Activities per year
Abstract
In this paper, we introduce a new approach to designing games for serious contexts. In contrast to Serious Games we argue that learning is a too narrow focus for serious contexts and that simulation of real world problems ought to be supplemented with other design strategies that place greater emphasis on fiction and narratives. The approach is exemplified through three game prototypes designed to be played by an inmate and his child in a prison during visiting hours. By analyzing these game prototypes we demonstrate how a game can be structured around a narrative plot in three different ways. Moreover, we discuss how narrative plots in a game may open up for developing player’s emotional experiences over time and grow social relationships between inmate and child. On the basis of our case analysis we discuss, in more detail, how our approach differs from Serious Games and we single out some key implications for emotion-driven design.
Original language | English |
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Publication date | 2 Sept 2012 |
Number of pages | 11 |
Publication status | Published - 2 Sept 2012 |
Artistic research
- No
Activities
- 2 Organisation and participation in conference
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Design & Emotion
Eva Knutz (Speaker)
2 Sept 2012 → 5 Sept 2012Activity: Participating in or organising an event › Organisation and participation in conference
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Designing Emotions for Games and Narratives
Eva Knutz (Organizer)
25 Jan 2012 → 26 Jan 2012Activity: Participating in or organising an event › Organisation and participation in conference