A retrospective of 10 years game design work in industry and research groups. The intention was to produce a narrative of work that look/s to develop emotive connections between players and games.
2. Play as Performance This lecture will interleave a retrospective of my work over the past 10 years in commercial games, web and research projects with my current thinking on games as a performance media. I will develop a narrative of my work to communicate an ongoing interest in playfulness in the creation of digital experience. A key dynamic of the field of game studies in our post-modern climate is the active involvement of the player in the ongoing evolution of form; the player collides with the game system to create the media experience. This performance blurs the boundaries between producer and consumer in that the player simultaneously takes on both roles within the game. As a player I am both producing my experience in the ways in which I express my skill within a particular game play moment whilst simultaneously consuming the results of my actions.
18. The Zero-Game Studio - 2001 to 2004 Applied Research Project Model The Zero-Game Studio http://zerogame.interactiveinstitute.se DEVELOPMENT INDUSTRY (Development) Software Tools Methodologies Business models Patents Spinoffs/startups INDUSTRY (Entertainment) Published games Game festivals Business models Licenses/franchised IP Spinoffs/startups User community RESEARCH RESEARCH Academic papers Students Invited lectures Conferences Patents Research funding CULTURE/ART Exhibitions Grants Invitations Followers and acclaim GAME PROJECT
26. THE BIG GAME THE BIG GAME NON-GAMES OTHER PLAYERS THE PERFORMANCE OF PLAY SITUATED PLAYERS
27. 2004 to date - Synergy My research interests The celebration of digital games as an expressive art form, the art of the game is centred on the player and located in a kinesthetic poetry of performance. Emotionally dramatic gaming, taking the position that the player becomes a performer within the context of the game and looking at techniques for extending the range of emotions that the game experience inspire. The potential for practice-based research in the field of game studies to extend, enhance and celebrate game form in new and creative ways.