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Designing Narrative Games for a Serious Context

  • Ukendt
  • Arkitekt- og designskolerne

Research output: Chapter in Book/Report/Conference proceedingArticle in proceedingsResearchpeer-review

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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 languageEnglish
Title of host publicationProceedings of 8th international Design and Emotion Conference
EditorsJ. Brassett, J. McDonnell, M. Malpass
Number of pages11
Place of PublicationLondon
PublisherCentral Saint Martins University
Publication date2. Sept 2012
Publication statusPublished - 2. Sept 2012
Externally publishedYes
Event8th International Design and Emotion Conference - London, United Kingdom
Duration: 11. Sept 201214. Sept 2012

Seminar

Seminar8th International Design and Emotion Conference
Country/TerritoryUnited Kingdom
CityLondon
Period11/09/201214/09/2012

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