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RESEARCH OVERVIEW
Mirjam Palosaari Eladhari, PhDโ€จ
Sรถdertรถrn University, Media technology, Game Research Group
August 19, 2019
OVERVIEW
โžค My background
โžค Q1 How can we work to innovate in game design and
technology?
โžค Collaborative work
โžค Q2 How can we create play experiences that are individually
meaningful?
โžค Projects
โžค Context, situating the work
โžค Future
MIRJAM PALOSAARI ELADHARI
โžค Teaching and researching at Sรถdertรถrn University, Media Technology, and
Independent Game Designer and Artist, Label: Otter Play
โžค Background in literary studies and working as a game programmer
(2000) motivated me to start researching games.โ€จ
โžค PhD (comp.sci.) on character driven โ€จ
story construction in games, โ€จ
and doing synthetic charactersโ€จ
-> Player Characters Action potential โ€จ
โ€ฆ lots of AI work.โ€จ
โžค Last 10 years: more game design work
โžค Game Programmer 2000-02, Liquid Media
โžค Tech Lead, Zero Game Studio, Interactive Institute 2002 - 04
โžค PhD Candidate at Gotland University and University of Teesside 2004-2010 โ€จ
(visiting scholar at Georgia Tech, Tokyo Tech and UCSC in periods)
โžค Senior Lecturer Gotland University 2010-2012
โžค Senior Lecturer University of Malta 2012-15
โžค Game Designer CitynetGO, โ€จ
Franzรฉn&Falk, 2016
โžค Rule Author in Ensemble Project โ€จ
at American University, Washington DC, USA
โžค Founder of Otter Play (2015 -> current)
ABOUT ME: PAST ROLES
MIRJAM PALOSAARI ELADHARI - CURRENT WORK
โžค AI Based Game Design: enabling innovation in bothโ€จ
AI and Design.
โžค Minimalist CI Design (Comp. Intelligence)
โžค Juxtaposing to the
extreme: Board Game
Design -> Minimal cues
leading players/users
towards deep personal
journeys.
โžค Current Project: MindShadows, a game of
emotional support and re๏ฌ‚ection.โ€จ
Free download: โ€จ
otter-play.com.โ€จ
(printable board game)
Therapy board games,
Tarot story structures for narrative generation,
AIGD, Story Making games, Social Agents.
ASSORTED PUBS
The Mind Module - Using an Affect and Personality
Computational Model as a Game-play Element,Eladhari M.P., IEEE
Transactions on Affective Computing, Issue No.01 - January-March (vol.5), 2014, pp 3 - 16.
Tarot-Based Narrative Generation โ€“
Sullivan, A. Eladhari M.P., and Cook M, PCG 2018
Workshop, FDG2018, Malmรถ, Sweden, August 2018.
Bleed in, Bleed Out โ€“ A Design
Case in Board Game Therapy,
Eladhari, M.P., Digra 2018 Conference, Turin, Italy, July
2018
PCG-Based Game Design Patterns,
Cook,M., Eladhari, M., Nealen, A., Treanor, M., Boxerman, E.,
Jaffe, A., Sottosanti, P., Swink, S. CoRR abs/1610.03138 (2016)
AI-Based Game Design Patterns, Treanor,
M., Zook, A., Eladhari, M.P., Togelius, J., Smith, G., Cook, M.,
Thompson, T., Magerko, M., Levine, J., Smith, A. Proceedings of
the 2015 Conference on the Foundations of Digital Games (FDG
2015). Monterey, CA, June 22-25, 2015.
Interweaving
Story Coherence
and Player
Creativity
through Story-
making Games,
Eladhari M.P., Lopes P,
and Yannakakis G. The
Seventh International
Conference on
Interactive Digital
Storytelling: Singapore,
3-6 November 2014.
Lecture Notes in
Computer Science
Volume 8832, 2014, pp
73-80.
Re-tellings: The Fourth
Layer of Narrative as an
Instrument for Critique,
Eladhari M.P. International Conference
on Interactive Digital Storytelling 5-8
December 2018, Trinity College Dublin,
Ireland
โ€œQ1: How can we work to innovate in
game design and technology?
Q2: How can we create play
experiences that are individually
meaningful?
Central questions
Q1: HOW CAN WE WORK TO INNOVATE IN GAME DESIGN AND TECHNOLOGY?
โžค Prototyping methods - Design for Results
โžค Build it to Understand It
โžค AIGD -> TOG
โžค AI Based Game Design -> TOG: Technology, Ontology and
Game Genre
Q2: HOW CAN WE CREATE PLAY EXPERIENCES THAT ARE INDIVIDUALLY MEANINGFUL?
FIELDS & TOPICS
โžค Interactive story telling in
games
โžค Player-Character AI &
A๏ฌ€ordances
โžค Synthetic Characters,
Believable Agents
โžค Social simulation
โžค Co-creation
PROJECTS (ASSORTED)
โžค The Mind Module
โžค Pataphysic Institute MMO
โžค C2 Learn Projects
โžค 3Scribes
โžค Mind Shadows Board Game
โžค Tarot Based Narrative
Generation
Games for Health,
Experimental Games
Q1: HOW CAN WE WORK TO
INNOVATE IN GAME DESIGN
AND TECHNOLOGY?
AI BASED GAME DESIGN
Background (2011):
AI based game design (or โ€“driven, or โ€“centered)
is an expression that has been used by me
and others for years to describe the type of
work we do.
But what is it?
Is it the same as expressive AI?
Is it a design method?
Is it an approach?
...a philosophical perspective...?โ€จ
โ€จ
In 2011 โ€จ
Anne Sullivan, Josh McCoy, Gillian Smith, and me,
set out to explore this.
ย  not to โ€œpin it downโ€ or provide ย  an ultimate
definition.โžค
Outset Philosophy
First, we approached AI in games from a philosophical
perspective. Our main sources for inspration were
Dennetโ€™s perspective on Intentionality - abstract away the
complexity and instead reason about the intentions and
goals of that system.
Agre on how players assign intentionality by using words
โ€beyond the mathematical structuresโ€
Sengersโ€™ perspective on how player construct meaning by
create narratives
โžค
Then, we looked at our own projects.
We asked:โ€จ
How are the AI and the game design related?
We could see that our process, in the different projects was revolving around how
several knowledge domains and techniques (both AI and other) was used.ย  The
affordances of the AI and the context given by the design: iterations.
Domains
โ€ข AI architectures
โ€ข Game design conventions
โ€ข Knowledge domains
โ€ข Spreading Activation NW
(MM)
โ€ข MMORPG
โ€ข Affect theory, Personality trait
theory (etc)
Domains
โ€ข AI architectures
โ€ข Game design conventions
โ€ข Knowledge domains
โ€ข Reactive planner (CiF)
โ€ข Multiagent simulation
โ€ข Dramaturgical analysis
2015 AI BASED GAME DESIGN PATTERNS
AI-Based Game Design Patterns, Treanor, M., Zook, A., Eladhari, M.P., Togelius, J., Smith, G., Cook, M., Thompson, T., Magerko, M., Levine, J., Smith, A.
Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015.
Foregrounding
2015
Designing games that use AI techniques in a
new way as a core of their gameplay
diversi๏ฌes and enriches the role of arti๏ฌcial
intelligence in games. This not only improves
the breadth of the medium with new games
and genres, but also opens up new research
questions, as players begin to interact with
software in novel ways. Developing AI-based
games also pushes us to tackle existing
research problems from a new, practical
perspective.
2016 PCG-BASED GAME DESIGN PATTERNS,
โžค In this paper we re๏ฌne the notion of AI-based games into a special case
of games driven by procedural generators. We call these PCG-based
games, and describe concretely how they embody the original premise
of AI-based games. We describe why these are uniquely important
among AI-based games, and why the opportunity for literacy and
interaction with procedural generators make them valuable cultural ar-
tifacts and learning tools, as well as fertile ground for new game ideas
PCG-Based Game Design Patterns, Cook,M., Eladhari, M., Nealen, A., Treanor, M., Boxerman, E., Jaffe, A., Sottosanti, P., Swink, S. CoRR abs/1610.03138 (2016)
Link to paper.
Ex. Of area application
TEACHING TOG: TECHNOLOGY, ONTOLOGY, GAME GENRE
Technology, Ontology, and Game Genre
teaching game design and technologies enabling computational
main aim: facilitate innovation and to prompt โ€จ
students to expand their palette of methods โ€จ
for computational expression as game designers.
Successful teaching approach (paper presented aug 2019)
Technology
Ex: AI approaches or emerging
interfaces/hardware
Game Genre
Design conventions inโ€จ
different game genres
Ontology as Metaphor
Theories, Subjects, System
s
TOG: TECHNOLOGY,โ€จ
ONTOLOGY AND GAME GENRE
THE HIGHER EDUCATION PARADOX
Learn to become a researcher
-> to become a teacher
I didnโ€™t choose!
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design, Eladhari, M.P., Teaching Games: Pedagogical
Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
PCG-Based Game Design Patterns, Cook,M., Eladhari, M., Nealen, A., Treanor, M., Boxerman, E., Jaffe, A., Sottosanti, P., Swink, S. CoRR abs/
1610.03138 (2016)
AI-Based Game Design Patterns, Treanor, M., Zook, A., Eladhari, M.P., Togelius, J., Smith, G., Cook, M., Thompson, T., Magerko, M., Levine, J.,
Smith, A. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015.
AI-Based Games: Contrabot and What Did You Do? Cook, M., Eladhari, M.P., Smith, A., Smith, G., Thompson, T., Togelius, J. and Zook, A. Playable
Demo Track, Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015.
Technical Report: USCS-SOE-11-27: AI-Based Game Design: Enabling New Playable Experiences Mirjam P. Eladhari, Anne Sullivan, Gillian
Smith, Josh McCoy, University of California Santa Cruz, December 2011
Paper Prototyping a Pervasive Game, by Elina M. Koivisto and Mirjam P. Eladhari, ACE2006, June 14 โ€“ 16 2006, Hollywood, USA.
Design for Research Results: Experimental Prototyping and Play Testing, by Eladhari M. P. and Ollila E. M. I. Simulation & Gaming, June 2012 vol.
43 no. 3 pp 391-412.
โ€œType a quote here.
-Johnny Appleseed
Collaborative development of conceptual models,
frameworks, and building demonstrators.
Q2: HOW CAN WE CREATE
PLAY EXPERIENCES THAT ARE
INDIVIDUALLY MEANINGFUL?
I will show selected projects
Q2: HOW CAN WE CREATE PLAY EXPERIENCES THAT ARE INDIVIDUALLY MEANINGFUL?
FIELDS & TOPICS
โžค Interactive story telling in
games
โžค Player-Character AI &
A๏ฌ€ordances
โžค Synthetic Characters,
Believable Agents
โžค Social simulation
โžค Co-creation
PROJECTS (ASSORTED)
โžค The Mind Module
โžค Pataphysic Institute MMO
โžค C2 Learn Projects
โžค 3Scribes
โžค Mind Shadows Board Game
โžค Tarot Based Narrative
Generation
Games for Health,
Experimental Games
PATAPHYSIC INSTITUTE - WORLD OF MINDS
HOW PLAYERS DESCRIBE IT*
(Not how I describe it. My description is bound to containโ€จ
design intentions, and perhaps not represent what is actually there.)
โ€œIn the game you use the characters feelings to cast spells, depending on how you feel,
di๏ฌ€erent spells become available to you. you can a๏ฌ€ect how others feel by performing
actions such as hugging joking or insulting. long term playing creates relationships
between characters so that the mere presence of another character a๏ฌ€ects you.โ€ (Player
with test id 16)
โ€œThe point of the game is to control the moodswings of your character. The world is full
of the manifestations of di๏ฌ€erent feelings and mindsets and only by interacting with
them/your friends can you "get in the right mood" to counter them. Actions are things
like "hold hand" which would counter a "fear/terror" abomination.โ€ (Player with test id
26)
* When asked, after play-testing: โ€œPicture that you are talking to a friend. Describe how this game is played.โ€
THE PATAPHYSIC INSTITUTE
CHARACTER CREATION
Big Five (OCEAN, FFM)
assessed using IPIP NEO
MIND MODULE INFO
Colossuses of Confusion
MIND MAGIC SPELLS
Play testing
Player 2
Film
Camera 1
Player 1
Film Camer
2
Game
Master
Player 3
In Clients:
-Log files of play (one file for each
avatar)
Camtasia recordings of:โ€จ
-voice (microphone in headset),
-Face (webcam),
- Actions (taping of screen)
THE HIGHER EDUCATION PARADOX
Learn to become a researcher
-> to become a teacher
I didnโ€™t choose!
Take-away from PI
The Mind Module - Using an Affect and Personality Computational Model as a Game-play Element, Eladhari M.P., IEEE Transactions on Affective
Computing, Issue No.01 - January-March (vol.5), 2014, pp 3 - 16.
Players imbuing meaning: Co-creation of Challenges in a prototype MMO, Eladhari, M. P. Revista Comunicaรงรฃo e Sociedade, Issue on Creative
Technologies, (22), 2012, pp 50 - 75. (pdf)
Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World, by Eladhari M.P, Proceedings of DiGRA 2011
Conference: Think Design Play, Utrecht School of the Arts, the Netherlands, September 2011.
Pataphysic Institute, Eladhari M.P., Foundations for Digital Games 2010, Monterrey, California, June 2010. (Demo)
Semi-Autonomous Avatars in Games, Eladhari, M.P, 10th International Conference on Intelligent Virtual Agents, Philadelphia, Pennsylvania,
USA, September 2010.
Semi-Autonomous Avatars in Virtual Game Worlds, Pre-conference to the ECREA 2010 โ€“ 3rd European Communication Conference, Avatars and
Humans. Representing Users in Digital Games, Hamburg Media School, Hans Bredow Institute for Media Research, Ilmenau University of
Technology, Hamburg, Germany, October 2010
Pataphysic Institute, Eladhari M.P., Proceedings of the Sixth Artificial Intelligence and Interactive Digital Entertainment International Conference
(AIIDE 2010), AAAI Press, Stanford University, Palo Alto, California, October 2010. (Demo)
Emotional Attachments for Story Construction in Virtual Game Worlds, by Eladhari M.P, DIGRA09 Breaking New Ground: Innovation in Games,
Play, Practice and Theory, Brunel University, West London, United Kingdom, Tuesday 1st September - Friday 4th September 2009 (DIGRA09)
Rules for role play in Virtual Game Worlds - Case study: The Pataphysic Institute, by Eladhari M. P., Mateas M. Digital Arts and Culture 2009,
December 12 - 15, University of California Irvine, Los Angeles, USA.
Good Moods โ€“ Outlook, Affect and Mood in Dynemotion and the Mind Module, by Eladhari M.P., Sellers M, Vol 3, No 5 (2009): Feature Issue:
Futureplay 2009 Edition of Loading.... (Also published in the proceedings of FuturePlay 2008, November 2 โ€“ 5, 2008, Toronto, Canada.)
Semi-Autonomous Avatars in World of Minds - A Case Study of AI-based Game Design, by Eladhari M.P., Mateas M. ACE2008, December 3 โ€“ 5
2008, Yokohama, Japan.
The Soundtrack of Your Mind: Mind Music Adaptive Audio for Game Characters, by Eladhari, M., Nieuwdorp, R. Friedenfalk, M. ACE2006, June 14
โ€“ 16 2006, Hollywood, USA.
THE HIGHER EDUCATION PARADOX
Learn to become a researcher
-> to become a teacher
I didnโ€™t choose!
Take-away from PI: โ€จ
Co-creation, deep meaningful
conversations through deconstruction
STORY MAKING GAMES AND C2LEARN
Story Cubes, Once Upon a time, NanoFictionary, Fiasco, Microscope
STORY MAKING GAMES
In story making games players, via game rules, use tokens for narrative play
in order to partake in a playful process that results in told stories (narratives).
Important difference from role playing games:
Players do not act via an avatar or a game persona. Instead,
players act as authors or narrators, collaboratively telling
stories about the story tokens represented in the games
The C2Learn project aims to introduce an innovative digital gaming
and social networking environment incorporating diverse tools, the
use of which can foster co-creativity in learning processes in the
context of both formal and informal educational settings.โ€จ
All games in project are for android tablets, download at:
C2LEARN.EU
4SCRIBES
โžค 4Scribes is a creative โ€จ
story-making game for โ€จ
groups of 4 players.
โžค The story starts with a shortโ€จ
starting statement or phrase. โ€จ
Your objective is to developโ€จ
the story together with yourโ€จ
co-players. Playing in turns,โ€จ
you add a little more to the โ€จ
story text each timeโ€ฆ
โžค At the start, you get some cards,โ€จ
the โ€˜Creative Elementsโ€™. Each card has a word or short phrase on it.
Every time it is your turn to play, you select to play one of your cards.
THE HIGHER EDUCATION PARADOX
Learn to become a researcher
-> to become a teacher
I didnโ€™t choose!
Take-aways from C2Learn
-> exploration use of computational methods for the
genre of story making games.
->How combine story making games with the
deconstruction and reconstruction going on in PI?
MIND SHADOWS BOARD GAME
โžค table-top play situation o๏ฌ€ers unique โ€จ
opportunities for approaching real-world โ€จ
personal problems
โžค structures inherent in the problems can โ€จ
be deconstructed, examined, and โ€จ
understood
โžค Board Game: Mind Shadows
โžค AIM: create play situations where players in cooperation
better can understand situations in their everyday lives that
are emotionally complex or di๏ฌƒcult, and by this
understanding ๏ฌnd ways to cope with the situations.
Minimalist CI
(setup, 2 0f 2)
Defining the Shadow, and dividing the roles
Roles:
- Storyteller
- Voice of the Shadow
- Counter
Setup 1 (of 2)โ€จ
Setting up the board: the emotional state, the super-powers, and the hand of cards.
(text above is from rule book)
WHATโ€™S GOING ON IN PLAY
โžค Players try to understand the situation with the shadow: what
actions and events are de-facto? What is structural, what is
immutable, what can be changed?
โžค Trying to understand their own shadow
โžค Experiencing the otherโ€™s shadow, emphasising
โžค Getting to grips of how it feels (how it really feels, not how it
is supposed to feel).
โžค Coming up with suggestion after suggestion of how to help
the other - trying the actions and see how they could work. โ€จ
โ€จ
(These observations are grounded in 18 documented play-tests)
how role-players have
experiences where their
real life feelings,
thoughts, relationships,
and physical states spill
over into their
charactersโ€™ and the other
way around โ€จ
(Montola 2013).
BLEED
BLEED
Bleed is central to Mind Shadows - not a
side e๏ฌ€ect, but part of the design.
But: the more malleable
the play, and the more
sensitive, player-
authored Shadow: the
deeper the journey.
BLEED
Bleed is central to Mind Shadows - not a
side e๏ฌ€ect, but part of the design.
But: the more malleable
the play, and the more
sensitive, player-
authored Shadow: the
deeper the journey.
Framing the play session as a
safe space is
CRITICAL!
(Critical in the sense that it helps
approach difficult topics,
and that there is a readiness to
deal with what may come up)
SAFE SPACE THROUGH GAME MASTERING
TAROT BASED NARRATIVE
GENERATION
โžค http://www.asdesigned.com/tarot/
TAROT BASED NARRATIVE GENERATION RESOURCES
โžค Application: http://www.asdesigned.com/tarot/
โžค Paper: Tarot-Based Narrative Generation โ€“ Sullivan, A.
ย Eladhari M.P., and ย Cook M, PCG 2018 Workshop, FDG2018,
Malmรถ, Sweden, August 2018.
โžค Code: https://github.com/anneandkita/tarot
Re-tellings: The Fourth Layer of Narrative as an Instrument for Critique, Eladhari M.P. International Conference
on Interactive Digital Storytelling 5-8 December 2018, Trinity College Dublin, Ireland.
The Story Pile - Representing Story in the board game Mind Shadows, Eladhari M.P. International Conference on
Interactive Digital Storytelling 5-8 December 2018, Trinity College Dublin, Ireland.
Tarot-Based Narrative Generation โ€“ Sullivan, A. Eladhari M.P., and Cook M, PCG 2018 Workshop, FDG2018,
Malmรถ, Sweden, August 2018. Link to paper.
Bleed in, Bleed Out โ€“ A Design Case in Board Game Therapy, Eladhari, M.P., Digra 2018 Conference, Turin, Italy,
July 2018. (Slides at SlideShare. Link to paper.)
Interweaving Story Coherence and Player Creativity through Story-making Games, Eladhari M.P., Lopes P, and
Yannakakis G. The Seventh International Conference on Interactive Digital Storytelling: Singapore, 3-6 November
2014. Lecture Notes in Computer Science Volume 8832, 2014, pp 73-80.
CONTEXT
RESEARCH
PRACTITIONERS
METHOD
ACADEMIC CONTEXT
GAME STUDIES & DESIGN
โžค DIGRAโ€จ
Digital Games Research
Associations
โžค FDG โ€จ
Foundations of Digital Games
โžค ICIDSโ€จ
International conference on
Interactive Digital Storytelling
COMPUTATION AND AI
โžค CIG โ€จ
Computational Intelligence in
Games (IEE)
โžค AIIDEโ€จ
Arti๏ฌcial Intelligence and
Interactive Digital
Entertainment (AAAI)
โžค Seminars at Dagstuhl, Ban๏ฌ€,
Shonan Centers
Journals Gaming and Simulation, Game Studies Journal, Transactions on
Computational intelligence in Games. (recently renamed COGโ€ฆTOG)
ACADEMIC CONTEXT FACILITATING DIALOG
WORKSHOPS
Co-located with FDG/DIGRA/
AIIDE
โžค Prototyping methods
โžค Social Believability
โžค Non Player Characters
โžค UX of AI
โžค Teaching Games: Pedagogical
Approaches
BOARDS
โžค SAGDS (Society for the
Advancement of the Study of
Digital Games)
โžค HEVGA (Higher Education
Video Game Alliance)
โžค โ€ฆ etc, misc conf-chairing.โ€จ
PRACTITIONERS
GAME DESIGN COMMUNITY AND
โžค GDC (nominating game of
year)
โžค Project Horseshoe (learning,
sharing)
โžค IndieCade (judge)
โžค Game Jams (research & dev)
AI COMMUNITY
โžค AI Game Programmerโ€™s guild
METHOD
โžค Prototyping
โžค โ€œBuild it to understand
itโ€
โžค Play testing
โžค โ€œDesign for resultsโ€
โžค Analysis, Re๏ฌ‚ection
QUAL
DTGPA 2019 Workshopp
Constructive Alignment inโ€จ
Teaching Game Research โ€จ
in Game Development โ€จ
Bachelors Programme
Petri Lankoski &
Mirjam P Eladhari
TEACHING GAMES:
PEDAGOGICAL
APPROACHES - DIGRA
2019 PRE-
CONFERENCE
WORKSHOP
(TGPA:DIGRA2019)
AUGUST 6 2019, KYOTO,
JAPAN.
Part 1
Workshops based on a structured research task
Scripted data gathering and analysis
Data gathering methods
โ— Observations
โ— Interviews
โ— Questionnaire Data analysis methods
โ— Coding of observational
data
โ— Thematic analysis
โ— Quantitative methods (t-
test, ANOVA, correlation)
Research designs, research
ethics and students read
studies using the said
methods
โ— Students are expected to follow the
approach in one preselected
research paper
โ— Changing research question to
something analogous is
encouraged
โ— If quant is chosen, mixing
measurement instrument and a
study is encouraged
โ— Supervision
Part 2
Part 2
Quantitative studies
Instruments
Study examples
Qualitative studies โ€จ
Stimulated recall โ€จ
Interview, thematic analysis
Observations
Show list TVTM2
HT18 Assignment
Description.pdf
FUTURE WORK
โžค Approach fundamental questions, with immediate approaches:
โžค Mixed initiative creation
โžค Story games
โžค Social simulation (โ€˜social physicsโ€™)
โžค System building as an artistic practice
โžค AI Based Game Design -> TOG Approach, PCG approach
โžค Methods for understanding and critiquing games
โžค Application areas:
โžค Games for health (re๏ฌ‚ective, therapeutic)
โžค Art pieces/experimental games
IMMEDIATE OUTLOOK (SPECIAL TRACTION RIGHT NOW,)
Game Design Research Methods (in teaching, and in co-
authoring book with Petri Lankoski)
Augmenting story making board games
Conceptualising 4th Layer of narrative
further
COST Network: Narrative Complexity
Benchmarking of Interactive Narrative
systems:
โžค A๏ฌ€ordances of Algorithms and
Engines.
โžค Evaluation metrics for INS
Story telling in games
RECAP
โžค My background
โžค Q1 How can we work to innovate in game design and
technology?
โžค Collaborative work
โžค Q2 How can we create playโ€จ
experiences that are โ€จ
individually meaningful?
โžค Projects
โžค Context, situating the work
โžค Future
THANK YOU
mirjam.palosaari.eladhari@sh.se

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Research Overview Mirjam P Eladhari August 2019

  • 1. RESEARCH OVERVIEW Mirjam Palosaari Eladhari, PhDโ€จ Sรถdertรถrn University, Media technology, Game Research Group August 19, 2019
  • 2. OVERVIEW โžค My background โžค Q1 How can we work to innovate in game design and technology? โžค Collaborative work โžค Q2 How can we create play experiences that are individually meaningful? โžค Projects โžค Context, situating the work โžค Future
  • 3. MIRJAM PALOSAARI ELADHARI โžค Teaching and researching at Sรถdertรถrn University, Media Technology, and Independent Game Designer and Artist, Label: Otter Play โžค Background in literary studies and working as a game programmer (2000) motivated me to start researching games.โ€จ โžค PhD (comp.sci.) on character driven โ€จ story construction in games, โ€จ and doing synthetic charactersโ€จ -> Player Characters Action potential โ€จ โ€ฆ lots of AI work.โ€จ โžค Last 10 years: more game design work
  • 4. โžค Game Programmer 2000-02, Liquid Media โžค Tech Lead, Zero Game Studio, Interactive Institute 2002 - 04 โžค PhD Candidate at Gotland University and University of Teesside 2004-2010 โ€จ (visiting scholar at Georgia Tech, Tokyo Tech and UCSC in periods) โžค Senior Lecturer Gotland University 2010-2012 โžค Senior Lecturer University of Malta 2012-15 โžค Game Designer CitynetGO, โ€จ Franzรฉn&Falk, 2016 โžค Rule Author in Ensemble Project โ€จ at American University, Washington DC, USA โžค Founder of Otter Play (2015 -> current) ABOUT ME: PAST ROLES
  • 5. MIRJAM PALOSAARI ELADHARI - CURRENT WORK โžค AI Based Game Design: enabling innovation in bothโ€จ AI and Design. โžค Minimalist CI Design (Comp. Intelligence) โžค Juxtaposing to the extreme: Board Game Design -> Minimal cues leading players/users towards deep personal journeys. โžค Current Project: MindShadows, a game of emotional support and re๏ฌ‚ection.โ€จ Free download: โ€จ otter-play.com.โ€จ (printable board game) Therapy board games, Tarot story structures for narrative generation, AIGD, Story Making games, Social Agents.
  • 6. ASSORTED PUBS The Mind Module - Using an Affect and Personality Computational Model as a Game-play Element,Eladhari M.P., IEEE Transactions on Affective Computing, Issue No.01 - January-March (vol.5), 2014, pp 3 - 16. Tarot-Based Narrative Generation โ€“ Sullivan, A. Eladhari M.P., and Cook M, PCG 2018 Workshop, FDG2018, Malmรถ, Sweden, August 2018. Bleed in, Bleed Out โ€“ A Design Case in Board Game Therapy, Eladhari, M.P., Digra 2018 Conference, Turin, Italy, July 2018 PCG-Based Game Design Patterns, Cook,M., Eladhari, M., Nealen, A., Treanor, M., Boxerman, E., Jaffe, A., Sottosanti, P., Swink, S. CoRR abs/1610.03138 (2016) AI-Based Game Design Patterns, Treanor, M., Zook, A., Eladhari, M.P., Togelius, J., Smith, G., Cook, M., Thompson, T., Magerko, M., Levine, J., Smith, A. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015. Interweaving Story Coherence and Player Creativity through Story- making Games, Eladhari M.P., Lopes P, and Yannakakis G. The Seventh International Conference on Interactive Digital Storytelling: Singapore, 3-6 November 2014. Lecture Notes in Computer Science Volume 8832, 2014, pp 73-80. Re-tellings: The Fourth Layer of Narrative as an Instrument for Critique, Eladhari M.P. International Conference on Interactive Digital Storytelling 5-8 December 2018, Trinity College Dublin, Ireland
  • 7. โ€œQ1: How can we work to innovate in game design and technology? Q2: How can we create play experiences that are individually meaningful? Central questions
  • 8. Q1: HOW CAN WE WORK TO INNOVATE IN GAME DESIGN AND TECHNOLOGY? โžค Prototyping methods - Design for Results โžค Build it to Understand It โžค AIGD -> TOG โžค AI Based Game Design -> TOG: Technology, Ontology and Game Genre
  • 9. Q2: HOW CAN WE CREATE PLAY EXPERIENCES THAT ARE INDIVIDUALLY MEANINGFUL? FIELDS & TOPICS โžค Interactive story telling in games โžค Player-Character AI & A๏ฌ€ordances โžค Synthetic Characters, Believable Agents โžค Social simulation โžค Co-creation PROJECTS (ASSORTED) โžค The Mind Module โžค Pataphysic Institute MMO โžค C2 Learn Projects โžค 3Scribes โžค Mind Shadows Board Game โžค Tarot Based Narrative Generation Games for Health, Experimental Games
  • 10. Q1: HOW CAN WE WORK TO INNOVATE IN GAME DESIGN AND TECHNOLOGY?
  • 11. AI BASED GAME DESIGN Background (2011): AI based game design (or โ€“driven, or โ€“centered) is an expression that has been used by me and others for years to describe the type of work we do. But what is it?
  • 12. Is it the same as expressive AI? Is it a design method? Is it an approach? ...a philosophical perspective...?โ€จ โ€จ In 2011 โ€จ Anne Sullivan, Josh McCoy, Gillian Smith, and me, set out to explore this. ย  not to โ€œpin it downโ€ or provide ย  an ultimate definition.โžค
  • 13. Outset Philosophy First, we approached AI in games from a philosophical perspective. Our main sources for inspration were Dennetโ€™s perspective on Intentionality - abstract away the complexity and instead reason about the intentions and goals of that system. Agre on how players assign intentionality by using words โ€beyond the mathematical structuresโ€ Sengersโ€™ perspective on how player construct meaning by create narratives โžค
  • 14. Then, we looked at our own projects. We asked:โ€จ How are the AI and the game design related?
  • 15. We could see that our process, in the different projects was revolving around how several knowledge domains and techniques (both AI and other) was used.ย  The affordances of the AI and the context given by the design: iterations.
  • 16. Domains โ€ข AI architectures โ€ข Game design conventions โ€ข Knowledge domains โ€ข Spreading Activation NW (MM) โ€ข MMORPG โ€ข Affect theory, Personality trait theory (etc)
  • 17. Domains โ€ข AI architectures โ€ข Game design conventions โ€ข Knowledge domains โ€ข Reactive planner (CiF) โ€ข Multiagent simulation โ€ข Dramaturgical analysis
  • 18. 2015 AI BASED GAME DESIGN PATTERNS AI-Based Game Design Patterns, Treanor, M., Zook, A., Eladhari, M.P., Togelius, J., Smith, G., Cook, M., Thompson, T., Magerko, M., Levine, J., Smith, A. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015. Foregrounding
  • 19. 2015 Designing games that use AI techniques in a new way as a core of their gameplay diversi๏ฌes and enriches the role of arti๏ฌcial intelligence in games. This not only improves the breadth of the medium with new games and genres, but also opens up new research questions, as players begin to interact with software in novel ways. Developing AI-based games also pushes us to tackle existing research problems from a new, practical perspective.
  • 20. 2016 PCG-BASED GAME DESIGN PATTERNS, โžค In this paper we re๏ฌne the notion of AI-based games into a special case of games driven by procedural generators. We call these PCG-based games, and describe concretely how they embody the original premise of AI-based games. We describe why these are uniquely important among AI-based games, and why the opportunity for literacy and interaction with procedural generators make them valuable cultural ar- tifacts and learning tools, as well as fertile ground for new game ideas PCG-Based Game Design Patterns, Cook,M., Eladhari, M., Nealen, A., Treanor, M., Boxerman, E., Jaffe, A., Sottosanti, P., Swink, S. CoRR abs/1610.03138 (2016) Link to paper. Ex. Of area application
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  • 22. TEACHING TOG: TECHNOLOGY, ONTOLOGY, GAME GENRE Technology, Ontology, and Game Genre teaching game design and technologies enabling computational main aim: facilitate innovation and to prompt โ€จ students to expand their palette of methods โ€จ for computational expression as game designers. Successful teaching approach (paper presented aug 2019)
  • 23. Technology Ex: AI approaches or emerging interfaces/hardware Game Genre Design conventions inโ€จ different game genres Ontology as Metaphor Theories, Subjects, System s TOG: TECHNOLOGY,โ€จ ONTOLOGY AND GAME GENRE
  • 24. THE HIGHER EDUCATION PARADOX Learn to become a researcher -> to become a teacher I didnโ€™t choose! TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design, Eladhari, M.P., Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan. PCG-Based Game Design Patterns, Cook,M., Eladhari, M., Nealen, A., Treanor, M., Boxerman, E., Jaffe, A., Sottosanti, P., Swink, S. CoRR abs/ 1610.03138 (2016) AI-Based Game Design Patterns, Treanor, M., Zook, A., Eladhari, M.P., Togelius, J., Smith, G., Cook, M., Thompson, T., Magerko, M., Levine, J., Smith, A. Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015. AI-Based Games: Contrabot and What Did You Do? Cook, M., Eladhari, M.P., Smith, A., Smith, G., Thompson, T., Togelius, J. and Zook, A. Playable Demo Track, Proceedings of the 2015 Conference on the Foundations of Digital Games (FDG 2015). Monterey, CA, June 22-25, 2015. Technical Report: USCS-SOE-11-27: AI-Based Game Design: Enabling New Playable Experiences Mirjam P. Eladhari, Anne Sullivan, Gillian Smith, Josh McCoy, University of California Santa Cruz, December 2011 Paper Prototyping a Pervasive Game, by Elina M. Koivisto and Mirjam P. Eladhari, ACE2006, June 14 โ€“ 16 2006, Hollywood, USA. Design for Research Results: Experimental Prototyping and Play Testing, by Eladhari M. P. and Ollila E. M. I. Simulation & Gaming, June 2012 vol. 43 no. 3 pp 391-412.
  • 25. โ€œType a quote here. -Johnny Appleseed Collaborative development of conceptual models, frameworks, and building demonstrators.
  • 26. Q2: HOW CAN WE CREATE PLAY EXPERIENCES THAT ARE INDIVIDUALLY MEANINGFUL? I will show selected projects
  • 27. Q2: HOW CAN WE CREATE PLAY EXPERIENCES THAT ARE INDIVIDUALLY MEANINGFUL? FIELDS & TOPICS โžค Interactive story telling in games โžค Player-Character AI & A๏ฌ€ordances โžค Synthetic Characters, Believable Agents โžค Social simulation โžค Co-creation PROJECTS (ASSORTED) โžค The Mind Module โžค Pataphysic Institute MMO โžค C2 Learn Projects โžค 3Scribes โžค Mind Shadows Board Game โžค Tarot Based Narrative Generation Games for Health, Experimental Games
  • 28. PATAPHYSIC INSTITUTE - WORLD OF MINDS
  • 29. HOW PLAYERS DESCRIBE IT* (Not how I describe it. My description is bound to containโ€จ design intentions, and perhaps not represent what is actually there.) โ€œIn the game you use the characters feelings to cast spells, depending on how you feel, di๏ฌ€erent spells become available to you. you can a๏ฌ€ect how others feel by performing actions such as hugging joking or insulting. long term playing creates relationships between characters so that the mere presence of another character a๏ฌ€ects you.โ€ (Player with test id 16) โ€œThe point of the game is to control the moodswings of your character. The world is full of the manifestations of di๏ฌ€erent feelings and mindsets and only by interacting with them/your friends can you "get in the right mood" to counter them. Actions are things like "hold hand" which would counter a "fear/terror" abomination.โ€ (Player with test id 26) * When asked, after play-testing: โ€œPicture that you are talking to a friend. Describe how this game is played.โ€
  • 31. CHARACTER CREATION Big Five (OCEAN, FFM) assessed using IPIP NEO
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  • 39. Play testing Player 2 Film Camera 1 Player 1 Film Camer 2 Game Master Player 3 In Clients: -Log files of play (one file for each avatar) Camtasia recordings of:โ€จ -voice (microphone in headset), -Face (webcam), - Actions (taping of screen)
  • 40. THE HIGHER EDUCATION PARADOX Learn to become a researcher -> to become a teacher I didnโ€™t choose! Take-away from PI The Mind Module - Using an Affect and Personality Computational Model as a Game-play Element, Eladhari M.P., IEEE Transactions on Affective Computing, Issue No.01 - January-March (vol.5), 2014, pp 3 - 16. Players imbuing meaning: Co-creation of Challenges in a prototype MMO, Eladhari, M. P. Revista Comunicaรงรฃo e Sociedade, Issue on Creative Technologies, (22), 2012, pp 50 - 75. (pdf) Game Mechanics and Dynamics of Social Actions in a Prototype Multiplayer Game World, by Eladhari M.P, Proceedings of DiGRA 2011 Conference: Think Design Play, Utrecht School of the Arts, the Netherlands, September 2011. Pataphysic Institute, Eladhari M.P., Foundations for Digital Games 2010, Monterrey, California, June 2010. (Demo) Semi-Autonomous Avatars in Games, Eladhari, M.P, 10th International Conference on Intelligent Virtual Agents, Philadelphia, Pennsylvania, USA, September 2010. Semi-Autonomous Avatars in Virtual Game Worlds, Pre-conference to the ECREA 2010 โ€“ 3rd European Communication Conference, Avatars and Humans. Representing Users in Digital Games, Hamburg Media School, Hans Bredow Institute for Media Research, Ilmenau University of Technology, Hamburg, Germany, October 2010 Pataphysic Institute, Eladhari M.P., Proceedings of the Sixth Artificial Intelligence and Interactive Digital Entertainment International Conference (AIIDE 2010), AAAI Press, Stanford University, Palo Alto, California, October 2010. (Demo) Emotional Attachments for Story Construction in Virtual Game Worlds, by Eladhari M.P, DIGRA09 Breaking New Ground: Innovation in Games, Play, Practice and Theory, Brunel University, West London, United Kingdom, Tuesday 1st September - Friday 4th September 2009 (DIGRA09) Rules for role play in Virtual Game Worlds - Case study: The Pataphysic Institute, by Eladhari M. P., Mateas M. Digital Arts and Culture 2009, December 12 - 15, University of California Irvine, Los Angeles, USA. Good Moods โ€“ Outlook, Affect and Mood in Dynemotion and the Mind Module, by Eladhari M.P., Sellers M, Vol 3, No 5 (2009): Feature Issue: Futureplay 2009 Edition of Loading.... (Also published in the proceedings of FuturePlay 2008, November 2 โ€“ 5, 2008, Toronto, Canada.) Semi-Autonomous Avatars in World of Minds - A Case Study of AI-based Game Design, by Eladhari M.P., Mateas M. ACE2008, December 3 โ€“ 5 2008, Yokohama, Japan. The Soundtrack of Your Mind: Mind Music Adaptive Audio for Game Characters, by Eladhari, M., Nieuwdorp, R. Friedenfalk, M. ACE2006, June 14 โ€“ 16 2006, Hollywood, USA.
  • 41. THE HIGHER EDUCATION PARADOX Learn to become a researcher -> to become a teacher I didnโ€™t choose! Take-away from PI: โ€จ Co-creation, deep meaningful conversations through deconstruction
  • 42. STORY MAKING GAMES AND C2LEARN Story Cubes, Once Upon a time, NanoFictionary, Fiasco, Microscope
  • 43. STORY MAKING GAMES In story making games players, via game rules, use tokens for narrative play in order to partake in a playful process that results in told stories (narratives). Important difference from role playing games: Players do not act via an avatar or a game persona. Instead, players act as authors or narrators, collaboratively telling stories about the story tokens represented in the games
  • 44. The C2Learn project aims to introduce an innovative digital gaming and social networking environment incorporating diverse tools, the use of which can foster co-creativity in learning processes in the context of both formal and informal educational settings.โ€จ All games in project are for android tablets, download at: C2LEARN.EU
  • 45. 4SCRIBES โžค 4Scribes is a creative โ€จ story-making game for โ€จ groups of 4 players. โžค The story starts with a shortโ€จ starting statement or phrase. โ€จ Your objective is to developโ€จ the story together with yourโ€จ co-players. Playing in turns,โ€จ you add a little more to the โ€จ story text each timeโ€ฆ โžค At the start, you get some cards,โ€จ the โ€˜Creative Elementsโ€™. Each card has a word or short phrase on it. Every time it is your turn to play, you select to play one of your cards.
  • 46. THE HIGHER EDUCATION PARADOX Learn to become a researcher -> to become a teacher I didnโ€™t choose! Take-aways from C2Learn -> exploration use of computational methods for the genre of story making games. ->How combine story making games with the deconstruction and reconstruction going on in PI?
  • 47. MIND SHADOWS BOARD GAME โžค table-top play situation o๏ฌ€ers unique โ€จ opportunities for approaching real-world โ€จ personal problems โžค structures inherent in the problems can โ€จ be deconstructed, examined, and โ€จ understood โžค Board Game: Mind Shadows โžค AIM: create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or di๏ฌƒcult, and by this understanding ๏ฌnd ways to cope with the situations. Minimalist CI
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  • 50. (setup, 2 0f 2) Defining the Shadow, and dividing the roles Roles: - Storyteller - Voice of the Shadow - Counter
  • 51. Setup 1 (of 2)โ€จ Setting up the board: the emotional state, the super-powers, and the hand of cards.
  • 52. (text above is from rule book)
  • 53. WHATโ€™S GOING ON IN PLAY โžค Players try to understand the situation with the shadow: what actions and events are de-facto? What is structural, what is immutable, what can be changed? โžค Trying to understand their own shadow โžค Experiencing the otherโ€™s shadow, emphasising โžค Getting to grips of how it feels (how it really feels, not how it is supposed to feel). โžค Coming up with suggestion after suggestion of how to help the other - trying the actions and see how they could work. โ€จ โ€จ (These observations are grounded in 18 documented play-tests)
  • 54. how role-players have experiences where their real life feelings, thoughts, relationships, and physical states spill over into their charactersโ€™ and the other way around โ€จ (Montola 2013). BLEED
  • 55. BLEED Bleed is central to Mind Shadows - not a side e๏ฌ€ect, but part of the design. But: the more malleable the play, and the more sensitive, player- authored Shadow: the deeper the journey.
  • 56. BLEED Bleed is central to Mind Shadows - not a side e๏ฌ€ect, but part of the design. But: the more malleable the play, and the more sensitive, player- authored Shadow: the deeper the journey. Framing the play session as a safe space is CRITICAL! (Critical in the sense that it helps approach difficult topics, and that there is a readiness to deal with what may come up)
  • 57. SAFE SPACE THROUGH GAME MASTERING
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  • 65. TAROT BASED NARRATIVE GENERATION RESOURCES โžค Application: http://www.asdesigned.com/tarot/ โžค Paper: Tarot-Based Narrative Generation โ€“ Sullivan, A. ย Eladhari M.P., and ย Cook M, PCG 2018 Workshop, FDG2018, Malmรถ, Sweden, August 2018. โžค Code: https://github.com/anneandkita/tarot
  • 66. Re-tellings: The Fourth Layer of Narrative as an Instrument for Critique, Eladhari M.P. International Conference on Interactive Digital Storytelling 5-8 December 2018, Trinity College Dublin, Ireland. The Story Pile - Representing Story in the board game Mind Shadows, Eladhari M.P. International Conference on Interactive Digital Storytelling 5-8 December 2018, Trinity College Dublin, Ireland. Tarot-Based Narrative Generation โ€“ Sullivan, A. Eladhari M.P., and Cook M, PCG 2018 Workshop, FDG2018, Malmรถ, Sweden, August 2018. Link to paper. Bleed in, Bleed Out โ€“ A Design Case in Board Game Therapy, Eladhari, M.P., Digra 2018 Conference, Turin, Italy, July 2018. (Slides at SlideShare. Link to paper.) Interweaving Story Coherence and Player Creativity through Story-making Games, Eladhari M.P., Lopes P, and Yannakakis G. The Seventh International Conference on Interactive Digital Storytelling: Singapore, 3-6 November 2014. Lecture Notes in Computer Science Volume 8832, 2014, pp 73-80.
  • 68. ACADEMIC CONTEXT GAME STUDIES & DESIGN โžค DIGRAโ€จ Digital Games Research Associations โžค FDG โ€จ Foundations of Digital Games โžค ICIDSโ€จ International conference on Interactive Digital Storytelling COMPUTATION AND AI โžค CIG โ€จ Computational Intelligence in Games (IEE) โžค AIIDEโ€จ Arti๏ฌcial Intelligence and Interactive Digital Entertainment (AAAI) โžค Seminars at Dagstuhl, Ban๏ฌ€, Shonan Centers Journals Gaming and Simulation, Game Studies Journal, Transactions on Computational intelligence in Games. (recently renamed COGโ€ฆTOG)
  • 69. ACADEMIC CONTEXT FACILITATING DIALOG WORKSHOPS Co-located with FDG/DIGRA/ AIIDE โžค Prototyping methods โžค Social Believability โžค Non Player Characters โžค UX of AI โžค Teaching Games: Pedagogical Approaches BOARDS โžค SAGDS (Society for the Advancement of the Study of Digital Games) โžค HEVGA (Higher Education Video Game Alliance) โžค โ€ฆ etc, misc conf-chairing.โ€จ
  • 70. PRACTITIONERS GAME DESIGN COMMUNITY AND โžค GDC (nominating game of year) โžค Project Horseshoe (learning, sharing) โžค IndieCade (judge) โžค Game Jams (research & dev) AI COMMUNITY โžค AI Game Programmerโ€™s guild
  • 71. METHOD โžค Prototyping โžค โ€œBuild it to understand itโ€ โžค Play testing โžค โ€œDesign for resultsโ€ โžค Analysis, Re๏ฌ‚ection QUAL
  • 72. DTGPA 2019 Workshopp Constructive Alignment inโ€จ Teaching Game Research โ€จ in Game Development โ€จ Bachelors Programme Petri Lankoski & Mirjam P Eladhari TEACHING GAMES: PEDAGOGICAL APPROACHES - DIGRA 2019 PRE- CONFERENCE WORKSHOP (TGPA:DIGRA2019) AUGUST 6 2019, KYOTO, JAPAN.
  • 73. Part 1 Workshops based on a structured research task Scripted data gathering and analysis Data gathering methods โ— Observations โ— Interviews โ— Questionnaire Data analysis methods โ— Coding of observational data โ— Thematic analysis โ— Quantitative methods (t- test, ANOVA, correlation) Research designs, research ethics and students read studies using the said methods
  • 74. โ— Students are expected to follow the approach in one preselected research paper โ— Changing research question to something analogous is encouraged โ— If quant is chosen, mixing measurement instrument and a study is encouraged โ— Supervision Part 2
  • 75. Part 2 Quantitative studies Instruments Study examples Qualitative studies โ€จ Stimulated recall โ€จ Interview, thematic analysis Observations Show list TVTM2 HT18 Assignment Description.pdf
  • 76. FUTURE WORK โžค Approach fundamental questions, with immediate approaches: โžค Mixed initiative creation โžค Story games โžค Social simulation (โ€˜social physicsโ€™) โžค System building as an artistic practice โžค AI Based Game Design -> TOG Approach, PCG approach โžค Methods for understanding and critiquing games โžค Application areas: โžค Games for health (re๏ฌ‚ective, therapeutic) โžค Art pieces/experimental games
  • 77. IMMEDIATE OUTLOOK (SPECIAL TRACTION RIGHT NOW,) Game Design Research Methods (in teaching, and in co- authoring book with Petri Lankoski) Augmenting story making board games Conceptualising 4th Layer of narrative further COST Network: Narrative Complexity Benchmarking of Interactive Narrative systems: โžค A๏ฌ€ordances of Algorithms and Engines. โžค Evaluation metrics for INS Story telling in games
  • 78. RECAP โžค My background โžค Q1 How can we work to innovate in game design and technology? โžค Collaborative work โžค Q2 How can we create playโ€จ experiences that are โ€จ individually meaningful? โžค Projects โžค Context, situating the work โžค Future