Digital Narrative: Play!

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Dr. Lori Landay Associate Professor, Cultural Studies Berklee College of Music LHUM P433 Digital Narrative Theory & Practice SPRING 2011

description

Slides used to introduce some major concepts by play theorists John Huizinga and Roger Callois in Week 1 of LHUM P410: Digital Narrative Theory and Practice, a course in the Visual Culture and Interactive Media Studies Minor and Video Game Scoring Minor at Berklee College of Music.

Transcript of Digital Narrative: Play!

Page 1: Digital Narrative: Play!

Dr. Lori LandayAssociate Professor, Cultural StudiesBerklee College of Music

LHUM P433Digital Narrative Theory & PracticeSPRING 2011

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Homo Ludens, John Huizinga, 1938

PLAY is:

Free (voluntary)Separate from ordinary lifeUnproductiveFollows established rules, has limits of time & spaceOutcome is uncertain

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Roger Callois’ Classification of Games Transformed into an Interactive 3d Model in a Virtual World

Kind of Play/Categories of Games + Player Agency

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In this course, we consider video games from different perspectives, as:

PlayProductionTechnologyRepresentation

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“We have to start making the real world more like a game.”

-- From Jane McGonigal’s TED talk

“The opposite of play isn’t work; it’s depression.”

-- From Stuart Brown’s TED talk

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From "Tools for Creating Dramatic Game Dynamics" by Marc LeBlanc

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CONSIDER HARDWARE & SOFTWARE

INTERFACE, DISSEMINATION, & PLATFORM MATTER

CONSTRAINTS & LIMITATIONS SHAPE WHAT IS POSSIBLE INA GAME, FORCE CREATIVITY

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How do video games contribute to the human desire/need tocreate texts to make meaning about the world around them?

What stories, images, situations, experiences, emotions, andsubjectivities are constructed through games? How?

What is the process of encoding & decoding meaning?

What dominant, negotiated, and oppositional strategies of reading or viewing or playing are possible?

How is meaning created through sound, images, movement?