• myGriffith
    • Staff portal
    • Contact Us⌄
      • Future student enquiries 1800 677 728
      • Current student enquiries 1800 154 055
      • International enquiries +61 7 3735 6425
      • General enquiries 07 3735 7111
      • Online enquiries
      • Staff phonebook
    View Item 
    •   Home
    • Griffith Research Online
    • Journal articles
    • View Item
    • Home
    • Griffith Research Online
    • Journal articles
    • View Item
    JavaScript is disabled for your browser. Some features of this site may not work without it.

    Browse

  • All of Griffith Research Online
    • Communities & Collections
    • Authors
    • By Issue Date
    • Titles
  • This Collection
    • Authors
    • By Issue Date
    • Titles
  • Statistics

  • Most Popular Items
  • Statistics by Country
  • Most Popular Authors
  • Support

  • Contact us
  • FAQs
  • Admin login

  • Login
  • Slow serious games, interactions and play: Designing for positive and serious experience and reflection

    Author(s)
    Marsh, Tim
    Griffith University Author(s)
    Marsh, Tim
    Year published
    2016
    Metadata
    Show full item record
    Abstract
    Proposed herein are slow interactions and gameplay with serious games, referred to as slow serious games. These are slow movements intended to focus attention/concentration, and provide openings and opportunities for reflection, contemplation, and learning. Like devices used in film and theatre, this forms part of an emerging design repertoire of strategies and devices to articulate and manipulate time and space and narrative in interactions and games for the shaping of experience. To illustrate the idea of slow serious interactions and gameplay, the related interaction design, interactive art and game literature is reviewed. ...
    View more >
    Proposed herein are slow interactions and gameplay with serious games, referred to as slow serious games. These are slow movements intended to focus attention/concentration, and provide openings and opportunities for reflection, contemplation, and learning. Like devices used in film and theatre, this forms part of an emerging design repertoire of strategies and devices to articulate and manipulate time and space and narrative in interactions and games for the shaping of experience. To illustrate the idea of slow serious interactions and gameplay, the related interaction design, interactive art and game literature is reviewed. Next, devices and strategies for the design and development of slow serious interactions are proposed. Through example, we describe the development of a game to raise awareness of issues and threats affecting ecosystems in Australia’s Great Barrier Reef. This includes novel design strategies to engage the player in interaction/play with these issues and threats, and to blend slow and fast interaction and gameplay to stimulate thought and shape experience between positive and serious experience. The design strategies outlined herein can be used to inform design and development of other interactions, games and slow serious games and art games.
    View less >
    Journal Title
    Entertainment Computing
    Volume
    14
    DOI
    https://doi.org/10.1016/j.entcom.2015.10.001
    Subject
    Interactive Media
    Artificial Intelligence and Image Processing
    Film, Television and Digital Media
    Communication and Media Studies
    Publication URI
    http://hdl.handle.net/10072/101883
    Collection
    • Journal articles

    Footer

    Disclaimer

    • Privacy policy
    • Copyright matters
    • CRICOS Provider - 00233E

    Tagline

    • Gold Coast
    • Logan
    • Brisbane - Queensland, Australia
    First Peoples of Australia
    • Aboriginal
    • Torres Strait Islander