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dc.contributor.authorMarsh, Timothy
dc.contributor.authorThomas, Ashima
dc.contributor.authorKhoo, Eng Tat
dc.date.accessioned2021-10-28T01:25:56Z
dc.date.available2021-10-28T01:25:56Z
dc.date.issued2021
dc.identifier.isbn978-3-030-88272-3
dc.identifier.doi10.1007/978-3-030-88272-3_9
dc.identifier.urihttp://hdl.handle.net/10072/409504
dc.description.abstractThis paper outlines the latest work of an on-going long-term sustained research effort to extend and operationalise Leontiev’s original hierarchical activity theory framework to model and support the design, development and analysis of games, virtual environments and virtual reality for purpose. While previous work extended Leontiev’s activity theory to incorporate both task-based and experiential-based activities and actions performed within a sphere of engagement - corresponding to Huizinga’s “play-grounds”, “arenas” and “magic circle”, and mechanism to analyse and assess the success of purpose, the focus of this earlier work was largely on narrative, scenario and story-based activities, and didn’t capture or extend well to gameplay mechanics. The framework described herein describes initial work that builds on and extends earlier work to provide a tool, notation, grammar and building blocks that informs both HCI and practice-based approaches to represent gameplay mechanics and narrative, scenario, story-based activities; from game design concepts and ideas, through modelling and analysis, to informing implementation, development and creative practice. The framework is intended to support all delivery platforms and extend to all purposes/sectors (education, health, esports, business, documentary, tourism, social impact, culture, etc.) across the serious games continuum: from games for purpose to experiential environments for purpose. To highlight the versatility of the initial work to extend the activity theory framework, described herein are several examples of serious games, interactive storytelling and immersive VR for purpose developed in research projects, and in the professional immersive storytelling content creation Singapore-based studio Warrior9 VR.
dc.description.peerreviewedYes
dc.languageEnglish
dc.publisherSpringer Nature
dc.publisher.placeCham, Switzerland
dc.relation.ispartofbooktitleLecture Notes in Computer Science
dc.relation.ispartofconferencenameSerious Games - International Conference - JCSG
dc.relation.ispartofconferencetitleJoint International Conference on Serious Games (JCSG 2021)
dc.relation.ispartofdatefrom2021-10-07
dc.relation.ispartofdateto2021-10-08
dc.relation.ispartoflocationStoke-on-Trent, United Kingdom
dc.relation.ispartofpagefrom113
dc.relation.ispartofpageto128
dc.relation.ispartofvolume12945
dc.subject.fieldofresearchInteractive narrative
dc.subject.fieldofresearchSerious games
dc.subject.fieldofresearchVirtual and mixed reality
dc.subject.fieldofresearchScreen and digital media
dc.subject.fieldofresearchDesign practice and methods
dc.subject.fieldofresearchcode460704
dc.subject.fieldofresearchcode460706
dc.subject.fieldofresearchcode460708
dc.subject.fieldofresearchcode3605
dc.subject.fieldofresearchcode330306
dc.titleBetween Game Mechanics and Immersive Storytelling: Design Using an Extended Activity Theory Framework
dc.typeConference output
dc.type.descriptionE1 - Conferences
dcterms.bibliographicCitationMarsh, T; Thomas, A; Khoo, ET, Between Game Mechanics and Immersive Storytelling: Design Using an Extended Activity Theory Framework, Joint International Conference on Serious Games (JCSG 2021), 2021, pp. 113-128
dc.date.updated2021-10-25T04:43:48Z
gro.hasfulltextNo Full Text
gro.griffith.authorMarsh, Tim
dc.subject.socioeconomiccode130101 Design


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