Designing for Positive and Serious Experience: Devices for Creativity, Engagement, Reflection and Learning
Author(s)
Marsh, Tim
Griffith University Author(s)
Year published
2015
Metadata
Show full item recordAbstract
Slow serious gameplay and interactions are slow movements intended to focus and sharpen attention/concentration, and provide openings and opportunities for reflection, contemplation, questioning and learning. Like devices used in film and theatre, this forms part of an emerging design repertoire of strategies and devices for creativity 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 this paper outlines devices and strategies for the design and development of a serious game that blends slow with fast interaction ...
View more >Slow serious gameplay and interactions are slow movements intended to focus and sharpen attention/concentration, and provide openings and opportunities for reflection, contemplation, questioning and learning. Like devices used in film and theatre, this forms part of an emerging design repertoire of strategies and devices for creativity 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 this paper outlines devices and strategies for the design and development of a serious game that blends slow with fast interaction and gameplay to shape experience between positive and serious experience, to engage, stimulate thought and for reflection. The design strategies outlined herein can be used to inform design of other games, interactions and slow serious (art) games.
View less >
View more >Slow serious gameplay and interactions are slow movements intended to focus and sharpen attention/concentration, and provide openings and opportunities for reflection, contemplation, questioning and learning. Like devices used in film and theatre, this forms part of an emerging design repertoire of strategies and devices for creativity 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 this paper outlines devices and strategies for the design and development of a serious game that blends slow with fast interaction and gameplay to shape experience between positive and serious experience, to engage, stimulate thought and for reflection. The design strategies outlined herein can be used to inform design of other games, interactions and slow serious (art) games.
View less >
Journal Title
Lecture Notes in Computer Science
Volume
9090
Subject
Interactive media
Screen and digital media