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.
Making a Game of System Design
By William Swartout and Michael van Lent
Presented by Patti Kraker
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
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
Test Bed for emerging Technologies
Allows testing in rich environment Environment reveals interdependencies
and research issues
Experience-Based Systems
Seek to influence users through an experience
Power of immersion
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
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
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
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
Conclusion
Game design techniques can make experience more memorable
As test bed, allow integration of technologies and evaluation of overall experience with partial implementation