SlideShare una empresa de Scribd logo
1 de 105
Descargar para leer sin conexión
DESIGNING FOR CREATIVITY AND
KINDNESS IN GAMES
Mirjam Palosaari Eladhari , 

Vaasa Game Days, 9 December 2015
OVERVIEW
➤ Design for creativity and
kindness
➤ Case studies
➤ Making game design part of
your life, some tips for indie
game dev
ABOUT ME
➤ Game designer, researcher, and indie developer.
➤ Research associate at Institute of Digital Games in Malta, and
at Dept. of Computer and System Sciences at Stockholm
University
➤ Recently founded Otter Play - one person indie studio
➤ Current obsessions are AI Based Game Design, Story Making
Games, and watercolour painting
➤ Past: Game Programmer 2000-02, Liquid Media

Tech Lead, Zero Game Studio, Interactive Institute 2002 - 04

Then: 10+ years of game research & faculty work, mostly in
Game AI & Design.
KINDNESS
“helpfulness towards someone in need, not in return for
anything, nor for the advantage of the helper himself,
but for that of the person helped” 

Aristotle (translated by Lee Honeycutt). "Kindness". Rhetoric, book 2, chapter 7
CREATIVITY
a phenomenon whereby something new and
somehow valuable is formed. 


Wikipedia
CO-
CREATION
In management&advertising research: Added value
In pedagogy: enhanced learning
In MMO research (wow) – add-ons, developer
integrating good ideas into regular interface.
Here: Players creating actants, entities that can act
within a multiplayer game world. 

CO: players + system


The system providing the affordances given for
creating instances that may act within the system
(In the tradition of text based virtual game worlds,
MUDs, and later graphical ones, allowing different
levels of co creation to players. Adding own graphics,
animation, audio, scripting of dialog and behaviour.
Sliding scale of how persistent the player-created
content is, and various methods of editorial control.)
Making things together
GAME CASE STUDIES
➤ Pataphysic Institute



➤ Games in the C2Learn Project
➤ 4Scribes 



➤ Mind Shadows
seeds





creativity



kindness
PATAPHYSIC INSTITUTE
HOW PLAYERS DESCRIBE IT*
(Not how I describe it. My description is bound to contain

design intentions, and perhaps not represent what is actually there.)
“In the game you use the characters feelings to cast spells, depending on how you feel,
different spells become available to you. you can affect how others feel by performing
actions such as hugging joking or insulting. long term playing creates relationships
between characters so that the mere presence of another character affects you.” (Player
with test id 16)
“The point of the game is to control the moodswings of your character. The world is full
of the manifestations of different feelings and mindsets and only by interacting with
them/your friends can you "get in the right mood" to counter them. Actions are things
like "hold hand" which would counter a "fear/terror" abomination.” (Player with test id
26)
* When asked, after play-testing: “Picture that you are talking to a friend. Describe how this game is played.”
THE PATAPHYSIC INSTITUTE
CHARACTER CREATION
Big Five (OCEAN, FFM)
assessed using IPIP NEO
MIND MODULE INFO
AFFECTIVE ACTIONS
ENTITIES:
Colossuses of Confusion
Avatars,NPCs, Single Sentiment
Manifestations, and Compound
manifestations
Colossuses of Confusion
MIND MAGIC SPELLS
MIND MAGIC SPELLS
CURSES AND BLESSINGS
➤ Avatars can be affected by the spells Sentiment Curse and
Sentiment Blessing.
➤ Sentiment Curse gives an avatar a strong negative sentiment
that has a zero decay rate.
➤ Example: curse of Guilt. 

The way to get rid of this sentiment is to create a
manifestation of the sentiment, a compound manifestation
(CM). If the CM is vanquished, the sentiment disappears.
Play Test
Play testing
Player 2
Film
Camera 1
Player 1
Film Camer
2
Game
Master
Player 3
In Clients:
-Log files of play (one file for each
avatar)
Camtasia recordings of:

-voice (microphone in headset),
-Face (webcam),
- Actions (taping of screen)
SCENARIO 3: PLAYER AUTHORED FOES
GM ask player to curse each other. Cursed player manifests the emotion they
cursed with. Players’ goals: 

- defeat the foe using personal spells. 

- Use AAs to affect each others moods needed to defeat foe.
I TESTED FOR MANY THINGS…
When designing the test and the test scenarios I aimed to gather data on:
➤ Sentiments (relationships whose values are based in previous interactions)
➤ Semi Autonomy – players’ attitude to the control of the avatar
➤ Mood – the summary of the avatars state of mind based on events, controlling the
avatars action potential
➤ Role-playing aspects
➤ Co creation of Manifestations – the main challenge in the play test. This was the
most engaging part of the game playing in the test.
WHAT WAS CREATED
The Manifestations players created in the play tests were of four main
categories;
➤ Persons, named according to real-life role (for player), (ex.
“mother”)
➤ difficult situations, (ex “an exam”)
➤ abstract concepts, (ex “blue”) or
➤ fictional entities. (“Goblin of Doom”)
In several cases players brought material into the game that had personal meaning to them. These
meanings were developed further when players saw how their manifestation behaved within
the rule system of the world
PLAYERS’ DESCRIPTIONS OF THEIR MANIFESTATIONS
FINDINGS
Players assigning meaning

from real lives
Players assigning intentionality to
AI entities of own creation
• Authoring,
• observing, interpreting,
strategizing
• interacting, and
• re-telling
• players in dialog with each
other assigning
intentionality to their
creations
• Viewing CMs as rational,
having own goals (Dennet)
• Creation of narratives that
rationalize behavior
(Sengers)
”I’ll forgive her to oblivion!”
”Look how he ignores you! He made me
feel so useless. Hold his hand!
POSSIBLE IMPLICATIONS OF FINDINGS
• Transformation of
problems, seeing them in
new ways.
• Transformative play
(Fullerton)
• Wicked Problem spaces
(Rittel and Webber,
Mateas)
A recipe for player generated
content?
• instantiated for only a small group
who can talk about it while it is
instantiated;
• an authoring interface that is quick
(max 5 min), but still allows
players to utilise a quite elaborate
AI system for specifying the
manifestation's behaviour.
Players assigning meaning

from real lives
Players assigning intentionality to
AI entities of own creation
GAMES FOR CO-CREATION
in the C2Learn project
The C2Learn project aims to introduce an innovative digital gaming
and social networking environment incorporating diverse tools, the
use of which can foster co-creativity in learning processes in the
context of both formal and informal educational settings.

All games in project are for android tablets, download at:
C2LEARN.EU
THE HOUSE OF EMOTION
➤ House of Emotions is a game that
gets you to play with how you and
the others express and interpret
emotions. By playing you will
realise how you and others make
emotive judgements: How do you
express emotion in something you
create? Do you have any control
over how the others understand
your expressed emotions or react to
your creations? House of Emotions
is a multiplayer game which you
can play on your tablet or computer
as part of a group of 2 to 5 players.
GUESS WHAT
➤ Guess What is a game that invites
you to guess what is shown in a
picture and generally think
through images, taking into
account the perspectives of other
players. It is a multiplayer game
which you can play on your tablet
or computer as part of a group of
2 to 5 players.
ICONOSCOPE
➤ Iconoscope is a game that gets
you to play with visual creativity
and ambiguity. It invites you to
do something quite unusual: to
represent a given concept
through an image that you will
create so that it will not be
obvious to everyone what your
creation represents! Let the
others guess what that image
might stand for and enjoy the
fun!
EXPLORE AND EXPAND
➤ The Wizard is asking you to create a
simple conceptual diagram in the
English language. Starting from a
given concept in the centre, try to
think of four other concepts that
are linked to it from a specific
perspective. In reality, the Wizard
has already ‘searched’ the world
and is inviting you to guess
concepts that he has found to be
associated with the given theme, if
you look at it from the specified
perspective.
Your score increases each time
you get it right – by more and
more points at a time, as you are
adding more of the related
words.
CREATIVE STORIES
➤ Creative Stories is a game
inviting you to write creatively.
Your aim is to use as much of the
creative advice the Wizard is
giving as possible, so that you
win more points while you are
writing.
4SCRIBES
➤ 4Scribes is a creative 

story-making game for 

groups of 4 players.
➤ The story starts with a short

starting statement or phrase. 

Your objective is to develop

the story together with your

co-players. Playing in turns,

you add a little more to the 

story text each time…
➤ At the start, you get some cards,

the ‘Creative Elements’. Each card has a word or short phrase on it.
Every time it is your turn to play, you select to play one of your cards.
DESIGN AIMS:

COHERENT STORY

STORY TELLING TOKENS THAT SPARK PLAYERS’ CREATIVITY (CARDS)
STORY MAKING GAMES
In story making games players, via game rules, use tokens for narrative play
in order to partake in a playful process that results in told stories (narratives).
Important difference from role playing games:
Players do not act via an avatar or a game persona. Instead,
players act as authors or narrators, collaboratively telling
stories about the story tokens represented in the games
EXAMPLES
Story Cubes, Once Upon a time, NanoFictionary, Fiasco, Microscope
Story Cubes (Gamewright, 2005)

are a set of nine dice, each with a unique image on each of its six faces, for a total of 54 images.
To play the game, a player rolls all nine dice and creates a story that ties the resulting images
together. Whether this is a game or not is debatable as there isn’t a clear goal – the player could
succeed or fail at making a story, but there is no means to rank the stories against others or
determine a winner.
Nanofictionary (Looney Labs, 2002)
Players compete to collect a complete set of
story elements:
➤setting,
➤characters,
➤problem, and
➤resolution.
Once each player has a card of each type,
they all tell their stories that tie the four
together. Players listen to all the stories
and vote on the best one.
After selecting a scenario,
players roll dice to
determine
➤ characters,
➤ settings, and
➤ plot points.
They then act out the story
(adding a tilt along the
way), trying to reach the
agreed upon conclusion
while also completing their
individual characters’ goals.
Fiasco (Bully Pulpit Games, 2009)
a role playing game with strong storytelling elements. It is based on the standard
screenwriting tropes common in crime movies.
Once Upon a Time (Atlas Games, 1995)
Each player gets a random hand of cards that they need to incorporate into the story being told
collectively by all the players. The cards include story elements like characters, plot twists, and
resolutions. One player begins telling the story, but may pass it along to the next player if they
are no longer able to connect the cards in their hand. Players may also interrupt the current
storyteller if they (the storyteller) mention an element that the player has in their hand. The
goal is to be the first player to use all their cards.
Microscope (Lame Mage Productions, 2011)
The story begins with a single sentence, known as a Legacy, that spans the entire story, and players are
tasked to cooperatively fill in the details.
Palettes: each player takes turns writing down a specified number of words, such as objects, ideologies,
concepts, etc. on a ``Yes'' or ``No'' list. (These words will define what concepts players will be able to use at
any time during the storytelling phase and which words they can never use this stories universe.)
A Period consists of a significant event in the time line and can be dark (bad) or light (good). Players are then
tasked to recount the various stories collaboratively that define that period, which as whole serves as the
creative stimulus for the game.
DESIGN CHALLENGES OF THE GENRE
1. Inherent tension in the genre between winning a story-making
game and creating a good story through the game.*

2. Changing the players stance - from player-stance to author stance.

3. Ensuring that the tokens and rules help the creative process of the
players.
* Not much written (yet) on the genre, but both Mitchell and Wallis recognise this. Mitchell, A., McGee, K.: Designing storytelling games that
encourage narrative play. In: Interactive Storytelling, pp. 98|-108. Springer (2009), 

Wallis, J.: Making games that make stories. Second Person: Role-Playing and Story in Games and Playable Media. MIT Press, Cambridge, MA, USA
(2007)
CHALLENGE: COHERENCE
➤ Dichotomy by
➤ free-form fantasy explorations and coherence
➤ “winning” versus making a good story
Only challenging if the AIM of the design is that it should result
in a ‘good’ story.
➤ Group play, individual styles, that may shoot out into space,
can be moderated by rules. Though the rules themselves can
gear towards ‘winning’ rather than a good story.
CHALLENGE:

THE PLAYER AS AN AUTHOR
Many players are used to play in roles, in character. Game
mastering and instructions for play can encourage
➤ Player to add more, new, characters to a scene
➤ Talk/write in 3rd person
➤ Adding objects
➤ seeing things outside the current scene
➤ etc
CHALLENGE: HELP PLAYERS’ CREATIVE PROCESS
Common: Combine rules with randomness
and combinatorics to aid players’ creative
process
Ex: assign attributes to suites of cards, and to specific
cards, then pull random ones from pile.
MOTIVATION
Enhancing Story Making Games
Consistently Support:
-Player Creativity
-Narrative Coherence
Adopting Computational
Creativity Techniques
MOTIVATION
For this work we focus on the word of the card
COMPUTATIONAL CREATIVITY CRITERIA
Apply Ritchie’s (2007) Criteria in Story Making Games
Ritchie, Graeme. "Some empirical criteria for attributing creativity to a
computer program." Minds and Machines 17.1 (2007): 67-99.
Novelty
Typicality
Quality
COMPUTATIONAL CREATIVITY CRITERIA
Apply Ritchie’s Criteria in Story Making Games
Novelty
Obtain the most distinct card from
the entire set of cards
COMPUTATIONAL CREATIVITY CRITERIA
Apply Ritchie’s Criteria in Story Making Games
Typicality
Obtain the most similar card from a
pre-defined set of cards
how similar is this specific artefact to
this sub-group of artefacts
STORY MAKING GAMES
➤ Creation of stories through play
➤ Use of stimuli (cards, dice, text ...) during play
OUR GAME: 4SCRIBES
A theme is chosen at the beginning
Ex: French Revolution
OUR GAME: 4SCRIBES
Each player is dealt a hand of cards
OUR GAME: 4SCRIBES
Turn-based – Each player plays a card and writes a continuation
to the story
The warrior
picked up his
mighty
weapon
With a swing of
his weapon he
was able to
defeat the dark
lord and save
the city
NOVELTY/TYPICALITY AND 4SCRIBES
Why use Novelty or Typicality in 4 Scribes?
How to use Novelty or Typicality in 4 Scribes?
NOVELTY/TYPICALITY AND 4SCRIBES
How?
Think of the metrics as card
dealers
NOVELTY/TYPICALITY AND 4SCRIBES
How?
Each metric will deal cards, in
such a way that the cards dealt
maximizes novelty or
typicality
NOVELTY/TYPICALITY AND 4SCRIBES
How?
Semantic Difference
NOVELTY IN 4SCRIBES
Maximize semantic
difference between all cards
in the card database
NOVELTY IN 4SCRIBES
Compare semantic
difference between each
card and all cards in the
database
Get card that maximizes semantic
difference
TYPICALITY IN 4SCRIBES
Minimize semantic difference
between a pre-defined set of
cards
TYPICALITY IN 4SCRIBES
Compare semantic difference
between each card in the
database and each card in a
pre-defined set of cards.
Get card that minimizes semantic
difference
DEALING CARDS
For each player deal a metric selected card
NOVELTY/TYPICALITY AND 4SCRIBES
Why?
Challenge Player
Creativity
Keep it Fresh
Thematically coherent
as possible
C2LEARN RESOURCES
Knowledge-base about creativity and co-creation: c2learn.eu
Are you interested in the source code of our ‘behind-the-scenes’ technologies? Links
to the GitHub repository:
➤ C2Assistants services: 

https://github.com/institutedigitalgames/c2assistants
➤ Semantic Reasoning Tools Suite: 

https://github.com/CRU-NCSRD/Semantic-Reasoning-Tools
➤ Diagrammatic Reasoning Tools Suite: 

https://github.com/CRU-NCSRD/Diagrammatic-Reasoning-Tools
➤ Emotive Reasoning Tools Suite: 

https://github.com/CRU-NCSRD/Emotive-Reasoning-Tools
➤ Creativity Profiling Server: 

https://github.com/CRU-NCSRD/CPS
MIND SHADOWS
Mind Shadows is a game of
kindness.
In this board game, you and
one or two friends together
find ways to overcome
Shadows - real-world
problems or concepts that you
approach playfully. You give
each other super-powers that
represent your strengths in the
real world.
You monitor each other’s
wellbeing, finding ways to each
other happy, and lending each
other support when low. The
shadow will fights that all the
way, but by playing creatively
you can reduce the negative
emotion and the significance of
the Shadow and win the game.
Photo of prototype
You play with supportive social
actions, while the shadow uses
destructive ones. You can author
new support actions as needed,
to make new types of actions
that affects both the other
players, and the shadow.
During play a story-
pile is created, helping
you to keep track of
who did what, and so
that you, in the end of
the game have a
summary of how you
jointly approached
your problem.
In the end: pick the best new actions to become part of your play-deck,
personalising it, and making it possible for one friends support action to help
another friend, in a future game.
KINDNESS
LEADS TO
KINDNESS“helpfulness towards someone in need, not in return for anything, nor for the advantage of
the helper himself, but for that of the person helped” 

Aristotle
At the end of play test #13,
having overcome a shadow of
pain “The one who is let-down”
KINDNESS
Player actions of kindness in Mind Shadows:
➤ monitoring the co-players states of mind,
➤ giving co-players personalised super powers,
➤ by card selection diminishing negative emotions on the others
player board, and increasing positive ones
➤ thinking constructively around how the co-players’ Shadow
can be overcome or coped with.
CURRENTLY WORK WITH MIND SHADOWS BOARD GAME
➤ making nicer boards in colour to make a
print-on-demand board game
➤ and considering it for tablets
➤ having tests of a black and white version
(for easy print out)
Would you like to play?



Give me your e-mail and 

I’ll send you the BW print version!
MAKE GAME
DESIGN PART
OF YOUR
LIFE
MAKE INDIE GAMES
➤ Jam!
➤ Make!
➤ Reach out!
➤ Deploy!
➤ Maintain!
Have fun
making Make fun for
others
= upwards 

spiral of 

fun!
CREATE WITH YOUR CLOSE ONES
Gather friends and design together
Participate in Game Jams
Test the games with family and friends
IN IDEATION: FOCUS ON GOOD DESIGN
In the ideation process: rapid prototyping

on paper
Do’s Dont’s
Do not strive for perfection and
polish - you will likely reiterate
and throw away a lot
Focus on game mechanics
Test the game mechanics - are
they fun? Do your players get the
experience you you are aiming
for?
Don’t work too long on your
own - your risk polishing/
perfecting parts that might not
be enjoyable for the players
If you test a paper prototype - simulate
in the test that the interactions are on
your intended platform (mobile, tablet,
PC etc)
Don’t forget to have fun yourself!

If your work becomes a grind

- its an alarm bell!
PAPER PROTOTYPING AND GAME-JAMMING
IDEATION TOOLS
MAKE THE GAME!
There is a myriad of
tools - there are the
ones that I use
NAN DECK
PRINT ON DEMAND BOARD GAMES
GET IT OUT THERE
Players of your game will be the games’ spokes persons
➤ pictures and musings about the design in social media
➤ Bring the prototype with you wherever you go
… do this as soon as you have an idea about the ‘gist’ of the game, when you can describe it
in a few sentences.
Once it is playable:
➤ Kickstarter, Patreon, etc
➤ start-up support networks, such as Startup Grind or West Coast Startup
➤ Indiecade
➤ Sites specific to the genre of your game (such as Board Game geek if it is a board game)
➤ to people interested in the topic of your game - who might not be exposed to games
otherwise.
THE FUTURE
is what we make, right now,
right here
ENDING WORDS
➤ Make sure to have fun, and to
do what is meaningful (to
you) when making games.
That way it can stay/become a
part of your life.
➤ The design of a game governs
what a player DO when
playing: as designers we can
encourage behaviours - such
as kindness, such as creativity.
➤ It is up to us, as individuals,
to create the future of games
and play.
THANK YOU FOR
LISTENING
Mirjam Palosaari Eladhari
Contact: info@otter-play.com

Más contenido relacionado

La actualidad más candente

Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"Sebastian Deterding
 
Game Thinking: More than just Gamification
Game Thinking: More than just GamificationGame Thinking: More than just Gamification
Game Thinking: More than just GamificationAndrzej Marczewski
 
Level design and devlopment part 2 stories and narrative
Level design and devlopment part 2  stories and narrativeLevel design and devlopment part 2  stories and narrative
Level design and devlopment part 2 stories and narrativeDurgesh Pandey
 
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...Sebastian Deterding
 
Experiencing Environments
Experiencing EnvironmentsExperiencing Environments
Experiencing EnvironmentsMartin Nerurkar
 
Presentation
PresentationPresentation
PresentationAnu22ish
 
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N..."Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...Sherry Jones
 
Thesis Overview
Thesis OverviewThesis Overview
Thesis OverviewGertThijs
 
Level design and devlopment part 1 introduction to level design
Level design and devlopment part 1  introduction to level designLevel design and devlopment part 1  introduction to level design
Level design and devlopment part 1 introduction to level designDurgesh Pandey
 
Contextual Autonomy Support in Video Game Play: A Grounded Theory
Contextual Autonomy Support in Video Game Play: A Grounded TheoryContextual Autonomy Support in Video Game Play: A Grounded Theory
Contextual Autonomy Support in Video Game Play: A Grounded TheorySebastian Deterding
 
Introduction to the Theory of Game Elements
Introduction to the Theory of Game ElementsIntroduction to the Theory of Game Elements
Introduction to the Theory of Game ElementsAki Järvinen
 
JTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learningJTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learningKostas Karpouzis
 
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2..."Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...Sherry Jones
 
Make An Alternate Reality Game!
Make An Alternate Reality Game!Make An Alternate Reality Game!
Make An Alternate Reality Game!Jane McGonigal
 
Nordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingNordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingAki Järvinen
 
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S..."Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...Sherry Jones
 
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She..."Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...Sherry Jones
 

La actualidad más candente (20)

Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"Progress Wars: Idle Games and the Demarcation of "Real Games"
Progress Wars: Idle Games and the Demarcation of "Real Games"
 
Game Thinking: More than just Gamification
Game Thinking: More than just GamificationGame Thinking: More than just Gamification
Game Thinking: More than just Gamification
 
Level design and devlopment part 2 stories and narrative
Level design and devlopment part 2  stories and narrativeLevel design and devlopment part 2  stories and narrative
Level design and devlopment part 2 stories and narrative
 
Web browser game development(lncs)
Web browser game development(lncs)Web browser game development(lncs)
Web browser game development(lncs)
 
Game balance part 1
Game balance part 1Game balance part 1
Game balance part 1
 
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
The Mechanic is not the (whole) message: Procedural rhetoric meets framing in...
 
Experiencing Environments
Experiencing EnvironmentsExperiencing Environments
Experiencing Environments
 
World building part 1
World building part 1World building part 1
World building part 1
 
Presentation
PresentationPresentation
Presentation
 
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N..."Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
"Prototyping Immersive Game Design as Interactive Fiction" by Sherry Jones (N...
 
Thesis Overview
Thesis OverviewThesis Overview
Thesis Overview
 
Level design and devlopment part 1 introduction to level design
Level design and devlopment part 1  introduction to level designLevel design and devlopment part 1  introduction to level design
Level design and devlopment part 1 introduction to level design
 
Contextual Autonomy Support in Video Game Play: A Grounded Theory
Contextual Autonomy Support in Video Game Play: A Grounded TheoryContextual Autonomy Support in Video Game Play: A Grounded Theory
Contextual Autonomy Support in Video Game Play: A Grounded Theory
 
Introduction to the Theory of Game Elements
Introduction to the Theory of Game ElementsIntroduction to the Theory of Game Elements
Introduction to the Theory of Game Elements
 
JTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learningJTEL2012 emotion and games in technology-enhanced learning
JTEL2012 emotion and games in technology-enhanced learning
 
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2..."Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
"Game Design: Creating Psychological Experiences" by Sherry Jones (Nov. 12, 2...
 
Make An Alternate Reality Game!
Make An Alternate Reality Game!Make An Alternate Reality Game!
Make An Alternate Reality Game!
 
Nordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of NurturingNordic Game 2007: Communities of Nurturing
Nordic Game 2007: Communities of Nurturing
 
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S..."Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
"Narrative Design and the Psychology of Emotions and Immersion in Games" by S...
 
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She..."Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
"Epistemic Game Design for Collaborative Inquiry and Civic Engagement" by She...
 

Similar a Designing for Creativity and Kindness in Games

Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOPlayers Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOMirjam Eladhari
 
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyBleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyMirjam Eladhari
 
SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018Mirjam Eladhari
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...Sherry Jones
 
Cultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao shareCultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao shareAlberto Signoretti
 
From gamification to game design
From gamification to game designFrom gamification to game design
From gamification to game designCodemotion
 
Game Design: from rules to craft
Game Design: from rules to craftGame Design: from rules to craft
Game Design: from rules to craftPietro Polsinelli
 
Games presentation
Games presentationGames presentation
Games presentationAnu22ish
 
understanding our past to improve our future
understanding our past to improve our futureunderstanding our past to improve our future
understanding our past to improve our futureGillian Smith
 
Fun and the MDA framework
Fun and the MDA frameworkFun and the MDA framework
Fun and the MDA framework_
 
Game Thinking - Free Chapter from Even Ninja Monkeys Like to Play
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayGame Thinking - Free Chapter from Even Ninja Monkeys Like to Play
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayAndrzej Marczewski
 
Game Design 2 - Theory of Fun
Game Design 2 - Theory of FunGame Design 2 - Theory of Fun
Game Design 2 - Theory of FunJay Crossler
 

Similar a Designing for Creativity and Kindness in Games (20)

Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMOPlayers Imbuing Meaning: Co-creation of Challenges in a prototype MMO
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO
 
Bleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game TherapyBleed in, Bleed Out – A Design Case in Board Game Therapy
Bleed in, Bleed Out – A Design Case in Board Game Therapy
 
Learning through Play
Learning through PlayLearning through Play
Learning through Play
 
SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018SGC18 Talk at Sweden Game Conference 2018
SGC18 Talk at Sweden Game Conference 2018
 
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone..."The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
"The Perspective Game: An Epistemic Game for Civic Engagement" by Sherry Jone...
 
Cultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao shareCultura patrimonio gamificacao comunicacao share
Cultura patrimonio gamificacao comunicacao share
 
From gamification to game design
From gamification to game designFrom gamification to game design
From gamification to game design
 
Game Design: from rules to craft
Game Design: from rules to craftGame Design: from rules to craft
Game Design: from rules to craft
 
Games presentation
Games presentationGames presentation
Games presentation
 
DevLearn ILS slides
DevLearn ILS slidesDevLearn ILS slides
DevLearn ILS slides
 
E Lg Dev Learn Ils
E Lg Dev Learn IlsE Lg Dev Learn Ils
E Lg Dev Learn Ils
 
4. proposal
4. proposal4. proposal
4. proposal
 
understanding our past to improve our future
understanding our past to improve our futureunderstanding our past to improve our future
understanding our past to improve our future
 
Research
ResearchResearch
Research
 
3. research ver 2
3. research ver 23. research ver 2
3. research ver 2
 
Fun and the MDA framework
Fun and the MDA frameworkFun and the MDA framework
Fun and the MDA framework
 
3. Research
3. Research3. Research
3. Research
 
Game Thinking - Free Chapter from Even Ninja Monkeys Like to Play
Game Thinking - Free Chapter from Even Ninja Monkeys Like to PlayGame Thinking - Free Chapter from Even Ninja Monkeys Like to Play
Game Thinking - Free Chapter from Even Ninja Monkeys Like to Play
 
Serious Games Class 1
Serious Games Class 1Serious Games Class 1
Serious Games Class 1
 
Game Design 2 - Theory of Fun
Game Design 2 - Theory of FunGame Design 2 - Theory of Fun
Game Design 2 - Theory of Fun
 

Más de Mirjam Eladhari

AI and Interactive Narrative
AI and Interactive NarrativeAI and Interactive Narrative
AI and Interactive NarrativeMirjam Eladhari
 
AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 Mirjam Eladhari
 
Four ways game research field approach narrative
Four ways game research field approach narrativeFour ways game research field approach narrative
Four ways game research field approach narrativeMirjam Eladhari
 
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...Mirjam Eladhari
 
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...Mirjam Eladhari
 
Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Mirjam Eladhari
 
Ludocriticism -
 Steps Towards a Critical Framework for Games
Ludocriticism -
 Steps Towards a Critical Framework for Games Ludocriticism -
 Steps Towards a Critical Framework for Games
Ludocriticism -
 Steps Towards a Critical Framework for Games Mirjam Eladhari
 
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019
Workshop on Teaching Games:  Pedagogical Approaches at DIGRA2019Workshop on Teaching Games:  Pedagogical Approaches at DIGRA2019
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019Mirjam Eladhari
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueRe-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueMirjam Eladhari
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...Mirjam Eladhari
 
Methods, History, and Impact - Directions in Game Design Research
Methods, History, and Impact - Directions in Game Design ResearchMethods, History, and Impact - Directions in Game Design Research
Methods, History, and Impact - Directions in Game Design ResearchMirjam Eladhari
 
Computational narrative and narrative systems
Computational narrative and narrative systemsComputational narrative and narrative systems
Computational narrative and narrative systemsMirjam Eladhari
 
Beyond believable agents - employing AI for improving game like simulations f...
Beyond believable agents - employing AI for improving game like simulations f...Beyond believable agents - employing AI for improving game like simulations f...
Beyond believable agents - employing AI for improving game like simulations f...Mirjam Eladhari
 
AI Based Game Design - Teaching how to expand designers' artistic palette wit...
AI Based Game Design - Teaching how to expand designers' artistic palette wit...AI Based Game Design - Teaching how to expand designers' artistic palette wit...
AI Based Game Design - Teaching how to expand designers' artistic palette wit...Mirjam Eladhari
 
Social Simulation in Games
Social Simulation in GamesSocial Simulation in Games
Social Simulation in GamesMirjam Eladhari
 
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)Mirjam Eladhari
 
The role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniThe role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniMirjam Eladhari
 
Avatars bridging the semantic gap eladhari 2007
Avatars bridging the semantic gap eladhari 2007Avatars bridging the semantic gap eladhari 2007
Avatars bridging the semantic gap eladhari 2007Mirjam Eladhari
 
Experimental Game Prototyping and Play Testing using Iterative Design
Experimental Game Prototyping and Play Testing using Iterative DesignExperimental Game Prototyping and Play Testing using Iterative Design
Experimental Game Prototyping and Play Testing using Iterative DesignMirjam Eladhari
 
An Introduction to Game Research
An Introduction to Game ResearchAn Introduction to Game Research
An Introduction to Game ResearchMirjam Eladhari
 

Más de Mirjam Eladhari (20)

AI and Interactive Narrative
AI and Interactive NarrativeAI and Interactive Narrative
AI and Interactive Narrative
 
AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019 AI and Interactive Narrative in 2019
AI and Interactive Narrative in 2019
 
Four ways game research field approach narrative
Four ways game research field approach narrativeFour ways game research field approach narrative
Four ways game research field approach narrative
 
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...TOG: An Innovation Centric Approach to teaching Computational Expression and ...
TOG: An Innovation Centric Approach to teaching Computational Expression and ...
 
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
Constructive Alignment in
 Teaching Game Research 
 in Game Development 
 Bac...
 
Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019Research Overview Mirjam P Eladhari August 2019
Research Overview Mirjam P Eladhari August 2019
 
Ludocriticism -
 Steps Towards a Critical Framework for Games
Ludocriticism -
 Steps Towards a Critical Framework for Games Ludocriticism -
 Steps Towards a Critical Framework for Games
Ludocriticism -
 Steps Towards a Critical Framework for Games
 
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019
Workshop on Teaching Games:  Pedagogical Approaches at DIGRA2019Workshop on Teaching Games:  Pedagogical Approaches at DIGRA2019
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for CritiqueRe-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique
 
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (wit...
 
Methods, History, and Impact - Directions in Game Design Research
Methods, History, and Impact - Directions in Game Design ResearchMethods, History, and Impact - Directions in Game Design Research
Methods, History, and Impact - Directions in Game Design Research
 
Computational narrative and narrative systems
Computational narrative and narrative systemsComputational narrative and narrative systems
Computational narrative and narrative systems
 
Beyond believable agents - employing AI for improving game like simulations f...
Beyond believable agents - employing AI for improving game like simulations f...Beyond believable agents - employing AI for improving game like simulations f...
Beyond believable agents - employing AI for improving game like simulations f...
 
AI Based Game Design - Teaching how to expand designers' artistic palette wit...
AI Based Game Design - Teaching how to expand designers' artistic palette wit...AI Based Game Design - Teaching how to expand designers' artistic palette wit...
AI Based Game Design - Teaching how to expand designers' artistic palette wit...
 
Social Simulation in Games
Social Simulation in GamesSocial Simulation in Games
Social Simulation in Games
 
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012)
 
The role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauniThe role of ai in social games eladhari2011 uppsalauni
The role of ai in social games eladhari2011 uppsalauni
 
Avatars bridging the semantic gap eladhari 2007
Avatars bridging the semantic gap eladhari 2007Avatars bridging the semantic gap eladhari 2007
Avatars bridging the semantic gap eladhari 2007
 
Experimental Game Prototyping and Play Testing using Iterative Design
Experimental Game Prototyping and Play Testing using Iterative DesignExperimental Game Prototyping and Play Testing using Iterative Design
Experimental Game Prototyping and Play Testing using Iterative Design
 
An Introduction to Game Research
An Introduction to Game ResearchAn Introduction to Game Research
An Introduction to Game Research
 

Último

2-tool presenthdbdbdbdbddhdhddation.pptx
2-tool presenthdbdbdbdbddhdhddation.pptx2-tool presenthdbdbdbdbddhdhddation.pptx
2-tool presenthdbdbdbdbddhdhddation.pptxsuhanimunjal27
 
💫✅jodhpur 24×7 BEST GENUINE PERSON LOW PRICE CALL GIRL SERVICE FULL SATISFACT...
💫✅jodhpur 24×7 BEST GENUINE PERSON LOW PRICE CALL GIRL SERVICE FULL SATISFACT...💫✅jodhpur 24×7 BEST GENUINE PERSON LOW PRICE CALL GIRL SERVICE FULL SATISFACT...
💫✅jodhpur 24×7 BEST GENUINE PERSON LOW PRICE CALL GIRL SERVICE FULL SATISFACT...sonalitrivedi431
 
Top Rated Pune Call Girls Saswad ⟟ 6297143586 ⟟ Call Me For Genuine Sex Serv...
Top Rated  Pune Call Girls Saswad ⟟ 6297143586 ⟟ Call Me For Genuine Sex Serv...Top Rated  Pune Call Girls Saswad ⟟ 6297143586 ⟟ Call Me For Genuine Sex Serv...
Top Rated Pune Call Girls Saswad ⟟ 6297143586 ⟟ Call Me For Genuine Sex Serv...Call Girls in Nagpur High Profile
 
Booking open Available Pune Call Girls Kirkatwadi 6297143586 Call Hot Indian...
Booking open Available Pune Call Girls Kirkatwadi  6297143586 Call Hot Indian...Booking open Available Pune Call Girls Kirkatwadi  6297143586 Call Hot Indian...
Booking open Available Pune Call Girls Kirkatwadi 6297143586 Call Hot Indian...Call Girls in Nagpur High Profile
 
(AISHA) Ambegaon Khurd Call Girls Just Call 7001035870 [ Cash on Delivery ] P...
(AISHA) Ambegaon Khurd Call Girls Just Call 7001035870 [ Cash on Delivery ] P...(AISHA) Ambegaon Khurd Call Girls Just Call 7001035870 [ Cash on Delivery ] P...
(AISHA) Ambegaon Khurd Call Girls Just Call 7001035870 [ Cash on Delivery ] P...ranjana rawat
 
Brookefield Call Girls: 🍓 7737669865 🍓 High Profile Model Escorts | Bangalore...
Brookefield Call Girls: 🍓 7737669865 🍓 High Profile Model Escorts | Bangalore...Brookefield Call Girls: 🍓 7737669865 🍓 High Profile Model Escorts | Bangalore...
Brookefield Call Girls: 🍓 7737669865 🍓 High Profile Model Escorts | Bangalore...amitlee9823
 
AMBER GRAIN EMBROIDERY | Growing folklore elements | Root-based materials, w...
AMBER GRAIN EMBROIDERY | Growing folklore elements |  Root-based materials, w...AMBER GRAIN EMBROIDERY | Growing folklore elements |  Root-based materials, w...
AMBER GRAIN EMBROIDERY | Growing folklore elements | Root-based materials, w...BarusRa
 
Jigani Call Girls Service: 🍓 7737669865 🍓 High Profile Model Escorts | Bangal...
Jigani Call Girls Service: 🍓 7737669865 🍓 High Profile Model Escorts | Bangal...Jigani Call Girls Service: 🍓 7737669865 🍓 High Profile Model Escorts | Bangal...
Jigani Call Girls Service: 🍓 7737669865 🍓 High Profile Model Escorts | Bangal...amitlee9823
 
Best VIP Call Girls Noida Sector 47 Call Me: 8448380779
Best VIP Call Girls Noida Sector 47 Call Me: 8448380779Best VIP Call Girls Noida Sector 47 Call Me: 8448380779
Best VIP Call Girls Noida Sector 47 Call Me: 8448380779Delhi Call girls
 
Verified Trusted Call Girls Adugodi💘 9352852248 Good Looking standard Profil...
Verified Trusted Call Girls Adugodi💘 9352852248  Good Looking standard Profil...Verified Trusted Call Girls Adugodi💘 9352852248  Good Looking standard Profil...
Verified Trusted Call Girls Adugodi💘 9352852248 Good Looking standard Profil...kumaririma588
 
Call Girls in Kalkaji Delhi 8264348440 call girls ❤️
Call Girls in Kalkaji Delhi 8264348440 call girls ❤️Call Girls in Kalkaji Delhi 8264348440 call girls ❤️
Call Girls in Kalkaji Delhi 8264348440 call girls ❤️soniya singh
 
Peaches App development presentation deck
Peaches App development presentation deckPeaches App development presentation deck
Peaches App development presentation decktbatkhuu1
 
Editorial design Magazine design project.pdf
Editorial design Magazine design project.pdfEditorial design Magazine design project.pdf
Editorial design Magazine design project.pdftbatkhuu1
 
infant assessment fdbbdbdddinal ppt.pptx
infant assessment fdbbdbdddinal ppt.pptxinfant assessment fdbbdbdddinal ppt.pptx
infant assessment fdbbdbdddinal ppt.pptxsuhanimunjal27
 
call girls in Dakshinpuri (DELHI) 🔝 >༒9953056974 🔝 genuine Escort Service 🔝✔️✔️
call girls in Dakshinpuri  (DELHI) 🔝 >༒9953056974 🔝 genuine Escort Service 🔝✔️✔️call girls in Dakshinpuri  (DELHI) 🔝 >༒9953056974 🔝 genuine Escort Service 🔝✔️✔️
call girls in Dakshinpuri (DELHI) 🔝 >༒9953056974 🔝 genuine Escort Service 🔝✔️✔️9953056974 Low Rate Call Girls In Saket, Delhi NCR
 
Escorts Service Basapura ☎ 7737669865☎ Book Your One night Stand (Bangalore)
Escorts Service Basapura ☎ 7737669865☎ Book Your One night Stand (Bangalore)Escorts Service Basapura ☎ 7737669865☎ Book Your One night Stand (Bangalore)
Escorts Service Basapura ☎ 7737669865☎ Book Your One night Stand (Bangalore)amitlee9823
 
call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...
call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...
call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...Delhi Call girls
 
SD_The MATATAG Curriculum Training Design.pptx
SD_The MATATAG Curriculum Training Design.pptxSD_The MATATAG Curriculum Training Design.pptx
SD_The MATATAG Curriculum Training Design.pptxjanettecruzeiro1
 
DragonBall PowerPoint Template for demo.pptx
DragonBall PowerPoint Template for demo.pptxDragonBall PowerPoint Template for demo.pptx
DragonBall PowerPoint Template for demo.pptxmirandajeremy200221
 
Tapestry Clothing Brands: Collapsing the Funnel
Tapestry Clothing Brands: Collapsing the FunnelTapestry Clothing Brands: Collapsing the Funnel
Tapestry Clothing Brands: Collapsing the Funneljen_giacalone
 

Último (20)

2-tool presenthdbdbdbdbddhdhddation.pptx
2-tool presenthdbdbdbdbddhdhddation.pptx2-tool presenthdbdbdbdbddhdhddation.pptx
2-tool presenthdbdbdbdbddhdhddation.pptx
 
💫✅jodhpur 24×7 BEST GENUINE PERSON LOW PRICE CALL GIRL SERVICE FULL SATISFACT...
💫✅jodhpur 24×7 BEST GENUINE PERSON LOW PRICE CALL GIRL SERVICE FULL SATISFACT...💫✅jodhpur 24×7 BEST GENUINE PERSON LOW PRICE CALL GIRL SERVICE FULL SATISFACT...
💫✅jodhpur 24×7 BEST GENUINE PERSON LOW PRICE CALL GIRL SERVICE FULL SATISFACT...
 
Top Rated Pune Call Girls Saswad ⟟ 6297143586 ⟟ Call Me For Genuine Sex Serv...
Top Rated  Pune Call Girls Saswad ⟟ 6297143586 ⟟ Call Me For Genuine Sex Serv...Top Rated  Pune Call Girls Saswad ⟟ 6297143586 ⟟ Call Me For Genuine Sex Serv...
Top Rated Pune Call Girls Saswad ⟟ 6297143586 ⟟ Call Me For Genuine Sex Serv...
 
Booking open Available Pune Call Girls Kirkatwadi 6297143586 Call Hot Indian...
Booking open Available Pune Call Girls Kirkatwadi  6297143586 Call Hot Indian...Booking open Available Pune Call Girls Kirkatwadi  6297143586 Call Hot Indian...
Booking open Available Pune Call Girls Kirkatwadi 6297143586 Call Hot Indian...
 
(AISHA) Ambegaon Khurd Call Girls Just Call 7001035870 [ Cash on Delivery ] P...
(AISHA) Ambegaon Khurd Call Girls Just Call 7001035870 [ Cash on Delivery ] P...(AISHA) Ambegaon Khurd Call Girls Just Call 7001035870 [ Cash on Delivery ] P...
(AISHA) Ambegaon Khurd Call Girls Just Call 7001035870 [ Cash on Delivery ] P...
 
Brookefield Call Girls: 🍓 7737669865 🍓 High Profile Model Escorts | Bangalore...
Brookefield Call Girls: 🍓 7737669865 🍓 High Profile Model Escorts | Bangalore...Brookefield Call Girls: 🍓 7737669865 🍓 High Profile Model Escorts | Bangalore...
Brookefield Call Girls: 🍓 7737669865 🍓 High Profile Model Escorts | Bangalore...
 
AMBER GRAIN EMBROIDERY | Growing folklore elements | Root-based materials, w...
AMBER GRAIN EMBROIDERY | Growing folklore elements |  Root-based materials, w...AMBER GRAIN EMBROIDERY | Growing folklore elements |  Root-based materials, w...
AMBER GRAIN EMBROIDERY | Growing folklore elements | Root-based materials, w...
 
Jigani Call Girls Service: 🍓 7737669865 🍓 High Profile Model Escorts | Bangal...
Jigani Call Girls Service: 🍓 7737669865 🍓 High Profile Model Escorts | Bangal...Jigani Call Girls Service: 🍓 7737669865 🍓 High Profile Model Escorts | Bangal...
Jigani Call Girls Service: 🍓 7737669865 🍓 High Profile Model Escorts | Bangal...
 
Best VIP Call Girls Noida Sector 47 Call Me: 8448380779
Best VIP Call Girls Noida Sector 47 Call Me: 8448380779Best VIP Call Girls Noida Sector 47 Call Me: 8448380779
Best VIP Call Girls Noida Sector 47 Call Me: 8448380779
 
Verified Trusted Call Girls Adugodi💘 9352852248 Good Looking standard Profil...
Verified Trusted Call Girls Adugodi💘 9352852248  Good Looking standard Profil...Verified Trusted Call Girls Adugodi💘 9352852248  Good Looking standard Profil...
Verified Trusted Call Girls Adugodi💘 9352852248 Good Looking standard Profil...
 
Call Girls in Kalkaji Delhi 8264348440 call girls ❤️
Call Girls in Kalkaji Delhi 8264348440 call girls ❤️Call Girls in Kalkaji Delhi 8264348440 call girls ❤️
Call Girls in Kalkaji Delhi 8264348440 call girls ❤️
 
Peaches App development presentation deck
Peaches App development presentation deckPeaches App development presentation deck
Peaches App development presentation deck
 
Editorial design Magazine design project.pdf
Editorial design Magazine design project.pdfEditorial design Magazine design project.pdf
Editorial design Magazine design project.pdf
 
infant assessment fdbbdbdddinal ppt.pptx
infant assessment fdbbdbdddinal ppt.pptxinfant assessment fdbbdbdddinal ppt.pptx
infant assessment fdbbdbdddinal ppt.pptx
 
call girls in Dakshinpuri (DELHI) 🔝 >༒9953056974 🔝 genuine Escort Service 🔝✔️✔️
call girls in Dakshinpuri  (DELHI) 🔝 >༒9953056974 🔝 genuine Escort Service 🔝✔️✔️call girls in Dakshinpuri  (DELHI) 🔝 >༒9953056974 🔝 genuine Escort Service 🔝✔️✔️
call girls in Dakshinpuri (DELHI) 🔝 >༒9953056974 🔝 genuine Escort Service 🔝✔️✔️
 
Escorts Service Basapura ☎ 7737669865☎ Book Your One night Stand (Bangalore)
Escorts Service Basapura ☎ 7737669865☎ Book Your One night Stand (Bangalore)Escorts Service Basapura ☎ 7737669865☎ Book Your One night Stand (Bangalore)
Escorts Service Basapura ☎ 7737669865☎ Book Your One night Stand (Bangalore)
 
call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...
call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...
call girls in Vasundhra (Ghaziabad) 🔝 >༒8448380779 🔝 genuine Escort Service 🔝...
 
SD_The MATATAG Curriculum Training Design.pptx
SD_The MATATAG Curriculum Training Design.pptxSD_The MATATAG Curriculum Training Design.pptx
SD_The MATATAG Curriculum Training Design.pptx
 
DragonBall PowerPoint Template for demo.pptx
DragonBall PowerPoint Template for demo.pptxDragonBall PowerPoint Template for demo.pptx
DragonBall PowerPoint Template for demo.pptx
 
Tapestry Clothing Brands: Collapsing the Funnel
Tapestry Clothing Brands: Collapsing the FunnelTapestry Clothing Brands: Collapsing the Funnel
Tapestry Clothing Brands: Collapsing the Funnel
 

Designing for Creativity and Kindness in Games

  • 1. DESIGNING FOR CREATIVITY AND KINDNESS IN GAMES Mirjam Palosaari Eladhari , 
 Vaasa Game Days, 9 December 2015
  • 2. OVERVIEW ➤ Design for creativity and kindness ➤ Case studies ➤ Making game design part of your life, some tips for indie game dev
  • 3. ABOUT ME ➤ Game designer, researcher, and indie developer. ➤ Research associate at Institute of Digital Games in Malta, and at Dept. of Computer and System Sciences at Stockholm University ➤ Recently founded Otter Play - one person indie studio ➤ Current obsessions are AI Based Game Design, Story Making Games, and watercolour painting ➤ Past: Game Programmer 2000-02, Liquid Media
 Tech Lead, Zero Game Studio, Interactive Institute 2002 - 04
 Then: 10+ years of game research & faculty work, mostly in Game AI & Design.
  • 4. KINDNESS “helpfulness towards someone in need, not in return for anything, nor for the advantage of the helper himself, but for that of the person helped” 
 Aristotle (translated by Lee Honeycutt). "Kindness". Rhetoric, book 2, chapter 7
  • 5. CREATIVITY a phenomenon whereby something new and somehow valuable is formed. 
 
Wikipedia
  • 6. CO- CREATION In management&advertising research: Added value In pedagogy: enhanced learning In MMO research (wow) – add-ons, developer integrating good ideas into regular interface. Here: Players creating actants, entities that can act within a multiplayer game world. 
 CO: players + system 
 The system providing the affordances given for creating instances that may act within the system (In the tradition of text based virtual game worlds, MUDs, and later graphical ones, allowing different levels of co creation to players. Adding own graphics, animation, audio, scripting of dialog and behaviour. Sliding scale of how persistent the player-created content is, and various methods of editorial control.) Making things together
  • 7. GAME CASE STUDIES ➤ Pataphysic Institute
 
 ➤ Games in the C2Learn Project ➤ 4Scribes 
 
 ➤ Mind Shadows seeds
 
 
 creativity
 
 kindness
  • 9. HOW PLAYERS DESCRIBE IT* (Not how I describe it. My description is bound to contain
 design intentions, and perhaps not represent what is actually there.) “In the game you use the characters feelings to cast spells, depending on how you feel, different spells become available to you. you can affect how others feel by performing actions such as hugging joking or insulting. long term playing creates relationships between characters so that the mere presence of another character affects you.” (Player with test id 16) “The point of the game is to control the moodswings of your character. The world is full of the manifestations of different feelings and mindsets and only by interacting with them/your friends can you "get in the right mood" to counter them. Actions are things like "hold hand" which would counter a "fear/terror" abomination.” (Player with test id 26) * When asked, after play-testing: “Picture that you are talking to a friend. Describe how this game is played.”
  • 11. CHARACTER CREATION Big Five (OCEAN, FFM) assessed using IPIP NEO
  • 12.
  • 13.
  • 15.
  • 17. ENTITIES: Colossuses of Confusion Avatars,NPCs, Single Sentiment Manifestations, and Compound manifestations
  • 21. CURSES AND BLESSINGS ➤ Avatars can be affected by the spells Sentiment Curse and Sentiment Blessing. ➤ Sentiment Curse gives an avatar a strong negative sentiment that has a zero decay rate. ➤ Example: curse of Guilt. 
 The way to get rid of this sentiment is to create a manifestation of the sentiment, a compound manifestation (CM). If the CM is vanquished, the sentiment disappears.
  • 22.
  • 24. Play testing Player 2 Film Camera 1 Player 1 Film Camer 2 Game Master Player 3 In Clients: -Log files of play (one file for each avatar) Camtasia recordings of:
 -voice (microphone in headset), -Face (webcam), - Actions (taping of screen)
  • 25. SCENARIO 3: PLAYER AUTHORED FOES GM ask player to curse each other. Cursed player manifests the emotion they cursed with. Players’ goals: 
 - defeat the foe using personal spells. 
 - Use AAs to affect each others moods needed to defeat foe.
  • 26. I TESTED FOR MANY THINGS… When designing the test and the test scenarios I aimed to gather data on: ➤ Sentiments (relationships whose values are based in previous interactions) ➤ Semi Autonomy – players’ attitude to the control of the avatar ➤ Mood – the summary of the avatars state of mind based on events, controlling the avatars action potential ➤ Role-playing aspects ➤ Co creation of Manifestations – the main challenge in the play test. This was the most engaging part of the game playing in the test.
  • 27. WHAT WAS CREATED The Manifestations players created in the play tests were of four main categories; ➤ Persons, named according to real-life role (for player), (ex. “mother”) ➤ difficult situations, (ex “an exam”) ➤ abstract concepts, (ex “blue”) or ➤ fictional entities. (“Goblin of Doom”) In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their manifestation behaved within the rule system of the world
  • 28.
  • 29. PLAYERS’ DESCRIPTIONS OF THEIR MANIFESTATIONS
  • 30. FINDINGS Players assigning meaning
 from real lives Players assigning intentionality to AI entities of own creation • Authoring, • observing, interpreting, strategizing • interacting, and • re-telling • players in dialog with each other assigning intentionality to their creations • Viewing CMs as rational, having own goals (Dennet) • Creation of narratives that rationalize behavior (Sengers) ”I’ll forgive her to oblivion!” ”Look how he ignores you! He made me feel so useless. Hold his hand!
  • 31. POSSIBLE IMPLICATIONS OF FINDINGS • Transformation of problems, seeing them in new ways. • Transformative play (Fullerton) • Wicked Problem spaces (Rittel and Webber, Mateas) A recipe for player generated content? • instantiated for only a small group who can talk about it while it is instantiated; • an authoring interface that is quick (max 5 min), but still allows players to utilise a quite elaborate AI system for specifying the manifestation's behaviour. Players assigning meaning
 from real lives Players assigning intentionality to AI entities of own creation
  • 32. GAMES FOR CO-CREATION in the C2Learn project
  • 33. The C2Learn project aims to introduce an innovative digital gaming and social networking environment incorporating diverse tools, the use of which can foster co-creativity in learning processes in the context of both formal and informal educational settings.
 All games in project are for android tablets, download at: C2LEARN.EU
  • 34. THE HOUSE OF EMOTION ➤ House of Emotions is a game that gets you to play with how you and the others express and interpret emotions. By playing you will realise how you and others make emotive judgements: How do you express emotion in something you create? Do you have any control over how the others understand your expressed emotions or react to your creations? House of Emotions is a multiplayer game which you can play on your tablet or computer as part of a group of 2 to 5 players.
  • 35. GUESS WHAT ➤ Guess What is a game that invites you to guess what is shown in a picture and generally think through images, taking into account the perspectives of other players. It is a multiplayer game which you can play on your tablet or computer as part of a group of 2 to 5 players.
  • 36. ICONOSCOPE ➤ Iconoscope is a game that gets you to play with visual creativity and ambiguity. It invites you to do something quite unusual: to represent a given concept through an image that you will create so that it will not be obvious to everyone what your creation represents! Let the others guess what that image might stand for and enjoy the fun!
  • 37. EXPLORE AND EXPAND ➤ The Wizard is asking you to create a simple conceptual diagram in the English language. Starting from a given concept in the centre, try to think of four other concepts that are linked to it from a specific perspective. In reality, the Wizard has already ‘searched’ the world and is inviting you to guess concepts that he has found to be associated with the given theme, if you look at it from the specified perspective. Your score increases each time you get it right – by more and more points at a time, as you are adding more of the related words.
  • 38. CREATIVE STORIES ➤ Creative Stories is a game inviting you to write creatively. Your aim is to use as much of the creative advice the Wizard is giving as possible, so that you win more points while you are writing.
  • 39. 4SCRIBES ➤ 4Scribes is a creative 
 story-making game for 
 groups of 4 players. ➤ The story starts with a short
 starting statement or phrase. 
 Your objective is to develop
 the story together with your
 co-players. Playing in turns,
 you add a little more to the 
 story text each time… ➤ At the start, you get some cards,
 the ‘Creative Elements’. Each card has a word or short phrase on it. Every time it is your turn to play, you select to play one of your cards.
  • 40. DESIGN AIMS:
 COHERENT STORY
 STORY TELLING TOKENS THAT SPARK PLAYERS’ CREATIVITY (CARDS)
  • 41. STORY MAKING GAMES In story making games players, via game rules, use tokens for narrative play in order to partake in a playful process that results in told stories (narratives). Important difference from role playing games: Players do not act via an avatar or a game persona. Instead, players act as authors or narrators, collaboratively telling stories about the story tokens represented in the games
  • 42. EXAMPLES Story Cubes, Once Upon a time, NanoFictionary, Fiasco, Microscope
  • 43. Story Cubes (Gamewright, 2005)
 are a set of nine dice, each with a unique image on each of its six faces, for a total of 54 images. To play the game, a player rolls all nine dice and creates a story that ties the resulting images together. Whether this is a game or not is debatable as there isn’t a clear goal – the player could succeed or fail at making a story, but there is no means to rank the stories against others or determine a winner.
  • 44. Nanofictionary (Looney Labs, 2002) Players compete to collect a complete set of story elements: ➤setting, ➤characters, ➤problem, and ➤resolution. Once each player has a card of each type, they all tell their stories that tie the four together. Players listen to all the stories and vote on the best one.
  • 45. After selecting a scenario, players roll dice to determine ➤ characters, ➤ settings, and ➤ plot points. They then act out the story (adding a tilt along the way), trying to reach the agreed upon conclusion while also completing their individual characters’ goals. Fiasco (Bully Pulpit Games, 2009) a role playing game with strong storytelling elements. It is based on the standard screenwriting tropes common in crime movies.
  • 46. Once Upon a Time (Atlas Games, 1995) Each player gets a random hand of cards that they need to incorporate into the story being told collectively by all the players. The cards include story elements like characters, plot twists, and resolutions. One player begins telling the story, but may pass it along to the next player if they are no longer able to connect the cards in their hand. Players may also interrupt the current storyteller if they (the storyteller) mention an element that the player has in their hand. The goal is to be the first player to use all their cards.
  • 47. Microscope (Lame Mage Productions, 2011) The story begins with a single sentence, known as a Legacy, that spans the entire story, and players are tasked to cooperatively fill in the details. Palettes: each player takes turns writing down a specified number of words, such as objects, ideologies, concepts, etc. on a ``Yes'' or ``No'' list. (These words will define what concepts players will be able to use at any time during the storytelling phase and which words they can never use this stories universe.) A Period consists of a significant event in the time line and can be dark (bad) or light (good). Players are then tasked to recount the various stories collaboratively that define that period, which as whole serves as the creative stimulus for the game.
  • 48. DESIGN CHALLENGES OF THE GENRE 1. Inherent tension in the genre between winning a story-making game and creating a good story through the game.*
 2. Changing the players stance - from player-stance to author stance.
 3. Ensuring that the tokens and rules help the creative process of the players. * Not much written (yet) on the genre, but both Mitchell and Wallis recognise this. Mitchell, A., McGee, K.: Designing storytelling games that encourage narrative play. In: Interactive Storytelling, pp. 98|-108. Springer (2009), 
 Wallis, J.: Making games that make stories. Second Person: Role-Playing and Story in Games and Playable Media. MIT Press, Cambridge, MA, USA (2007)
  • 49. CHALLENGE: COHERENCE ➤ Dichotomy by ➤ free-form fantasy explorations and coherence ➤ “winning” versus making a good story Only challenging if the AIM of the design is that it should result in a ‘good’ story. ➤ Group play, individual styles, that may shoot out into space, can be moderated by rules. Though the rules themselves can gear towards ‘winning’ rather than a good story.
  • 50. CHALLENGE:
 THE PLAYER AS AN AUTHOR Many players are used to play in roles, in character. Game mastering and instructions for play can encourage ➤ Player to add more, new, characters to a scene ➤ Talk/write in 3rd person ➤ Adding objects ➤ seeing things outside the current scene ➤ etc
  • 51. CHALLENGE: HELP PLAYERS’ CREATIVE PROCESS Common: Combine rules with randomness and combinatorics to aid players’ creative process Ex: assign attributes to suites of cards, and to specific cards, then pull random ones from pile.
  • 52.
  • 53.
  • 54. MOTIVATION Enhancing Story Making Games Consistently Support: -Player Creativity -Narrative Coherence Adopting Computational Creativity Techniques
  • 55. MOTIVATION For this work we focus on the word of the card
  • 56. COMPUTATIONAL CREATIVITY CRITERIA Apply Ritchie’s (2007) Criteria in Story Making Games Ritchie, Graeme. "Some empirical criteria for attributing creativity to a computer program." Minds and Machines 17.1 (2007): 67-99. Novelty Typicality Quality
  • 57. COMPUTATIONAL CREATIVITY CRITERIA Apply Ritchie’s Criteria in Story Making Games Novelty Obtain the most distinct card from the entire set of cards
  • 58. COMPUTATIONAL CREATIVITY CRITERIA Apply Ritchie’s Criteria in Story Making Games Typicality Obtain the most similar card from a pre-defined set of cards how similar is this specific artefact to this sub-group of artefacts
  • 59. STORY MAKING GAMES ➤ Creation of stories through play ➤ Use of stimuli (cards, dice, text ...) during play
  • 60. OUR GAME: 4SCRIBES A theme is chosen at the beginning Ex: French Revolution
  • 61. OUR GAME: 4SCRIBES Each player is dealt a hand of cards
  • 62. OUR GAME: 4SCRIBES Turn-based – Each player plays a card and writes a continuation to the story The warrior picked up his mighty weapon With a swing of his weapon he was able to defeat the dark lord and save the city
  • 63. NOVELTY/TYPICALITY AND 4SCRIBES Why use Novelty or Typicality in 4 Scribes? How to use Novelty or Typicality in 4 Scribes?
  • 64. NOVELTY/TYPICALITY AND 4SCRIBES How? Think of the metrics as card dealers
  • 65. NOVELTY/TYPICALITY AND 4SCRIBES How? Each metric will deal cards, in such a way that the cards dealt maximizes novelty or typicality
  • 67. NOVELTY IN 4SCRIBES Maximize semantic difference between all cards in the card database
  • 68. NOVELTY IN 4SCRIBES Compare semantic difference between each card and all cards in the database Get card that maximizes semantic difference
  • 69. TYPICALITY IN 4SCRIBES Minimize semantic difference between a pre-defined set of cards
  • 70. TYPICALITY IN 4SCRIBES Compare semantic difference between each card in the database and each card in a pre-defined set of cards. Get card that minimizes semantic difference
  • 71. DEALING CARDS For each player deal a metric selected card
  • 72. NOVELTY/TYPICALITY AND 4SCRIBES Why? Challenge Player Creativity Keep it Fresh Thematically coherent as possible
  • 73. C2LEARN RESOURCES Knowledge-base about creativity and co-creation: c2learn.eu Are you interested in the source code of our ‘behind-the-scenes’ technologies? Links to the GitHub repository: ➤ C2Assistants services: 
 https://github.com/institutedigitalgames/c2assistants ➤ Semantic Reasoning Tools Suite: 
 https://github.com/CRU-NCSRD/Semantic-Reasoning-Tools ➤ Diagrammatic Reasoning Tools Suite: 
 https://github.com/CRU-NCSRD/Diagrammatic-Reasoning-Tools ➤ Emotive Reasoning Tools Suite: 
 https://github.com/CRU-NCSRD/Emotive-Reasoning-Tools ➤ Creativity Profiling Server: 
 https://github.com/CRU-NCSRD/CPS
  • 74.
  • 75.
  • 76. MIND SHADOWS Mind Shadows is a game of kindness. In this board game, you and one or two friends together find ways to overcome Shadows - real-world problems or concepts that you approach playfully. You give each other super-powers that represent your strengths in the real world.
  • 77. You monitor each other’s wellbeing, finding ways to each other happy, and lending each other support when low. The shadow will fights that all the way, but by playing creatively you can reduce the negative emotion and the significance of the Shadow and win the game. Photo of prototype
  • 78.
  • 79. You play with supportive social actions, while the shadow uses destructive ones. You can author new support actions as needed, to make new types of actions that affects both the other players, and the shadow.
  • 80.
  • 81.
  • 82. During play a story- pile is created, helping you to keep track of who did what, and so that you, in the end of the game have a summary of how you jointly approached your problem.
  • 83. In the end: pick the best new actions to become part of your play-deck, personalising it, and making it possible for one friends support action to help another friend, in a future game.
  • 84. KINDNESS LEADS TO KINDNESS“helpfulness towards someone in need, not in return for anything, nor for the advantage of the helper himself, but for that of the person helped” 
 Aristotle At the end of play test #13, having overcome a shadow of pain “The one who is let-down”
  • 85. KINDNESS Player actions of kindness in Mind Shadows: ➤ monitoring the co-players states of mind, ➤ giving co-players personalised super powers, ➤ by card selection diminishing negative emotions on the others player board, and increasing positive ones ➤ thinking constructively around how the co-players’ Shadow can be overcome or coped with.
  • 86. CURRENTLY WORK WITH MIND SHADOWS BOARD GAME ➤ making nicer boards in colour to make a print-on-demand board game ➤ and considering it for tablets ➤ having tests of a black and white version (for easy print out) Would you like to play?
 
 Give me your e-mail and 
 I’ll send you the BW print version!
  • 87.
  • 89. MAKE INDIE GAMES ➤ Jam! ➤ Make! ➤ Reach out! ➤ Deploy! ➤ Maintain! Have fun making Make fun for others = upwards 
 spiral of 
 fun!
  • 90. CREATE WITH YOUR CLOSE ONES Gather friends and design together Participate in Game Jams Test the games with family and friends
  • 91. IN IDEATION: FOCUS ON GOOD DESIGN In the ideation process: rapid prototyping
 on paper Do’s Dont’s Do not strive for perfection and polish - you will likely reiterate and throw away a lot Focus on game mechanics Test the game mechanics - are they fun? Do your players get the experience you you are aiming for? Don’t work too long on your own - your risk polishing/ perfecting parts that might not be enjoyable for the players If you test a paper prototype - simulate in the test that the interactions are on your intended platform (mobile, tablet, PC etc) Don’t forget to have fun yourself!
 If your work becomes a grind
 - its an alarm bell!
  • 92. PAPER PROTOTYPING AND GAME-JAMMING
  • 94.
  • 95.
  • 96. MAKE THE GAME! There is a myriad of tools - there are the ones that I use
  • 97.
  • 99. PRINT ON DEMAND BOARD GAMES
  • 100. GET IT OUT THERE Players of your game will be the games’ spokes persons ➤ pictures and musings about the design in social media ➤ Bring the prototype with you wherever you go … do this as soon as you have an idea about the ‘gist’ of the game, when you can describe it in a few sentences. Once it is playable: ➤ Kickstarter, Patreon, etc ➤ start-up support networks, such as Startup Grind or West Coast Startup ➤ Indiecade ➤ Sites specific to the genre of your game (such as Board Game geek if it is a board game) ➤ to people interested in the topic of your game - who might not be exposed to games otherwise.
  • 101.
  • 102.
  • 103. THE FUTURE is what we make, right now, right here
  • 104. ENDING WORDS ➤ Make sure to have fun, and to do what is meaningful (to you) when making games. That way it can stay/become a part of your life. ➤ The design of a game governs what a player DO when playing: as designers we can encourage behaviours - such as kindness, such as creativity. ➤ It is up to us, as individuals, to create the future of games and play.
  • 105. THANK YOU FOR LISTENING Mirjam Palosaari Eladhari Contact: info@otter-play.com