Can we make a game to save someone we don't understand? What are the politics of othering? Do we ever make anything for someone who is not us? Why are game so prone to saviourism?
The Presence of Absence: Observing the Political in PlayMohini Dutta
Can any medium exist outside of the political?
Looking at media theory, cognitive theory, philosophy and personal stories to understand games and some of their community problems.
The Presence of Absence: Observing the Political in PlayMohini Dutta
Can any medium exist outside of the political?
Looking at media theory, cognitive theory, philosophy and personal stories to understand games and some of their community problems.
Crafting a Meaningful Experience - Principles of Frostpunk's Game Design ProcessJakub Stokalski
Making games is hard - making them to evoke a particular set of emotions and thoughts that differ from the traditional goal of “fun” is even harder. In this talk, delivered at China Indie Game Developers Conference in Shanghai, I described the design philosophy and process behind crafting Frostpunk - and made an argument why I believe making meaningful games is worthwhile.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
This PowerPoint goes over research for unit 4. Research mainly goes over analyzing existing products which helps to get a sense of what to expect for the product.
Looking for the grammar of game design part 1Alvaro Gonzalez
This is the part 1 of 3 slides presentation about the subject.
On this slide I talk about how to analyze games? how to understand… …them? …what works? …what makes them interesting? To answer those questions I examine the game LANGUAGE.
Mitigate Abuse Before it Starts in VR (and traditional games)Nicole Lazzaro
Panel Description: Once a game has been released, there's only so much that even the best community team can do to prevent bad behavior. If a game wasn't designed with an understanding of human motivations and what the "worst person ever" will do when provided access to others, mitigating abuse is an uphill battle. This talk will cover how player motivation impacts design, identifying opportunities for abuse, and building the framework for a healthy community both in and out of the game. By understanding the motivations of the very worst, you can learn to design for the best. Presentation from Panel with Tara Katherine Lo, Tara Brannigan, and Nova Barlow. At GDC 2018 Community Management Summit
Crafting a Meaningful Experience - Principles of Frostpunk's Game Design ProcessJakub Stokalski
Making games is hard - making them to evoke a particular set of emotions and thoughts that differ from the traditional goal of “fun” is even harder. In this talk, delivered at China Indie Game Developers Conference in Shanghai, I described the design philosophy and process behind crafting Frostpunk - and made an argument why I believe making meaningful games is worthwhile.
A presentation introducing students to the concept of Games and their importance in modern life. Non-technical, and suitable for use in a 'soft skills' module.
This PowerPoint goes over research for unit 4. Research mainly goes over analyzing existing products which helps to get a sense of what to expect for the product.
Looking for the grammar of game design part 1Alvaro Gonzalez
This is the part 1 of 3 slides presentation about the subject.
On this slide I talk about how to analyze games? how to understand… …them? …what works? …what makes them interesting? To answer those questions I examine the game LANGUAGE.
Mitigate Abuse Before it Starts in VR (and traditional games)Nicole Lazzaro
Panel Description: Once a game has been released, there's only so much that even the best community team can do to prevent bad behavior. If a game wasn't designed with an understanding of human motivations and what the "worst person ever" will do when provided access to others, mitigating abuse is an uphill battle. This talk will cover how player motivation impacts design, identifying opportunities for abuse, and building the framework for a healthy community both in and out of the game. By understanding the motivations of the very worst, you can learn to design for the best. Presentation from Panel with Tara Katherine Lo, Tara Brannigan, and Nova Barlow. At GDC 2018 Community Management Summit
Chris Trottier "Designing Games for the 43 year old Woman"Game Diversity
This presentation was done by (and is owned by) Chris Trottier, Zynga. It is being uploaded to continue / further the discussion of diversity and inclusion within the video game industry.
Metanomics is a weekly Web-based show on the serious uses of virtual worlds. This transcript is from a past show.
For this and other videos, visit us at http://metanomics.net.
Born to Play Games - a talk by Jane McGonigal about human destiny circa 2020 ADJane McGonigal
How games bring out the best in us, act as a gateway to real-life goals, change who we think we really are, and protect us from real harm, and give us actual superpowers.... and how we will play world-changing games in the future as a result.
Emergent Narrative: What We Can Learn From Dungeons & DragonsFITC
Presented at FITC Toronto 2016
See details at www.fitc.ca
Interactive narrative hasn’t changed much in forty years – it’s still ruled by limited options and predestined outcomes. While digital RPG gameplay has become more sophisticated, the stories remain rather basic (albeit better disguised). Remarkably, we still haven’t matched the tabletop role-playing experience.
We need to approach interactive story from a different angle, one that’s natively digital and that takes full advantage of the new content platform paradigm. It won’t be easy, it’ll take a lot of time… but WE’RE WIZARDS, right?!
Objective
To explore the potential of a truly emergent narrative, and explain how playing tabletop role-playing games can get us there.
Target Audience
Storytellers, creators, writers, game developers, and gamers.
Five Things Audience Members Will Learn
An abbreviated history of interactive storytelling
Different approaches to interactive narrative; their pros and cons
Sneaky tricks good Game Masters use to get players invested in a game
How to convert player agency into dramatic agency (also great for GMs)
That they want to play a tabletop RPG (if they haven’t already).
Despicable by design - Turning Evil into Empathy - Leeds Digital Festival 2018Matt Gibson
This was a talk I gave at Leeds Digital Festival 2018, on 27/04/18.
I look at how we can get the whole team more involved in the design and research process, in particular more focussed on users and their needs. During the talk I explore the origins of empathy, and what empathy means for our businesses, and how we can teach our teams emotional intelligence and the language of design, through fun exercises like brainstorming evil ideas first, and creating empathy maps, that get the whole team onboard, we create more successful products and services.
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
This is the first edition of In The Meta, a Colenso planning team fanzine dedicated to exploring different subcultures in gaming.
In this edition, we explore how sexual expression has been embraced, exploited and expressed by gamers across the globe.
Whether it’s VR pornography or retailing bathwater … In The Meta examines how gaming has allowed people to educate, explore and/or express their individuality and sexuality.
I should point out some may be confronted by what they read and the design may make it NSFW.
It definitely falls out of many mainstream comfort zones.
However out goal is not to provoke or offend, it’s simply to shine a light on the behaviours and beliefs millions live by every day.
Because maybe the more we understand, the better we can all be.
Any questions, please shout. Enjoy the adventure and H/T to Liam and Hamish who were behind this edition.
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
A chapter all about Game Thinking and how gamification fits into the overall scheme of all things games.
Get the full book on Amazon! http://www.gamified.uk/even-ninja-monkeys-like-to-play/
Semelhante a Mindful Play: Politics of Desigining for the Other (20)
Visual Style and Aesthetics: Basics of Visual Design
Visual Design for Enterprise Applications
Range of Visual Styles.
Mobile Interfaces:
Challenges and Opportunities of Mobile Design
Approach to Mobile Design
Patterns
White wonder, Work developed by Eva TschoppMansi Shah
White Wonder by Eva Tschopp
A tale about our culture around the use of fertilizers and pesticides visiting small farms around Ahmedabad in Matar and Shilaj.
PDF SubmissionDigital Marketing Institute in NoidaPoojaSaini954651
https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
17. As consumers of games:
we are trained to focus on our
own experience as paramount.
As designers: we are trained to
measure our projects against ourselves.
@freyadutta
18. The
unconscious
is the
discourse of
the Other.
@freyadutta
Jacques Lacan
19. BIG OTHER
@freyadutta
little other
Jacques Lacan
The Alien
OTHER
Projection of
the SELF
24. @freyadutta
Even an abstract game like Tetris tasks the
player with creating order from chaotically
falling blocks by making neat lines which are
then deleted, re-ordering the play space through
erasure. Such games cast the player in the role
of RESTORER, someone to set the world right
again.
David Chandler, Videogames and the Aesthetics of Ruins, KillScreen
28. image/ Vincent Ocasla’s @freyadutta
Magnasanti, SimCity 2000
Achieved at the cost of social repression and totalitarian control, his goal was not the
quality of his Sims' lives, but the quantification of technocratic efficiency; his intention,
to critique the lethality of the games managerial assumptions. Ironically, because of its
precise techno-scientism, Magnasanti's viewers speculated about its applicability to real-world
urban projects. Many of the Reddit posts were optimistic.
Ava Kofman Les Simerables, for Jacobin.
30. @freyadutta
To counter the mixed
feelings and
groundless despair
that might greet such
an era, we need to get
there first; to invent
new desires, to solve
the problem of boredom
and meaninglessness by
our wits and good
looks.
Brandon Joyce, On Cathexis & Life games
31. @freyadutta
Estragon: Nothing to be
done.
Vladimir: I'm beginning to
come round to that
opinion.
Samuel Beckett, Waiting for Godot Act 1
32. @freyadutta
All is well!
One must
imagine
Sisyphus
happy.
Albert Camus, The Myth of
Sisyphus
33. Rapture no longer haunts me. I got the help I needed, @freyadutta
or at least am getting it. While playing BioShock
Infinite last year, I had a moment of epiphany when I
was suddenly back in Rapture at the game’s end.
Joe Donnelly on coping with depression using BioShock (Kill Screen)
37. @freyadutta
The White Savior Industrial
Complex is not about
justice. It is about having
a big emotional experience
that validates privilege.
Teju Cole
38. @freyadutta
Tomb Raider: Underworld
Ruins provide an aesthetic setting that matches the core
idea behind most games: To interact with a broken world and
change it through play
David Chandler, Videogames and the Aesthetics of Ruins, KillScreen
47. You never change
things by fighting
existing reality. To
change something build
a new model that makes
the existing model
obsolete.
Buckminster Fuller
52. Games are more than their rules, they are
means of self-expression
53. BOO! BOO!
SCARY!
GAMES CAN APPEAR TO BE
Marceline the Vampire Queen, Adventure Time, Cartoon
Network
54. Super awesome fun!
when you understand them!
BUT THEY ARE NOT!
They are
Marceline the Vampire Queen, Adventure Time, Cartoon
Network
55. MAKING games makes the “OTHERED” group an
active participant in their (intended)
emancipation
56. To give an Author to a
text is to impose upon
that text a stop
clause, to furnish it
with a final
signification, to
close the writing.
Roland Barthes, Death of the Author
57. @freyadutta
Instead of stopping at
intention,
let us move on & embrace the
creation of conversations of
consequence.