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Digital Gaming Kurt Squire MIT Comparative Media Studies / Indiana University IST.

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Presentation on theme: "Digital Gaming Kurt Squire MIT Comparative Media Studies / Indiana University IST."— Presentation transcript:

1 Digital Gaming Kurt Squire MIT Comparative Media Studies / Indiana University IST

2 Game Design Agency: Choices & Consequences Agency: Choices & Consequences Goals, Challenges, Failure and attribution Goals, Challenges, Failure and attribution Spatial Narratives Spatial Narratives Gender and Play Patterns Gender and Play Patterns

3 Choices and Consequences Information Feedback Choice “Delicious Interactions”

4 Choices: Power-Ups

5 Role Playing

6 Goals, Failure, & Attribution Embedded Goals and Success states Embedded Goals and Success states

7 Goals, Failure, & Attribution Learning through Failure Learning through Failure

8 Games as Narrative Architecture Evocative Stories Evocative Stories Enacted Stories Enacted Stories Embedded Stories Embedded Stories Emergent Storytelling Emergent Storytelling

9 Evocative Stories

10 Enacted Stories

11 Embedded Stories

12 Emergent Narratives

13 Gender

14 Gender Play Patterns GIRLS: Leading characters are everyday people that girls can relate to, and are as real to girls as their best friends. Leading characters are everyday people that girls can relate to, and are as real to girls as their best friends. Explore and have new experiences, with degrees of success and varying outcomes. Explore and have new experiences, with degrees of success and varying outcomes. Play focuses on multi-sensory immersion, discovery, and strong story lines. Play focuses on multi-sensory immersion, discovery, and strong story lines. Features everyday 'real life' settings. Features everyday 'real life' settings. Success comes through development of friendships. Success comes through development of friendships. BOYS : Leading characters are fantasy-based action heroes with "super power" abilities.“ Leading characters are fantasy-based action heroes with "super power" abilities.“ Win in linear. Outcome is black and white; die and start over; one 'right' solution. Win in linear. Outcome is black and white; die and start over; one 'right' solution. Speed and action are key. Play involves stunts, daring, and scatalogical humor Speed and action are key. Play involves stunts, daring, and scatalogical humor Features non-realistic, larger- than-life settings. Features non-realistic, larger- than-life settings. Success comes through the elimination of competitors. Success comes through the elimination of competitors.

15 Games as Spatial Storytelling Story-driven games Story-driven games Arrangement of space to produce maximum narrative impact Arrangement of space to produce maximum narrative impact

16 Atmospheric Design

17 Exploratory Spaces

18 Social Spaces

19 Questions, etc. ksquire@mit.edu ksquire@mit.edu ksquire@mit.edu http://cms.mit.edu/games/education/ http://cms.mit.edu/games/education/


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