Digitale medier: formidling og design

Slides:



Advertisements
Similar presentations
Playing, Doing, Thinking, Learning Dr Christine Stephen.
Advertisements

Introduction to Multimedia Adeyemi Adeniyi Bsc, MCP MCTS
Model building. Primary purpose of modelling Quantitative and qualitative external models Model construction versus model use.
GAME:IT Designing Good Games. Question: What makes a computer game a game? A computer game is a software program in which one or more players make decisions.
Creativity and mathematics An NCETM research study module.
How to Say “No” and Keep a Good Relationship
Digitale medier: formidling og design 19. april Online communities, identitet og repræsentation.
Bits, Bytes, and Other Distinctions which make a Difference From the Laws of Form to a Sociocybernetic Concept of Information Bernd R. Hornung Giessen.
Without A Goal The joy of expressive games Jesper Juul Assistant Professor, IT University of Copenhagen Gamestudies.org
Soft Systems Methodology
Reminder: Choose Game for Design Analysis Project Games Chosen so far: –Super Mario –FIFA –Dark Souls –Super Mario –Borderlands 2 –Mass Effect 3 –Grand.
Math / Physics 101 GAM 376 Robin Burke Winter 2008.
Edgar Dale’s Cone of Experience
Research shows that 20% of all US & UK teachers use games, but up to 70% wants to. They see few titles and their lack of quality as main barriers. The.
Melissa Berman Narratology versus Ludology: 1)Definitions 2)The Narratologist’s side 3)The Ludologist’s side 4)Putting the theories into practice.
Single Display Groupware Ana Zanella - CPSC
Hao-Chien Weng Getting Lost in between the simulating and real world Hao-Chien Weng SIMUALTION--
Interactive Media and Game Development 1 Thoughts on Critical Game Studies David Finkel Computer Science Department Interactive Media and Game Development.
IAT New Media -- Introduction to Game Time - Jesper Jull Introduction to Game Time Jesper Juul Brought to you by Veronica Zammitto.
Computerspil II Game Aesthetics: Genres (01/03/02)
Prof. Q. It begins with plot - WHAT HAPPENS in a short story, novel, play or film. Specifically, plot is the result of choices made by characters in a.
Interactive Storytelling for Video Games Chapter 11: Fully Player- Driven Stories Josiah Lebowitz Chris Klug.
COM 327 January Lineup: 1. Housekeeping 2. Quiz 3. “Communication as culture” 4. Groupwork: 2 models of communication 5. Carey & critical media.
IN THE By: Maria Marwedel FHS LOVE IN THE MEDIA Love in the media portrays instant romance, instant connection, and instant gratification. Not to.
“TECNOLOGÍAS EDUCATIVAS EN TIEMPOS DE INTERNET” Edith Litwin.
Circle of Interactive Media  Actions, reflected in the interface  How the actions impact relevant systems  How systems produce feedback, outcomes,
Synthetic Worlds: Second Life, Business, and Virtual Gaming Nikki Price 2/27/12 Engl 197.
Introduction to Game Studies: Games in Culture Chapter 1: Introduction - What is Game Studies? © Frans Mäyrä & SAGE Publications.
RSBM Business School Research in the real world: the users dilemma Dr Gill Green.
What is Multimedia? Derived from the word “Multi” and “Media” Multi
Audio is on the telephone, call in toll free to and enter access code Please MUTE your phone.
A quantum protocol for sampling correlated equilibria unconditionally and without a mediator Iordanis Kerenidis, LIAFA, Univ Paris 7, and CNRS Shengyu.
Motivation Theory & Instructional Gaming
Serious Games and Simulations. The business of using videogames or videogame technologies for purposes other than entertainment.
Course Title: M.M.T Chapter No: 01 “Introduction to Multimedia”
Qualitative Discourse Analysis: Contribution of Social Semiotics, & Nexus Analysis Masayuki Iwase CMNS 801 (2008 Spring) March 5, 2008.
Narrative Elements Lesson 6.
Mass Communication & Media Literacy. Representation To represent something is to describe or depict it, to call it up in the mind by description, portrayal.
Math / Physics 101 GAM 376 Robin Burke Fall 2006.
Pre-Attentive Processing. Affordances In this screenshot, we see rocks and trees, similar to ones real world. In WoW, there are differences between how.
Gameness and Negotiable Consequences
Feelings Everybody has feelings. Feelings Everybody has Feelings! There are many ways to feel! Can you look at someone and know how they feel? Angry Sad.
Interpretative Theories BASIC IDEAS The social world is a world made up of purposeful actors who acquire, share, and interpret a set of meanings, rules,
COIT23003 Games Development 1. Overview of Game Design.
Ontologies and Applications Martin Hepp Semantics in Business Information Systems Group.
Technology in the Classroom Continue. So what is technology in the classroom? Click on a picture! END.
Defining games. Why even define games? Check for what is a game, what is not a game – Ok, but why? Define borders, but also define possible directions.
Rituals of Communicative Interaction The enactment and performance of culture.
Years ago an educator named Edgar Dale (Educational Media, 1960), often cited as the father of modern media in education, developed from his experience.
Chapter 1: The Nature of Theatre Origins in ritual practices Theatre as a form is at least 2500 years old It has been as varied as the cultures in which.
Fundamentals of Game Design by Ernest Adams and Andrew Rollings Chapter 1: Games and Video Games.
 Definitions › System, Model, Simulation  Computer Simulation › why? how?  Example Applications.
An Introduction to Scientific Research Methods in Geography Chapter 3 Data Collection in Geography.
THE IMPORTANCE OF DISCRETE MATHEMATICS IN COMPUTER TECHNOLOGY.
Theories of Media, culture and Society. McLuhan He focused on popular electronic media. It was the time when limited media effect made a pick. Literary.
Lower thirds & Transitions.  The Goals of Editing  There are many reasons to edit a video and your editing approach will depend on the desired outcome.
The Emergence of The Relationship Economy The New Order of Things to Come Learning Theory Analysis... Malcolm Knowles' Andragogy Abraham Maslow's Hierarchy.
New Literacies pedagogy for language learning Session 5.
Child’s Play “Play is a child’s work.” Maria Montessori Because play is so important to the optimal development of children, the United Nations High Commission.
Introduction to Multimedia. What is Multimedia? Derived from the word “Multi” and “Media” Multi Many, Multiple, Media Tools that is used to represent.
Question 1 Evaluation In what ways does your media product use, develop or challenge forms and conventions of real media products? (i.e.: of film openings)
DUE DATE  COURSE EXAMINATION #1 - Results -  GROUP PRESENTATION - Draw for today’s presentation -  JOURNAL ARTICLE - See Session 4 -  ‘WEEKLY’ JOURNAL.
Ideas inspired by Harold Innis Canadian Media Theorist And James Carey.
The expected value The value of a variable one would “expect” to get. It is also called the (mathematical) expectation, or the mean.
By Santiago Anllo and Agustín Rizzolo
Artificial Intelligence
Communication & Technology
Introduction to Multimedia
Creativity and Mathematics
Templates for some commonly used slides
Presentation transcript:

Digitale medier: formidling og design 12. april Spil

Oversigt Spilteori og –analyse Kage v. underviserne Fremlæggelse af spilanalyse v. Axel, Emma-Catrine og Eva Marie

Hvad er computerspil for en størrelse? De må pr. definition være medier af tredje grad Her er et eksempel Er de en form for kommunikation (altså udveksling af meddelelser)?

Transmissionsmodellen Shannon, C. E., & Weaver, W. (1963). The Mathematical Theory of Communication. Urbana: University of Illinois Press. Original Publication: 1949, ISBN: 0252725484. P. 7.

Eller? A ritual view of communication is directed not towards the extension of messages in space but toward the maintenance of society in time; not the act of imparting information but the representation of shared beliefs (Carey p. 18)

Er de en form for kommunikation som ritual? One must examine communication […] as the primary phenomena of experience and not as something ”softer” and derivative from a ”realer” existent nature (Carey p. 26). Hvordan opleves World of Warcraft af spillerne? Som en primær virkelighed eller som en udvandet udgave af en udenforliggende virkelighed?

Er WoW en repræsentation for eller repræsentation af virkeligheden? A blueprint of a house in one mode is a representation ”for” reality: under its guidance and control a reality, a house, is produced that expresses the relations contained in reduced and simplified form in the blueprint. There is a second use of a blueprint, however. If someone asks for a description of a particular house, one can simply point to a blueprint and say, ”That’s the house.” (P. 29)

Eller er de noget tredje? Simulation of face-to-face communication serves several interrelated purposes in mediated communication… (Hjarvard p. 230) Er computerspil simulationer? Reeves, B., & Nass, C. (1996). The media equation how people treat computers, television, and new media like real people and places. Stanford, Calif.; Cambridge: CSLI Publications/Cambridge University Press.

Purposes of simulation of f2f communication Comprehensibility (we understand what’s going on) Ontological security (we feel secure) Transparent immediacy (we forget there is a medium) Enhances sense of embodied presence (we are there in the ’instance’ with Leroy) Invites social and natural responses (Goddammit, Leroy!) Integrates in the habitual practices of everyday life (playing in a serious guild takes a lot of time from other activities, though) Adds an element of sociability (Leroy, you moron!) (Hjarvard p. 230-31) Thompson, J. B. (1997). The ¤media and modernity a social theory of the media (Reprint.). Cambridge: Polity Press.

The potential of games or ludologists vs. narratologists the potential of games is not to tell a story but to simulate: to create an environment for experimentation Narrauthors have executive power: they deal with particular issues. On the other hand, simauthors behavore more like legislators: they are the ones who craft laws. They do take more authorial risks than narrauthors because they give away part of their control over their work (Frasca)

Er spil fortælling? Tænk på eksemplet med Leroy Jenkins… Er der en fortælling med begyndelse, midte og slutning? Er der tabere og vindere?

The complete theory of video games Games have goals. Goals provide challenge to players. It is the mental challenge of a game that provides the fun. If the challenge is right, the player is in a state of flow. (If the challenge is too easy, the player is bored, if the challenge is too hard, the player is frustrated.) (Juul) Csikszentmihalyi, M. (1990). Flow: The psychology of optimal experience (1st). New York: Harper & Row. ISBN: 0-06-016253-8

Caillois’ opdeling af spil Caillois, R. (2001). Man, play and games (M. Barash, Trans.). Urbana and Chicago: University of Illinois Press. Original Publication: 1961

New options in video games Games without enforced goals will not replace the classic goal-oriented game, but they open for a wide range of new player experiences as seen in the two quite similar games of Sims 2 and Grand Theft Auto: San Andreas. This is the new style in video games, and an illustration of how contemporary video games are severing the ties to their historical roots in the arcade game, becoming something new and unique, open and expressive (Juul)