Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.

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Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker

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.

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.

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

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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

Page 4: Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.

Test Bed for emerging Technologies

Allows testing in rich environment Environment reveals interdependencies

and research issues

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Experience-Based Systems

Seek to influence users through an experience

Power of immersion

Page 6: Making a Game of System Design By William Swartout and Michael van Lent Presented by Patti Kraker.

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.

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