This material has been produced to be used on the BTEC Level 3 Games Development Extended Diploma (formerly National Diploma) course delivery. This resource can be adapted and amended for other relevant courses.
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
1) Procedural rhetoric uses in-game processes to persuade players, but different players can come to different understandings of the same in-game logic.
2) The games Train and Playing History 2 used procedural rhetoric to address controversial topics like the JFK assassination and slave trade, but were received very differently by audiences.
3) This difference can be explained by three factors: the genres framed the content differently and set different expectations; the games traveled through different media contexts outside their intended frames; and their visual framing in shared media shaped varying audience perceptions.
This document discusses how games can inspire decision-making in planning. It provides examples of humanitarian games that have been used to address human welfare issues. Games are described as interactive simulations that allow players to take on roles and explore complex systems from different perspectives. They can encourage empathy and influence real-world outcomes. Examples of tabletop and digital games for planning issues like development, disaster response, and climate change are provided. The document concludes with proposing a game called "Building Up" to design a city and discussing how games can be modified or used in workshops.
Natural User Interface Demo based on - 3D Brick Game using KinectNitesh Bhatia
Slides on my presentation on Natural User Interface Demo based on - 3D Brick Game using Kinect. In the end you can see youtuve video showing demo of application.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
1. Alternate reality games (ARGs) are immersive storytelling experiences that use the real world as a publishing medium and involve collaborative puzzle solving by players.
2. ARGs have been used to promote movies, games, and albums through interactive online and real-world experiences. They can also be self-sustaining games without a commercial purpose.
3. ARGs involve different tiers of play from online puzzles and interactions to live events, and can be either synchronous experiences for players to collaborate together or asynchronous for players to participate independently.
The document is a media production questionnaire that asks respondents for their preferences regarding various aspects of filmmaking such as favorite genres, preferred film formats and lengths, use of color versus black and white, and the importance of music. It collects demographic information and seeks to understand preferences around aspect ratios, presentation formats, and whether respondents prefer the hero or villain in stories.
This document contains a media production questionnaire that asks for the respondent's age, gender, favorite film genres including action, horror, comedy, romance, thriller, and fantasy. It also asks the respondent to name their favorite psychological thriller and fantasy film. Additional questions inquire about the respondent's preferences for using black and white or color film, whether they prefer the hero or villain, suitable short film lengths, aspect ratios like 4:3 or 16:9, and best formats for presenting a film like YouTube, DVD, or memory card. The final question asks if music is important in films and requests a short explanation.
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
1) Procedural rhetoric uses in-game processes to persuade players, but different players can come to different understandings of the same in-game logic.
2) The games Train and Playing History 2 used procedural rhetoric to address controversial topics like the JFK assassination and slave trade, but were received very differently by audiences.
3) This difference can be explained by three factors: the genres framed the content differently and set different expectations; the games traveled through different media contexts outside their intended frames; and their visual framing in shared media shaped varying audience perceptions.
This document discusses how games can inspire decision-making in planning. It provides examples of humanitarian games that have been used to address human welfare issues. Games are described as interactive simulations that allow players to take on roles and explore complex systems from different perspectives. They can encourage empathy and influence real-world outcomes. Examples of tabletop and digital games for planning issues like development, disaster response, and climate change are provided. The document concludes with proposing a game called "Building Up" to design a city and discussing how games can be modified or used in workshops.
Natural User Interface Demo based on - 3D Brick Game using KinectNitesh Bhatia
Slides on my presentation on Natural User Interface Demo based on - 3D Brick Game using Kinect. In the end you can see youtuve video showing demo of application.
"Narrative and Gameplay in Game Design" by Sherry Jones (Apr. 4, 2013)Sherry Jones
I was invited by Games MOOC (http://gamesmooc.shivtr.com/) to discuss the following topic on a Youtube live webcast:
Games MOOC - Live Event - "Narrative and Gameplay in Game Design" (April 4, 2013, 7PM MST)
http://gamesmooc.shivtr.com/events/339755?event_instance_id=4800586
"Narratology and ludology are two theories that have divided scholars in game studies; the debate arises from determining which theory is most effective for game design. Sherry will address the "narratology vs. ludology" debate, as well as the current game design trend to marry narrative with gameplay. She will also cover the key elements of narration that can facilitate game progression."
April 4, 2013 - Youtube - "Narrative and Gameplay in Game Design"
http://youtu.be/U4Uktwwn42M
This slideshow is featured in the live webcast.
1. Alternate reality games (ARGs) are immersive storytelling experiences that use the real world as a publishing medium and involve collaborative puzzle solving by players.
2. ARGs have been used to promote movies, games, and albums through interactive online and real-world experiences. They can also be self-sustaining games without a commercial purpose.
3. ARGs involve different tiers of play from online puzzles and interactions to live events, and can be either synchronous experiences for players to collaborate together or asynchronous for players to participate independently.
The document is a media production questionnaire that asks respondents for their preferences regarding various aspects of filmmaking such as favorite genres, preferred film formats and lengths, use of color versus black and white, and the importance of music. It collects demographic information and seeks to understand preferences around aspect ratios, presentation formats, and whether respondents prefer the hero or villain in stories.
This document contains a media production questionnaire that asks for the respondent's age, gender, favorite film genres including action, horror, comedy, romance, thriller, and fantasy. It also asks the respondent to name their favorite psychological thriller and fantasy film. Additional questions inquire about the respondent's preferences for using black and white or color film, whether they prefer the hero or villain, suitable short film lengths, aspect ratios like 4:3 or 16:9, and best formats for presenting a film like YouTube, DVD, or memory card. The final question asks if music is important in films and requests a short explanation.
This document discusses Ian Bogost's concept of "procedural rhetoric", which refers to using the procedures and rules within video games to make arguments and communicate ideas. It explains that video games are able to persuade through their mechanics and systems in a way that differs from other media like words or images. The value of procedural rhetoric is that it expands how we understand the expressive power of games. "Persuasive games" are games that rely primarily on their computational rules and player interactions to convey meaning, often for educational or political purposes. However, some argue that procedural rhetoric reduces players' role and sacrifices the importance of play experience.
The document discusses examining video games through the lens of evolution by looking at how different elements of games have changed over time. It proposes looking at genres, game elements, franchises, and specific games to analyze how similarities and differences between games may indicate common descent or adaptations due to environmental pressures. The document outlines some basic principles of evolution such as variation within populations and limited resources creating selection pressures, and suggests these concepts can provide insights into what game design elements are most successful.
This document discusses research and pre-production techniques for media industries like game development. It introduces Japanese word "irashimasu" and covers topics like initial research, focus testing, development techniques, localization, review, documenting gameplay, storing information, gamelogs, and gamecasting. The document provides aims, objectives, and timescales for students to apply these techniques through tasks playing and analyzing games over various time periods.
Week 4 of the document discusses how to study videogames, including providing a brief history of videogames and examining why they should be studied. It also mentions different modes of analyzing videogames. Week 5 will cover topics related to play, leisure and work, while Week 6 will discuss whether videogames represent a radical culture.
Masters thesis presentation on Physical | Digital seminarVille Kankainen
This document discusses comparing the experiences of digital and tabletop gaming. It outlines two games - Blood Bowl, a tabletop fantasy football miniature game from 1987, and Fumbbl, an online version of Blood Bowl from 2002. The document discusses themes that will be explored in a study on the social aspects, motivations, materiality, visuals, rules/interaction, and fiction of these two gaming experiences. Interviews with experienced players will be conducted to gather perspectives as co-researchers for the study.
The document discusses different approaches that have been used to study videogames. It describes two main approaches: the social science approach, which looks at the effects of games on people, and the humanities approach, which examines the meanings and contexts of games. It then outlines several theories that have been used to study games, such as social learning theory, catharsis theory, and theories around games and identity exploration. Finally, it discusses debates around whether games should be studied as a form of narrative or based on their own rules and mechanics.
This document outlines the plan for students at Mission San Jose High School to produce one-minute films about mental health over the course of a week. It provides context about mental illness and stigma, examples of mental illnesses, and discusses common misconceptions. It then divides students into filmmaking groups and assigns roles of writer, director, cinematographer, actor, and editor. The roles are described and students are instructed to brainstorm story ideas before the filming session.
This document outlines plans for students at Kennedy High School to create one-minute films about mental health from March 7-11, 2016. It provides context about mental health by defining mental illness, listing common disorders, and discussing stigma. It then assigns students to filmmaking roles and asks them to brainstorm story ideas in groups before the filming session. The goal is for students to educate their classmates about mental health issues through short films created in only one hour.
This document discusses the concept of games and gamification. It provides objectives to dig into the idea of games, play a game, think, and transfer the experience to work. It is divided into four parts: an introduction to games, a demo round of a game, connecting the experience to work, and prizes and reflection. The game involves picking cards that represent cultures or opinions and having a conversation. The document suggests that games can be used to practice skills for life and work by incorporating elements of empowerment, social influence, and unpredictability. It provides several references on topics related to games, gamification, and applying game concepts to marketing.
Evaluating Processing as a Platform for Game PrototypingDaniel Volk
This document discusses game prototyping and evaluating Processing as a platform for it. It begins by defining play and games, explaining that play involves imaginary worlds separate from reality with their own rules and goals. Games similarly involve rule-based competition with varying outcomes. Game prototyping is useful for testing game mechanics before full development. The document then introduces Processing as a programming language and environment that can be used for rapid game prototyping due to its simplicity. An example game prototype created in Processing is presented to demonstrate its capabilities for this purpose.
The document provides a series of trivia questions and answers related to various topics like business, technology, history, and entertainment. It includes 12 multiple choice questions from Round 1 and 5 common questions between teams from Round 2. Round 3 allows the participant to choose a topic and bid points to answer an open-ended question. The participant chooses to answer a question about the Nota option in Indian elections for 27 points.
The document discusses several audience theories related to how audiences interact with and are influenced by mass media:
1) The Hypodermic Needle Model from the 1920s viewed audiences as passive receivers of media messages without processing or challenging the information.
2) Uses and Gratifications theory from the 1960s saw audiences as actively choosing media for different reasons like diversion, relationships, identity, or surveillance.
3) Reception Theory noted individual factors like gender, class, and ethnicity affect how media texts are decoded and different readings are possible.
4) Effects theories research on violent video games found links to aggressive behavior but were criticized for methodological flaws by skeptics arguing correlations don't prove causation
Games are increasingly being used for social activism and raising awareness of important issues:
- Jane McGonigal and Ian Bogost have explored how games can be designed for social persuasion and activism.
- One game called "Assassins" challenges players to "assassinate" others with acts of kindness instead of violence.
- Another game called "World Without Oil" asked players to simulate life without oil and share ideas for coping with an energy crisis through blogging.
- Video games have untapped potential for spreading awareness of social and environmental issues if designers move beyond traditional game formats.
Super thorny pigeon bon appetit!- the not so great depressionLisa Lee
The document describes a proposed multiplayer PC survival game called "The Not So Great Depression". Players compete against each other in a post-financial apocalyptic setting to be the last survivor standing. Players can locate resources, attack others, steal from others, duplicate items, and consume resources to aid their own survival. The game draws inspiration from titles like Borderlands 2, ARMA 3, and 7 Days to Die but aims to provide a more realistic and balanced experience for newer players.
There are varying price structures for this colorful and team building and conversational afternoon that teaches how the business model canvas can be expanded into learning how painters paint a canvas with the Principles of Design.
The document discusses creating alternate realities through ubiquitous games that improve quality of life. It suggests that future technologies will focus on increasing happiness and that game designers can hack reality by designing games that provide pleasure, engagement, and meaning for players. The document outlines different types of happiness and calls on readers to use their skills and resources to innovate happiness technologies.
Med122 digital games: narrative and playRob Jewitt
This document discusses debates around how digital games are understood and analyzed. It outlines the narratology and ludology approaches, where narratology focuses on games as storytelling media and ludology emphasizes games as systems of rules and player interaction. The document also discusses how games combine both narrative elements and principles of play, challenging the notion that these are mutually exclusive. It provides examples of games studied through each lens and debates around player agency, character design, and the relationship between gameplay and narrative.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
This document discusses Ian Bogost's concept of "procedural rhetoric", which refers to using the procedures and rules within video games to make arguments and communicate ideas. It explains that video games are able to persuade through their mechanics and systems in a way that differs from other media like words or images. The value of procedural rhetoric is that it expands how we understand the expressive power of games. "Persuasive games" are games that rely primarily on their computational rules and player interactions to convey meaning, often for educational or political purposes. However, some argue that procedural rhetoric reduces players' role and sacrifices the importance of play experience.
The document discusses examining video games through the lens of evolution by looking at how different elements of games have changed over time. It proposes looking at genres, game elements, franchises, and specific games to analyze how similarities and differences between games may indicate common descent or adaptations due to environmental pressures. The document outlines some basic principles of evolution such as variation within populations and limited resources creating selection pressures, and suggests these concepts can provide insights into what game design elements are most successful.
This document discusses research and pre-production techniques for media industries like game development. It introduces Japanese word "irashimasu" and covers topics like initial research, focus testing, development techniques, localization, review, documenting gameplay, storing information, gamelogs, and gamecasting. The document provides aims, objectives, and timescales for students to apply these techniques through tasks playing and analyzing games over various time periods.
Week 4 of the document discusses how to study videogames, including providing a brief history of videogames and examining why they should be studied. It also mentions different modes of analyzing videogames. Week 5 will cover topics related to play, leisure and work, while Week 6 will discuss whether videogames represent a radical culture.
Masters thesis presentation on Physical | Digital seminarVille Kankainen
This document discusses comparing the experiences of digital and tabletop gaming. It outlines two games - Blood Bowl, a tabletop fantasy football miniature game from 1987, and Fumbbl, an online version of Blood Bowl from 2002. The document discusses themes that will be explored in a study on the social aspects, motivations, materiality, visuals, rules/interaction, and fiction of these two gaming experiences. Interviews with experienced players will be conducted to gather perspectives as co-researchers for the study.
The document discusses different approaches that have been used to study videogames. It describes two main approaches: the social science approach, which looks at the effects of games on people, and the humanities approach, which examines the meanings and contexts of games. It then outlines several theories that have been used to study games, such as social learning theory, catharsis theory, and theories around games and identity exploration. Finally, it discusses debates around whether games should be studied as a form of narrative or based on their own rules and mechanics.
This document outlines the plan for students at Mission San Jose High School to produce one-minute films about mental health over the course of a week. It provides context about mental illness and stigma, examples of mental illnesses, and discusses common misconceptions. It then divides students into filmmaking groups and assigns roles of writer, director, cinematographer, actor, and editor. The roles are described and students are instructed to brainstorm story ideas before the filming session.
This document outlines plans for students at Kennedy High School to create one-minute films about mental health from March 7-11, 2016. It provides context about mental health by defining mental illness, listing common disorders, and discussing stigma. It then assigns students to filmmaking roles and asks them to brainstorm story ideas in groups before the filming session. The goal is for students to educate their classmates about mental health issues through short films created in only one hour.
This document discusses the concept of games and gamification. It provides objectives to dig into the idea of games, play a game, think, and transfer the experience to work. It is divided into four parts: an introduction to games, a demo round of a game, connecting the experience to work, and prizes and reflection. The game involves picking cards that represent cultures or opinions and having a conversation. The document suggests that games can be used to practice skills for life and work by incorporating elements of empowerment, social influence, and unpredictability. It provides several references on topics related to games, gamification, and applying game concepts to marketing.
Evaluating Processing as a Platform for Game PrototypingDaniel Volk
This document discusses game prototyping and evaluating Processing as a platform for it. It begins by defining play and games, explaining that play involves imaginary worlds separate from reality with their own rules and goals. Games similarly involve rule-based competition with varying outcomes. Game prototyping is useful for testing game mechanics before full development. The document then introduces Processing as a programming language and environment that can be used for rapid game prototyping due to its simplicity. An example game prototype created in Processing is presented to demonstrate its capabilities for this purpose.
The document provides a series of trivia questions and answers related to various topics like business, technology, history, and entertainment. It includes 12 multiple choice questions from Round 1 and 5 common questions between teams from Round 2. Round 3 allows the participant to choose a topic and bid points to answer an open-ended question. The participant chooses to answer a question about the Nota option in Indian elections for 27 points.
The document discusses several audience theories related to how audiences interact with and are influenced by mass media:
1) The Hypodermic Needle Model from the 1920s viewed audiences as passive receivers of media messages without processing or challenging the information.
2) Uses and Gratifications theory from the 1960s saw audiences as actively choosing media for different reasons like diversion, relationships, identity, or surveillance.
3) Reception Theory noted individual factors like gender, class, and ethnicity affect how media texts are decoded and different readings are possible.
4) Effects theories research on violent video games found links to aggressive behavior but were criticized for methodological flaws by skeptics arguing correlations don't prove causation
Games are increasingly being used for social activism and raising awareness of important issues:
- Jane McGonigal and Ian Bogost have explored how games can be designed for social persuasion and activism.
- One game called "Assassins" challenges players to "assassinate" others with acts of kindness instead of violence.
- Another game called "World Without Oil" asked players to simulate life without oil and share ideas for coping with an energy crisis through blogging.
- Video games have untapped potential for spreading awareness of social and environmental issues if designers move beyond traditional game formats.
Super thorny pigeon bon appetit!- the not so great depressionLisa Lee
The document describes a proposed multiplayer PC survival game called "The Not So Great Depression". Players compete against each other in a post-financial apocalyptic setting to be the last survivor standing. Players can locate resources, attack others, steal from others, duplicate items, and consume resources to aid their own survival. The game draws inspiration from titles like Borderlands 2, ARMA 3, and 7 Days to Die but aims to provide a more realistic and balanced experience for newer players.
There are varying price structures for this colorful and team building and conversational afternoon that teaches how the business model canvas can be expanded into learning how painters paint a canvas with the Principles of Design.
The document discusses creating alternate realities through ubiquitous games that improve quality of life. It suggests that future technologies will focus on increasing happiness and that game designers can hack reality by designing games that provide pleasure, engagement, and meaning for players. The document outlines different types of happiness and calls on readers to use their skills and resources to innovate happiness technologies.
Med122 digital games: narrative and playRob Jewitt
This document discusses debates around how digital games are understood and analyzed. It outlines the narratology and ludology approaches, where narratology focuses on games as storytelling media and ludology emphasizes games as systems of rules and player interaction. The document also discusses how games combine both narrative elements and principles of play, challenging the notion that these are mutually exclusive. It provides examples of games studied through each lens and debates around player agency, character design, and the relationship between gameplay and narrative.
Session slides prepared for MAC281. Material is concerned with ludology and narratology in relation to video games. Also touches on issues surrounding emergent narratives
"Overview and Conclusions" by Sherry Jones (August 16, 2014)Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 5 Lecture on "Overview and Conclusions." This is an overview lecture of major concepts and theories I have discussed during Weeks 1-4 lectures. Please see my previous slideshows for clarification of the ideas discussed in this slideshow.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
Topics include:
What is world building in game?
Why world building important for gaming?
Why everyone is a worldbuilder?
Principles of worldbuilding?
Ways to improve the world building
How to write world building and some tips
Exercise on world building
Games can be used for learning, teaching, and scientific discovery. For learning, games allow exploration and feedback which facilitates learning. Teaching with games increases student motivation and problem solving skills. Scientific discovery games leverage large numbers of players to solve problems or analyze data, resulting in real scientific contributions. Examples include Foldit for protein structure prediction and Phylo for genome sequence alignment.
"Everything I need to know I learnt from World of Warcraft": why we might nee...Martin Oliver
Ascilite 2010 keynote
"Everything I need to know I learnt from World of Warcraft": why we might need to start asking better questions about games, simulations and virtual worlds
Like many areas of educational technology research, a lot of the work that focuses on games, simulations and virtual worlds consists of case studies that demonstrate proof of concept, enthusiastic position pieces or success stories. All of this is important: we need to know what sort of things we can use these technologies to do, so as to build a broader repertoire of teaching practices. However, this kind of focus neglects a range of other questions and issues that may prove more important in the longer term.
For example, educational research about games typically emphasises the way that playing motivates players; it ignores how successful games (such as massively multiplayer online games) often feel like work, and it also glosses over the way that bringing a game inside the curriculum changes the way that 'players' relate to it. There are also inconsistencies in the way games are thought about: the idea that they cause violence is often criticised as over-simplistic, yet the idea that they cause learning isn't. In virtual worlds, opportunities to create new identities is widespread, but questions about how this relates to our embodied relationships are rarely asked. In simulations, 'realism' is celebrated - but this means that simulations will always be second best to actual experiences, and it ignores how groups can disagree about whether something is realistic or not. Across this work, the complexity of learning and teaching seems hidden by the desire to promote the value of these technologies.
This talk will offer some examples of work that, in small ways, try to engage with these kinds of issue. Different priorities will be suggested, which invite a new kind of engagement with research and practice in this area.
Narrative Design and Audio-Visual Style in Video GamesAltug Isigan
This document summarizes key points from a presentation about narrative design and visual style in video games. It discusses the ludology-narratology debate around whether games should be studied as narratives. It argues that games can be approached as narratives because they create fictional worlds mediated through a narrating medium. It also notes that narratives in games are open works that develop based on player decisions, creating real risks that challenge game designers to maintain narrative necessity, coherence and tension across multiple storylines.
"Constructs of the Real and the Rhetoric of Games" by Sherry Jones (August 14...Sherry Jones
I am the Game Studies Facilitator for the #Metagame Book Club (http://bit.ly/metagamebookclub). This is my Week 4 Lecture on the "Constructs of the Real and the Rhetoric of Games," with study emphasis on Ian Bogost's Procedural Rhetoric theory, and Ryan Lizardi's examination of the counterfactual and alternate histories presented in the Bioshock series.
Live Video Lecture - The live recorded youtube video of this lecture is included toward the end of this presentation.
Join the Metagame Book Club - We welcome all educators interested in gaming in education, game-based learning, gamification, and game studies to join the #Metagame Book Club.
#Metagame Book Club (July 15 - August 16, 2014)
http://bit.ly/metagamebookclub
Find us on various social media with the hashtag, #Metagame
This document summarizes a research paper about how video games can teach essential life skills. It discusses how video games may enhance critical thinking, complex problem solving, empathy and sympathy, and visual spatial processing. It provides examples of how games like Uncharted 4, Metal Gear Solid V, and Portal teach these skills. The document concludes that while more research is still needed, many studies have shown video games' potential to impart important skills beyond just entertainment.
This document discusses different types of spatial stories and environmental storytelling that can be used in video games. It describes four types of spatial stories: evoked narratives that reference known genres/stories; enacted narratives where players perform or witness story events; embedded narratives where the game space contains narrative information to reconstruct; and emergent narratives that provide resources for player storytelling. The document also discusses debates around whether environmental stories that require reconstructing fixed narratives from game spaces are truly interactive stories.
This document provides an overview of narratives in contemporary games. It discusses frameworks for understanding game narratives, including ludonarrative and the relationship between interactivity and storytelling. Different narrative elements are explored, such as setting, character, and challenge. Examples are given of embedded and emergent narratives. Techniques for delivering narratives, like cutscenes and instructional text, are covered. The document examines established narrative structures including the hero's journey. A brief history of narratives in games is provided with examples like Zork, Sierra games, and Elder Scrolls. Contemporary challenges in multi-player narratives are also discussed. Finally, the document promotes creating simple text adventures to experiment with narratives.
Video of this presentation given at Power to the Pixel, London Film Festival, 2009 is available at: http://www.babelgum.com/4005320/what-did-they-lessons-learned-crossmedia-christy-dena.html. Event details are at http://www.PowertothePixel.com
Game Studies Download 2009 - Top 10 Research FindingsJane McGonigal
Ian Bogost, Mia Consalvo, and Jane McGonigal present a curated list of the top 10 most interesting, surprising, and useful findings from game studies research over the past year. Presented at the 2009 Game Developers Conference
The document discusses gamification and includes a memory game to find hidden signals in the slides. It introduces concepts like culture, patrimony, gamification, communication and new technologies. It discusses how everything is connected and related to human perception. It then covers definitions of gamification, why games are used, and examples that use gamification for behavior change. The document suggests playing a gamification game for this presentation on the provided URL, with the best score in the shortest time winning a prize.
The document discusses games and serious games. It begins with definitions of play and games, and notes that while reality is broken, games can make the world better. It discusses how games are designed with elements like aesthetics, mechanics, story and technology. Game design considers the player experience and principles of learning. Serious games can teach in an engaging way by empowering learners and integrating learning into the gameplay.
This document discusses video game development processes. It explains that computer game developers create and code computer games using various software programs and coding languages depending on the game platform. It also describes some of the common hardware used in game development like GPUs and CPUs. The document then provides examples of software used to create 2D and 3D games and discusses how game development has evolved since the early video games of the 1950s and 1960s.
Video Game HUDs - Information Presentation and Spatial ImmersionJames Babu
This document is a thesis submitted by James Babu in partial fulfillment of the requirements for a Master of Science degree in Human-Computer Interaction from Rochester Institute of Technology. The thesis explores how feelings of immersion are affected by diegetic versus non-diegetic methods of presenting a player's status information in video games. It reviews literature on evaluating game usability and interface design, specifically the use of heads-up displays. An experiment was conducted comparing immersion ratings and eye tracking data between players experiencing a diegetic and non-diegetic game. The results found no significant difference in immersion ratings but increased fixation duration for non-immersive experiences, suggesting players spend more time processing information.
An extended narrated version of a presentation I gave at The Pixel Lab, UK, July 2010 - http://www.powertothepixel.com/events-and-training/pttp-events/pixel-lab.
Produsage within games and it’s potential futureJAKESINAR2011
The document discusses how advances in gaming technology could blur the lines between virtual and real identities and worlds. It explores how games increasingly allow customization of avatars, environments, and social networks. This level of control and anonymity online may lead players to confuse or prefer their virtual lives. While gaming offers new freedoms, overreliance on virtual worlds could damage perceptions of reality and increase addiction issues. The future of fully immersive technologies like virtual and augmented reality may make distinguishing the digital and real even harder.
Similar to Computer Games - Story Writing Theory - Story vs Games (19)
Communicating effectively and consistently with students can help them feel at ease during their learning experience and provide the instructor with a communication trail to track the course's progress. This workshop will take you through constructing an engaging course container to facilitate effective communication.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
Gender and Mental Health - Counselling and Family Therapy Applications and In...PsychoTech Services
A proprietary approach developed by bringing together the best of learning theories from Psychology, design principles from the world of visualization, and pedagogical methods from over a decade of training experience, that enables you to: Learn better, faster!
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
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বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Beyond Degrees - Empowering the Workforce in the Context of Skills-First.pptxEduSkills OECD
Iván Bornacelly, Policy Analyst at the OECD Centre for Skills, OECD, presents at the webinar 'Tackling job market gaps with a skills-first approach' on 12 June 2024
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
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Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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5. Pulp Fiction and narrative structure
5
1) Vince
collects
briefcase
2) Vince dates
Mia
3) Vince killed
by Butch
4) Vince cleans
car
5) Vince at the
diner
1) Vince
collects
briefcase
4) Vince cleans
car
5) Vince at the
diner
2) Vince dates
Mia
3) Vince killed
by Butch
8. Story Development
Computer Games
ResearchReport//StoryProduction//Dialogue//Evaluation
Games as literature
“the concentration of game designers and
consumers on genres that are fairly low down the
literary pecking order does little to add to the
respectability of the computer game”
B Atkins, 2003, More than a Game: The Computer Game as Fictional Form, Manchester:
Manchester University Press.
E.g. FPS?
10. Story Development
Computer Games
ResearchReport//StoryProduction//Dialogue//Evaluation
“That which has neither utility
nor truth nor likeness, nor yet, in
its effects, is harmful, can best
be judged by the criterion of the
charm that is in it, and by the
pleasure it affords. Such
pleasure, entailing as it does no
appreciable good or ill, is play”
(Plato cited in Poole, 2002)
13. Story Development
Computer Games
ResearchReport//StoryProduction//Dialogue//Evaluation
More than identification
“When you play a video game you enter into the
world of the programmers who made it. You have
to do more than identify with a character on the
screen. You must act for it. Identification through
action has a special kind of hold […] it puts people
into a highly focused, and highly charged state of
mind. For many people, what is being pursued in
the video game is not just a score, but an altered
state.”
(Turkle, 1984/2003, 509)
20. Story Development
Computer Games
ResearchReport//StoryProduction//Dialogue//Evaluation
What is it that makes a game ‘good’?
• Is it the story that a game tells?
• Is it the process of playing?
Put forward your argument based on the title. Thinking
about the issues discussed in this presentation. Site
examples of games you have played- use screen shots
if appropriate to illustrate your points.
500-600 words