Digital Narrative: Play!
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Transcript of Digital Narrative: Play!
Dr. Lori LandayAssociate Professor, Cultural StudiesBerklee College of Music
LHUM P433Digital Narrative Theory & PracticeSPRING 2011
Homo Ludens, John Huizinga, 1938
PLAY is:
Free (voluntary)Separate from ordinary lifeUnproductiveFollows established rules, has limits of time & spaceOutcome is uncertain
Roger Callois’ Classification of Games Transformed into an Interactive 3d Model in a Virtual World
Kind of Play/Categories of Games + Player Agency
In this course, we consider video games from different perspectives, as:
PlayProductionTechnologyRepresentation
“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
From "Tools for Creating Dramatic Game Dynamics" by Marc LeBlanc
CONSIDER HARDWARE & SOFTWARE
INTERFACE, DISSEMINATION, & PLATFORM MATTER
CONSTRAINTS & LIMITATIONS SHAPE WHAT IS POSSIBLE INA GAME, FORCE CREATIVITY
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?