Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.
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Transcript of Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.
![Page 1: Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.](https://reader036.fdocuments.in/reader036/viewer/2022082613/5697c0231a28abf838cd3f17/html5/thumbnails/1.jpg)
Making a Game of System Design
By William Swartout and Michael van Lent
Presented by Patti Kraker
![Page 2: Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.](https://reader036.fdocuments.in/reader036/viewer/2022082613/5697c0231a28abf838cd3f17/html5/thumbnails/2.jpg)
Conventional vs. Game
Conventional Software• Design driven by specification
• Designed to function in real world
Game Software• User’s experience is driving force for design
• Operates in artificial game world
![Page 3: Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.](https://reader036.fdocuments.in/reader036/viewer/2022082613/5697c0231a28abf838cd3f17/html5/thumbnails/3.jpg)
Could same ideas be applied to applications with more serious-minded goals?
Two classes of applications: Test bed for emerging technologies Experience-based systems
Question of the Article
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Test Bed for emerging Technologies
Allows testing in rich environment Environment reveals interdependencies
and research issues
![Page 5: Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.](https://reader036.fdocuments.in/reader036/viewer/2022082613/5697c0231a28abf838cd3f17/html5/thumbnails/5.jpg)
Experience-Based Systems
Seek to influence users through an experience
Power of immersion
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Experienced-Based Education
Example FSC (Full Spectrum Command)• Used by U.S. Army
• Teaches decision making, synchronization, and leadership
• Sequence of missions: each designed to support specific training objective
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Experience-Based Communication
Influencing users’ beliefs and attitudes Communicates viewpoints from
interactive perspective Example: U.S. Military Academy’s Office
of Economic and Manpower Analysis• Seeks to inform players about Army’s values
and recruitment
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Experience-Based Therapy
Used for phobias and post traumatic stress
Must be designed carefully• Systems could result in unwanted outcomes
• Still topic of research and debate
![Page 9: Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.](https://reader036.fdocuments.in/reader036/viewer/2022082613/5697c0231a28abf838cd3f17/html5/thumbnails/9.jpg)
Simulation vs. Games
Simulation Creates virtual duplicate of reality User’s goals mimic real life goals Users act freely
Games Creates compelling experience for player Goals selected and designed to increase and
maintain involvement Illusion of freedom
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Conclusion
Game design techniques can make experience more memorable
As test bed, allow integration of technologies and evaluation of overall experience with partial implementation