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Emma Westecott.

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lens to look afresh to the world ... Games are a form of ritual. Games are art. The game player, by playing, completes the piece. ... – PowerPoint PPT presentation

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Title: Emma Westecott.


1
  • Emma Westecott.
  • Game Forms for New Outcomes

2
  • Interactive media
  • First what people think of games
  • Game
  • lens to look afresh to the world
  • Research tool to better understand transition
    from analysis to praxis
  • Method to unify experience within context
  • Fulcrum from which to express practicioner's
    philosophy

3
  • The Interactive Institute's applied research
    studios in Sweden Zero-Game
  • Work focussed on game form
  • Digital games are powerful as research tools
  • As a medium made for modeling
  • As a framework for focus

4
  • Method
  • Iterative software development process
  • Game a set of rules played over time to be won
    or lost
  • Process of designing a game is itself a research
    tool available to designers to more closely
    understand their own design process and potential
    outcomes as well as the audiences of their work

5
  • Jumping-off place for designer when it comes to
    exploring specific themes and motivations for
    game development
  • Action
  • Framing for experience
  • Consequence
  • Player as performer
  • Social construction
  • Cultural healing
  • New business

6
  • Action
  • Game natural candidate for guiding research for
    its active character
  • Framing for experience
  • Each gaming experience has its own narrative
    style
  • exampleintimate physical nature of using a
    mobile device calls for more personally directed
    style of narrative
  • Each game can be mapped against particular type
    of narrative experience intimate, public,
    social, spectacular
  • Point of view and situated background that the
    player brings into the interaction (where and how
    they are playing) and type of player (why they
    are playing) determines relevant mapping

7
  • Consequence
  • Active nature of games potentially changes the
    dynamic embodied in existing cultural media
    that media supports distance from culpability
  • Games positively affect our culture of remoteness
    by involving players in the interplay between
    action and consequence
  • Designer should not make moral decisions for
    player!
  • Designers provides a tool set for decision-making
    and feedback regarding the associated outcome

8
  • Player as performer
  • Game pattern analysis looks at the bottom level
    of game activity necessary to build a pattern of
    behavior to progress the game
  • Carrying out this pattern of activity
    performance on the behalf of the player
  • Practical design work looks to support different
    acting styles and modes of characterization
    within a game context

9
  • Social construction
  • Transpose social structures into simulated game
    space
  • Explore different forms of social structure and
    community construction
  • Relevant to understanding audience

10
  • Cultural healing
  • Games are used to heal communities in crisis
  • e.g. Aboriginals. By talking about in-game
    behavior it has proved possible to provide enough
    emotive distance form real-life situation to
    enable productive discussion of issues at hand

11
  • New business
  • Games are drivers for new business opportunities
  • e.g. Location-based gaming for tourism
  • Explorations of game form lead to new outcomes,
    the market for games will grow from entertainment
    to other domains like education, health,
    citizenship, ethics and policy

12
  • Conclusion
  • Game form is exceptionally generative framework
    for research explorations

13
  • The core values of the Manifesto (the full
    Manifesto can be read in document
    020225-GameStudio-Manifesto.doc) can be
    summarised as

14
  • Part I Critique
  • Games are too powerful to be regarded as merely
    entertainment.
  • Games have the potential to change society.
  • Current games obsessed with supremacy are only
    one amongst many possible forms of game
    experience.

15
  • Part II The Nature of The Game
  • Games should be regarded as an opportunity to
    inspire our realities.
  • Games represent a form of reality.
  • Playing games is a creative activity.
  • Playing games frees humanawareness from the every
    day.
  • Games are a form of ritual.
  • Games are art.
  • The game player, by playing, completes the piece.
  • Games are a form of magic.
  • The Game is the Great Work.

16
  • Part III/Praxis
  • Our games will not be dictated by the market
  • Our games will be art
  • Our games will break bounderies
  • We will introduce gameplay as a virus into the
    concept of story
  • We will use and reuse the shadow ideologies of
    history as catalyst for new visions
  • We will not be limited to articulations within a
    dogmatic language
  • We are architects of the third place
  • We will celebrate the universal dialectic of the
    binary code
  • We will be shamans of the post-human age
  • We will walk the path of the trickster

17
  • Game startship Titanic
  • Doorbot
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