Tag: Game Design
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Access to play denied – or is it?
In order to play a game your body needs to adapt to the game’s interface. What about those bodies that can’t? In his article “Game Interfaces as Disabling Infrastructures” David Parisi examines game accessibility. As most games are designed to be played by normative bodies, it makes playing them impossible for those players whose bodies…
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What Happens If We Make Gamification Customizable?
Pushing the envelope of gamification just a little bit more.
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A Second Look at Flow Theory in Games.
tl;dr: Culture defines the Flow experience.
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Following the footsteps of sex toys
To make gaming experience more pervasive, game controllers need to be redesigned to better include body to playing.
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Pokémon Go Further
The global phenomenon Pokémon Go doesn’t use the full potential of pervasive gaming.
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Narratives of Escape Rooms
Some escape rooms are experimenting with ways of bringing new genres into the scene In their article titled ’Escape Rooms and the Seductive Ubiquity of Capture’ published in Analog Game Studies, Sawyer Kemp examines the role of narrative elements in escape rooms. The backstories of escape rooms usually involve escaping from monsters, bombs or other…
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The Almighty Protagonist as Unreliable Narrator: Narrative Concepts for Understanding Digital Games
Ways of telling stories can be highlighted through comparing narrative tools in videogames and literature.
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Papers, Please succeeds in replicating Weber’s Iron Cage of Bureaucracy in Video Game Form
The depiction of bureaucracy in Papers, Please reflects the ideas of Max Weber. Glory to Arstotzka!
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Quest for More Sophisticated Approach to Morality
Paragon or Renegade? When designing a game with complex moral themes, shades of grey trump black and white
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Decibels & Destruction: The Soundtrack of Metal Gear Rising: Revengeance and Its Role in the Game
The soundtrack of Metal Gear Rising: Revengeance is much more than just palatable background noise.
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The Design of the Walker Game Experience
Alexander Muscat et al. explore the design themes that make up “walking simulators” or walker games.
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News (En)ga(ge)me(nt) Design
How to make journalism more engaging by applying approaches from serious game design?
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Days Gone By: Nostalgia in Game Design
Nostalgia can rise from the most mundane things and drive players to explore.
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The Precursors of Escape Room Design
Escape rooms combine digital and non-digital game ideas.
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Capitalism and Unfairness in Competitive Board Games
Games offer a good medium for critical reflection of social inequality.
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Qu’est-ce que c’est un #GameJam?
Ideas, computers, friends, pizza and 48 hours to jam into one game #Game Design
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Games, Art and Kant – What’s the connection?
How are games related to things such as art, philosophy, maxims and Kant’s Categorical Imperative?
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Resident Evil’s rhetoric of corruption
How Resident Evil conveys horror through the rhetoric of corruption.#survivalhorror #residentevil
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Inviting Grief into Games: The Game Design Process as Personal Dialogue
Game Design can be a process of dialogue, take into account underrepresented groups and deal with taboos. #TaboosInGames #UnderrepresentedGamers #GameDesignAsDialogue
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Pelinkehittäjät käyttävät erilaisia rajoitteita suunnittelun lähtökohtana niin pelijameissa kuin kaupallisissa tuotannoissakin.