3.3 Designing Jocoi: A Game about Pregnancy Loss

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Abstract

This chapter addresses the process of designing Jocoi, discussing features of the final prototype1 and the way we got there. In previous write-ups of this process, I have focused on the movement from brainstorming to final prototype in chronological order. This came at the cost of explaining how we actually adapted design devices to accommodate participant stories. To show how the ergodic continuum works in practice to address lived experience, I found it more useful to switch to a structure which resembles the analysis chapters in part 2 of this book. This acknowledges that Jocoi exists within a design tradition. It is part of a history of games which have used different strategies to make love and loss tangible. Based on the women’s priorities emerging from the planet models, the game design goal was to respond adequately to these themes through a videogame. This required a balancing of design autonomy, accepting liability for the process and the final prototype but also implementing it in a way that would appeal to the women’s tastes. The idea was to continue the muse-based design process in a way that would ‘amuse the muses’ and lead to interesting observations about designing for grief.
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3.3设计《Jocoi:一款关于失去怀孕的游戏
这一章讲述了设计《Jocoi》的过程,讨论了最终原型的功能以及我们实现它的方法。在之前关于这一过程的文章中,我一直按照时间顺序关注从头脑风暴到最终原型的过程。这是以解释我们如何调整设计设备来适应参与者故事为代价的。为了展示遍历连续体如何在实践中处理生活经验,我发现切换到类似于本书第2部分中的分析章节的结构会更有用。这承认Jocoi存在于设计传统中。这是游戏历史的一部分,它们使用不同的策略让爱和失去变得有形。基于女性对行星模型的优先考虑,游戏设计目标是通过电子游戏充分回应这些主题。这需要平衡设计自主权,接受过程和最终原型的责任,但也要以一种吸引女性品味的方式执行它。我们的想法是继续以缪斯为基础的设计过程,以一种“娱乐缪斯”的方式,并导致对悲伤设计的有趣观察。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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2.6 Designing for Loss and Grief: A Summary 1.2 Understanding Bereavement 2.5 “Let’s All Be Good Mothers OK”: Losing the Badger Cubs in Shelter 1.1 Videogame Representation 2.3 Conjugal Love: Losing the Spouse in Passage
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