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3.2 Ideation with the Bereaved: The Trauerspiel Workshop 3.2与丧亲之人一起构思:精神创伤工作坊
Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-012
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引用次数: 0
Credits 学分
Pub Date : 2018-12-31 DOI: 10.1515/9783839444153-001
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引用次数: 0
Frontmatter
Pub Date : 2018-12-31 DOI: 10.1515/9783839444153-fm
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引用次数: 0
3.4 On the Question of Impact: Evaluating Jocoi 3.4关于影响问题:评价Jocoi
Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-014
How can a game about grief be evaluated? What should be the ‘impact’ of play? This chapter discusses playtesting, and what playing Jocoi with the bereaved can mean for the future design of games about grief. The chapter is structured into three parts, each of which addresses a step within the iterative development process. When it comes to the first prototype, our main concern was whether players understood what actions are possible in the game. This concern can be split into questions of usability and user experience (UX). While usability asks for functionality, whether “players can use the controls and make the game progress” (Fullerton 2008: 270), UX tests whether the intended play experience occurs (Bargas-Avila/Hornbæk 2011). The latter is necessarily elusive and vague: Did Jocoi evoke a sense of mother-child bonding and subsequent loss in our players? Based on early player feedback, we devised a second iteration of Jocoi which was part of a cultural probe package (Gaver et al. 1999) which the women received to evaluate their involvement in the project. As a method carried out mid-term, the cultural probe package was intended to provide inspiration for refining the game feel1. Although functionality remained a concern, we focused more directly on the women’s
如何评估一款关于悲伤的游戏?游戏的“影响”应该是什么?这一章将讨论游戏测试,以及与丧亲者一起玩《Jocoi》对未来悲伤游戏设计的意义。本章分为三个部分,每个部分都涉及迭代开发过程中的一个步骤。当谈到第一个原型时,我们主要关心的是玩家是否理解游戏中可能的行动。这个问题可以分为可用性和用户体验(UX)两个方面。可用性要求的是功能性,即“玩家是否能够使用控制并推动游戏进程”(Fullerton 2008: 270),而用户体验测试的是预期的游戏体验是否出现(barga - avila /Hornbæk 2011)。后者必然是难以捉摸和模糊的:《Jocoi》是否唤起了玩家的母子关系和随后的失落感?基于早期玩家的反馈,我们设计了《Jocoi》的第二次迭代,这是文化探索包的一部分(Gaver et al. 1999),女性接受该包来评估她们在项目中的参与程度。作为一种中期执行的方法,文化探测包旨在为完善游戏感觉提供灵感。虽然功能仍然是一个问题,但我们更直接地关注女性
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引用次数: 0
2.5 “Let’s All Be Good Mothers OK”: Losing the Badger Cubs in Shelter 2.5“让我们都成为好妈妈吧”:在避难所失去獾幼崽
Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-009
Shelter (2013) is a 3D adventure game by the Swedish independent game developers Might and Delight, currently available as downloadable title for Windows and Mac OS. It uses a third person perspective to tell the story of a badger mother1 protecting five young cubs while journeying from burrow to burrow. While traversing a serene, yet danger-ridden landscape, she must look after the wellbeing of her offspring, hunt and gather food, navigate wildfires and waterfalls, and escape predators. The danger of these situations is underscored by the use of a permadeath mechanic, which renders the death of a cub or
《避难所》(2013)是瑞典独立游戏开发商Might and Delight开发的一款3D冒险游戏,目前可在Windows和Mac OS上下载。它用第三人称视角讲述了獾妈妈在一个洞穴到另一个洞穴中保护五只幼崽的故事。在穿越宁静而又充满危险的风景时,她必须照顾她的后代的健康,寻找和收集食物,穿越野火和瀑布,并逃脱捕食者。永久性死亡机制的使用强调了这些情境的危险性,即呈现幼崽或幼崽的死亡
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引用次数: 0
2.3 Conjugal Love: Losing the Spouse in Passage 2.3夫妻之爱:在旅途中失去配偶
Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-007
T. V. Leeuwen
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引用次数: 0
3.3 Designing Jocoi: A Game about Pregnancy Loss 3.3设计《Jocoi:一款关于失去怀孕的游戏
Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-013
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.
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。
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引用次数: 0
2.1 Of Limit Breaks and Ghost Glitches: Losing Aeris in Final Fantasy VII 2.1极限突破和幽灵故障:《最终幻想7》中失去Aeris
Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-005
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引用次数: 0
Credits 学分
Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-001
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引用次数: 0
Making Space for Grief: Conclusive Thoughts 为悲伤腾出空间:结论性的想法
Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-015
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引用次数: 0
期刊
Games and Bereavement
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