental Models
...
"It's Just a Game."
https://www.youtube.com/watch?v=Q0oOGjEATjw
The Gift of Failure
When we leave the Magic Circle,
we carry away lessons but leave
behind consequences.
Prototype
"An original or first model of something from
which other forms are copied or developed"
Merriam-Webster Online Dictionary
"Fail Early, Fail Often"
Prototyping the World
Strategic Foresight
Disaster & Conflict Scenarios
Epidemiology
Training & Performance Improvement
Urban Simulation
Interrogating Culture
Games can pose questions that intimately
explore perspectives, roles, and challenges
to create deeper empathy with each other, and
to build new understanding of the world and
our possible futures.

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Ds 3141 experience design & social inquiry in games

  • 1. Jonathan Lamb April 21, 2014 DES 3141 Guest Lecture: Experience Design & Social Inquiry in Games Perspectives on play, emergence, and the new role of games from Six Days in Fallujah
  • 2. Societal Roles of Games Game & Play Concepts Play vs Game The Magic Circle Abstraction Agency Design Considerations Interactive Narrative Emergence Open vs Closed System Wayfinding Cultural & Ethical Significance Gift of Failure Prototyping the World Perspective & Empathy
  • 4. Game Definition “A game is a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome” Rules of Play Katie Salen and Eric Zimmerman
  • 5. Play vs Games “Play is older than culture, for culture... presupposes human society, and animals have not waited for men to teach them their playing.” Homo Ludens Johan Huizinga
  • 6. "The Magic Circle" Homo Ludens Johan Huizinga
  • 7. Abstraction Games provide a simplified world model to explore specific inquiries and challenges.
  • 8. Agency Games are fundamentally about decisions and challenges.
  • 9. Hell House Set Up: 3rd Platoon, Kilo is clearing a 6-block area west of the company’s firm base, pushing east to west. 2nd platoon is standing by for backup. Fireteams are spread thin by this point, clearing by fire with SAWs, Mark 19s, and hand grenades before entering any structure. Cpl. Ryan Weemer, Lcpl. Carlisle, and Lcpl. Prentice have difficulty opening one gate on their lane. Weemer is leaving it for another squad to come by, but Sgt. Pruitt and Sgt. Eldridge see the fireteam having difficulty and help them break through the gate. Across the street, Cpl. Sanchez is finishing clearing a house with his fireteam (Lcpl Farmer and Lpcl Severtsgard). SSgt. Chandler is watching over activity on the street. Pruitt: “Hey, there’s a main gate to this one over here, let’s go!” 1. After breaking the gate open, the five Marines fan out into the courtyard. An outhouse is immediately to the left, inside which they notice fresh feces (indicating the presence of at least one insurgent). The rectangular house is a conventional configuration, five rooms built around a common living room area, which is lined by a staircase to the roof. Weemer is a CQB specialist so he leads the fireteam stack on the front door, drawing his M9 service pistol. Pruitt: “They’re inside man, they’re inside!” 2. Weemer enters and spots an unprepared insurgent sitting in the corner of the foyer. He shuffles laterally, firing three rounds with his M9. Carlisle freezes in the doorway, not expecting the insurgent to be so close. Pruitt yells “GO!” and shoves him inside. The insurgent is probably already going down from Weemer, but a tightly-wound Carlisle starts firing with his M16. Weemer: “Stop! Stop shooting!.” 3. Pruitt and Sgt. Eldridge post as security on the front door. Weemer and Carlisle stack to take down the next room (commons) while Prentice covers the doorway with his SAW. 4. Weemer and Carlisle enter directly into the muzzle blast of an AK-47. Weemer empties his pistol magazine into the shooter while shuffling right/south along the wall. Carlisle fires at another insurgent in the room to his left (head) who seems to go down. When Weemer’s pistol runs dry, he and Carlisle shuffle back to the foyer while his target continues firing with the AK. He was hit several times but will not go down. 5. The insurgent’s rounds miss Weemer and Carlisle, but hit both Pruitt and Eldridge through the doorway into the foyer. Eldridge is hit multiple times in his arm and shoulder. Pruitt is hit in the leg and wrist. They both limp out of the house and outside the Recreation vs Re-enactment
  • 12. Wayfinding & Information Architecture Shanties Mortar Position Hardpoint Entry Point Cover Open ground Trench 1 Trench 2 Trench 3 F. Wheel/Building Ride 1 Ticket Building Octopus Fountain Trench 4 Ruin Direct Path Fire Advantage Shack 1 Ride2 Ride 3 Shack 2 Zero Sum 3/1 1/1 1/1 2/2 0/1 2/1 3/2 3/2 1/2 2/1 0/2 3/1 4/3 0/4 2/2 Field
  • 14. Experience Design as a System Inputs Outputs Byproducts Processes Influences
  • 15. Experience Design as a System Outputs Skills Information Catharsis Empathy Memories New Mental Models ... Processes Goals Rules Physics Role Agents Challenges Byproducts Emotions Social Effects ... Influences Environment Mental State ... Inputs Motivations Experiences Expectations Prior Knowledge Mental Models ...
  • 16. "It's Just a Game."
  • 18. The Gift of Failure When we leave the Magic Circle, we carry away lessons but leave behind consequences.
  • 19. Prototype "An original or first model of something from which other forms are copied or developed" Merriam-Webster Online Dictionary
  • 21. Prototyping the World Strategic Foresight Disaster & Conflict Scenarios Epidemiology Training & Performance Improvement Urban Simulation
  • 22. Interrogating Culture Games can pose questions that intimately explore perspectives, roles, and challenges to create deeper empathy with each other, and to build new understanding of the world and our possible futures.