Computer Games as Social Sculptures

2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-15
Author(s):  
Yu Hao

By drawing on Joseph Beuys's notion of "social sculpture" and bringing together the discussions on participation from participatory art, participatory design, and game design, this paper seeks to expand the notion of participation in digital play. The expansive definition of participation allows us to better grasp computer games as a critical platform for dialogue and action, and computer gameplay as a transformative process of sculpting social fabric. By analyzing existing games in light of the concept of social sculpture, this paper explores how Beuys's central tenet-the discourse of participation-can "politicize" the practice of digital gaming and game design. Furthermore, the paper proposes a participation-centered game design approach that is politically responsible and engaging, attempting to arrive at new knowledge that will help to make games that can function as a platform for participation and social commentary.

2008 ◽  
Vol 5 (2) ◽  
pp. 1-9
Author(s):  
Cheryl Seals ◽  
◽  
Jacqueline Hundley ◽  
Lacey Strange Montgomery ◽  
◽  
...  

2015 ◽  
Vol 32 (1) ◽  
pp. 49-74
Author(s):  
Rebecca Masterton

This paper aims to engage in a critical comparison of the spiritual authority of the awliyā’ in the Shi‘i and Sufi traditions in order to examine an area of Islamic belief that remains unclearly defined. Similarities between Shi‘i and Sufi doctrine have long been noted, but little research has been conducted on how and why they developed. Taking a central tenet of both, walāyah, the paper discusses several of its key aspects as they appear recorded in Shi‘i ḥadīth collections and as they appear later in one of the earliest Sunni Sufi treatises. By extention, it seeks to explore the identity of the awliyā’ and their role in relation to the Twelve Imams. It also traces the reabsorption into Shi‘i culture of the Sufi definition of walāyah via two examples: the works of one branch of the Dhahabi order and those of Allamah Tabataba’i, a popular twentieth-century Iranian mystic and scholar.


2021 ◽  
Author(s):  
Kim Martinez ◽  
Maria Isabel Menéndez-Menéndez ◽  
David Checa ◽  
Andres Bustillo

BACKGROUND The design of Virtual Reality Serious Games (VR-SG) is a subject still developing. One of its open developments is the definition of metrics to evaluate the fun and learning result. In this way, weaknesses and strengths in the design of serious games can be found for future works in this research field. OBJECTIVE This paper aims to create a metric that can be used to rate the gameplay of VR-SG. This metric’s novelty allows to evaluate the different fun and learning features and give them a quantitative rating. A study case shows the capability of implementing this evaluation to identify strengths and weaknesses of VR-SGs. METHODS The new VR-SG metric is developed on the basis of the Mechanics, Dynamics and Aesthetic (MDA) framework but including User Experience (UX) elements and adapting them to VR-SG. This metric includes 1) UX aspects: VR-headsets, training tutorials and interactive adaptions to avoid VR inconveniences; and 2) MDA aspects: exclusive VR audiovisual elements and its aesthetics interactions. RESULTS The selected indie serious game is Hellblade, developed to raise awareness about the difficulties of people suffering from psychosis with two versions: one for 2D-screens and the other for VR devices. The comparison of metric´s scores for both versions shows: 1) some VR dynamics increase the gameplay impact and therefore, the educational capacity; and 2) flaws in game design where the scores drop down. Some of these flaws are: reduced number of levels, missions and items, lack of a tutorial to enhance usability and lack of strategies and rewards in the long-term to increase motivation. CONCLUSIONS This metric allows to identify the elements of the gameplay and UX that are necessary to learn in VR experiences. The study case shows this research is useful to evaluate the educational utility of VR-SG. Further works will analyze VR applications to synthetize every game element influencing its intrinsic sensations. CLINICALTRIAL The trials have not been registered, as testing for this metric has not involved people with mental conditions or addressed other medical applications. Hellblade is a commercial video game that anyone can purchase and play. The trials have been carried out to obtain results on the gaming experience of different people in relation to the educational purpose of raising awareness of psychosis.


Author(s):  
Italo Felipe Capasso-Ballesteros ◽  
Fernando De la Rosa-Rosero

Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.


2020 ◽  
Author(s):  
Margot Barry ◽  
Wietske Kuijer ◽  
Anke Persoon ◽  
Loek Nieuwenhuis ◽  
Nynke Scherpbier

Abstract Background: Twelve clinician-scientists were employed in a Dutch academic network, which is a collaboration between fifteen nursing-homes and an academic medical research institute. The clinician-scientists were tasked with linking research and clinical practice by catalysing both care-informed research and evidence-informed implementation initiatives. The clinician-scientists and their manager experienced difficulties in clearly defining the knowledge broker role of the clinician-scientists, a difficulty also reported in literature. They found no tools and methods suitable for make their knowledge broker role visible. Clarifying role expectations and accountability for funding these knowledge broker positions was difficult. They aimed to design a theory-informed performance appraisal tool that allowed clinician-scientists to explicate and develop their knowledge broker role in collaboration with management.Methods: A participatory design research was conducted over a 21 month period with a design group consisting of an external independent researcher, clinician-scientists and their managers from within the academic network. Results: A tool (the SP-tool) was developed in MS Excel. This allowed clinician-scientists to log their knowledge broker activities as distinct from their clinical work and research related activities. The tool contributed to their ability to make their knowledge broker role visible to themselves and their stakeholders. The theoretic contribution of the design research is a conceptual model of professionalisation of the clinician scientists knowledge broker role. This model presents the relationship between work visibility and the clarification of functions of the clinician-scientist’s knowledge broker role. In the professionalisation of knowledge-intensive work, visibility contributes to the definition of CS broker functions, which is an element necessary for the professionalisation of an occupation.Conclusions: The CSs knowledge broker role is a knowledge-intensive role and work-tasks associated with this role are not automatically visible. The SP-tool contributes to creating work visibility of the clinician-scientists’ knowledge broker role. This in turn could contribute to the professionalisation of this role, which is not well described in literature at the day-to-day professional level.


Author(s):  
Miguel Sicart

In this chapter the authors define ethical gameplay as a consequence of game design choices. The authors propose an analytical model that defines ethical gameplay as an experience that stems from a particular set of game design decisions. These decisions have in common a design method, called ethical cognitive dissonance, based on the conscious creative clash between different models of agency in a game. This chapter outlines this method and its application in different commercial computer games.


Author(s):  
Fernando Belfo

Computer games conceptualization and development are processes that have particular features with significant complexity. The life cycle at computer games development should attend the dynamism, the challenge and the opportunities of the game market. Business process management (BPM) pretends to give an alternative perspective of management to the departmental and hierarchical one. Game firm’s business should be seen with an integrated attitude, incentivising employees from different departments to work together in the same process with a common mission and persecuting same objectives. The importance of integrating the strategic level plans and the task level deployment is crucial for increased alignment and so, organizational performance. This can be better done if there is a process strategy definition, which links strategic initiatives with all needs of a process infrastructure. The processes´ standardizing tendency opens the chance to outsource parts of them bringing possible benefits to game firm and customers. The definition of a clear framework at the strategic level allows lower processes description and global business process architecture specification. Other important aspects of business process management approach at computer games industry should include ownership clarification, performance measurement mechanisms and obviously the identification and activation of improvement opportunities. Author elects business processes customization, integration of flows between firm and its supply chain partners and superior user interfaces using specialized workflow tools as being three improvement opportunities at games industry. In addition to those components, three additional extra concepts are considered critical to have a complete understanding of BPM. They are the conscious process management, the macro process management and the centrality of process. This chapter is going to follow these vectors in order to understand possible opportunities powered by BPM to gain competitive advantages in computer game industry.


Author(s):  
Göknur Kaplan Akilli

Computer games and simulations are considered powerful tools for learning with an untapped potential for formal educational use. However, the lack of available well-designed research studies about their integration into teaching and learning leaves unanswered questions, despite their more than thirty years’ existence in the instructional design movement. Beginning with these issues, this chapter aims to shed light on the definition of games and simulations, their educational use, and some of their effects on learning. Criticisms and new trends in the field of instructional design/development in relation to educational use of games and simulations are briefly reviewed. The chapter intends to provide a brief theoretical framework and a fresh starting point for practitioners in the field who are interested in educational use of games and simulations and their integration into learning environments.


2019 ◽  
Vol 3 (1) ◽  
pp. 25-41 ◽  
Author(s):  
Ioanna Iacovides ◽  
Anna Cox ◽  
Dominic Furniss ◽  
Katarzyna Stawarz ◽  
Charlene Jennett ◽  
...  

Digital games are an engaging medium that have previously been used for communicating research to a variety of audiences. However, there is an opportunity for engaging people more deeply by involving them in creating games. This article reports on a game design competition, based on participatory design principles and game jam practices, which challenged university students to design games within the context of a research project. Based on their interpretations of research on human error in health care, teams created four games to be disseminated online to a wider public audience. We outline the competition format and reflect on the extent to which it was successful.


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