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2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_x_00721
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引用次数: 0
Let's Argue! Designing Satire in Digital Games 让我们说!在数字游戏中设计讽刺作品
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_a_00716
Steven Conway;Shaun Britton
This article presents an overview of the design of our digital game, Let's Argue. The project is an immanent critique of digital media, particularly the conventions of social and game applications as affording productive discourse between people, groups, and organizations. Focusing upon the concept of dialogue and its importance to society, we employ satire as a style, lampooning “social games” such as FarmVille and Candy Crush Saga. In aping, disrupting, and toying with these applications’ representational and ludic facets, we provoke our users into considering how the medium, far from being neutral, shapes behavior and motivation.
本文概述了我们的数字游戏《Let’s Argue》的设计。该项目是对数字媒体的一种内在批判,尤其是社交和游戏应用的传统,即提供人与人、群体和组织之间富有成效的对话。着眼于对话的概念及其对社会的重要性,我们将讽刺作为一种风格,讽刺《FarmVille》和《Candy Crush Saga》等“社交游戏”。在模仿、颠覆和玩弄这些应用程序的代表性和滑稽方面的过程中,我们激发用户思考媒体是如何塑造行为和动机的,而不是中立的。
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引用次数: 0
Livable Proximity: Ideas for the City that Cares 宜居邻近:关心城市的想法
2区 艺术学 0 ARCHITECTURE Pub Date : 2023-04-01 DOI: 10.1162/desi_r_00719
Jorge Frascara
The subtitle defines the focus of the book: “Ideas for the city that cares.” The text alternates between discussions of concepts connected to the humane side of city life and reports on initiatives enacted in different parts of the world today. It is in this sense a book about hope, a down-to-earth hope, one that introduces a richer way of looking at the advantages of “the 15-minute city.” Livable Proximity’s arguments are supported by a long list of references that offer rich possibilities for extending the presented ideas. The introduction outlines the program of the book: the idea of a city in which “functional proximity corresponds to relational proximity” (1). This is a city that offers more opportunities to see, support, and take care of each other and the environment; a city that fosters collaboration. Urban design has been recently focused mainly on the practical issues related to proximity, what Manzini calls “functional proximity.” But there is more to this. Proximity allows other possibilities to emerge, possibilities that need not be planned but that arise as a spontaneous side effect of being more “in touch” with other people beyond the world of work and immediate family. He argues that there is a need to “re-establish the social fabric and (re)construct communities” (3). Manzini does not propose a return to a lost past—an impossible enterprise—but to subscribe to the principle that global change cannot and does not start being global: it has to start small. As he had discussed before, initiatives should be small, local, open, and connected.1 I discovered the importance of the principle of starting small one day while driving through Italy. Passing by a small town, I saw a sign that said: “Nuclear power free community.” My first thought was, “So what, if the next community has a nuclear power plant?” But soon I realized that federal governments and even regional governments are too distant from the people; they are practically unreachable and unchangeable in a direct way. The only hope is in activating small communities to move positive ideas forward. But communities need two things to do this: the awareness that something must be done to develop a more humane way of living, and information and models that could help them learn how to do it. Manzini’s book works on both fronts. It does not dwell too much on defending the need to act against the social and natural degradation of human and other forms of life, as it has happened and still happens, but discusses how proximity (in its many forms) can contribute positively to different aspects of what we identify as quality in life. He proposes to go beyond facilitating services and satisfying daily needs into the creation of caring communities, not only in the sense of healthcare but more broadly regarding a collaborating and caring culture. This culture to be based “on a renewed idea of care: care for people, places, and the environment” (20). In addition to the discussion of general co
副标题定义了这本书的重点:“关心城市的想法”。文本在讨论与城市生活的人道方面有关的概念和报告当今世界不同地区制定的倡议之间交替进行。从这个意义上说,这是一本关于希望的书,一本脚踏实地的希望,一本以更丰富的方式看待“15分钟城市”优势的书。Livable Proximity的论点得到了一长串参考文献的支持,这些文献为扩展所呈现的想法提供了丰富的可能性。引言部分概述了本书的大纲:一个“功能接近对应关系接近”的城市理念(1)。这是一个提供更多机会看到、支持和照顾彼此和环境的城市;一个促进合作的城市。最近,城市设计主要关注与邻近性相关的实际问题,曼齐尼称之为“功能邻近性”。但还有更多的原因。亲近让其他可能性出现,这些可能性不需要计划,而是作为与工作和直系亲属以外的人更多“接触”的自发副作用而出现。他认为有必要“重建社会结构和(重新)构建社区”(3)。曼齐尼并没有提议回到一个失落的过去——一个不可能的事业——而是赞同全球变化不能也不会从全球开始的原则:它必须从小处开始。正如他之前所讨论的,主动性应该是小的、本地的、开放的和相互联系的有一天,当我开车穿越意大利时,我发现了从小事做起的原则的重要性。经过一个小镇时,我看到一个牌子,上面写着:“无核电社区。”我的第一个想法是,“如果下一个社区有一座核电站,那又怎样?”但很快我就意识到,联邦政府甚至地方政府都离人民太远了;他们实际上是无法直接接触和改变的。唯一的希望是激活小社区,推动积极的想法向前发展。但是,要做到这一点,社区需要两样东西:必须采取措施发展一种更人道的生活方式的意识,以及可以帮助他们学习如何做到这一点的信息和模型。曼齐尼的书在这两个方面都发挥了作用。它并没有过多地为反对人类和其他生活形式的社会和自然退化的必要性辩护,因为它已经发生并且仍然在发生,而是讨论了邻近(以其多种形式)如何对我们所认为的生活质量的不同方面做出积极贡献。他建议超越促进服务和满足日常需要,建立关怀社区,不仅是在医疗保健方面,而且更广泛地涉及合作和关怀文化。这种文化应以“一种新的关怀观念为基础:关心人、地方和环境”(20)。除了对一般概念的讨论之外,宜居的邻近性是对现有倡议的认识的贡献,部分是作为在它们之间建立联系的策略。相互的知识、联系和交流使传播和努力的倍增成为可能,这些努力旨在使人类生活更加丰富,更加融入自然结构。邻近影响着生活的方方面面,从与邻居、朋友和同事的随意交谈到归属感,更丰富的社区体验,最后是一个关心的城市。曼齐尼希望他的书将有助于“阐述和深入研究邻近的主题,展示它如何触及城市的各个方面和不同维度,以及其中的公民的经验”(3)。这是一个公平的希望,我认为这本书完成了这项工作。我相信曼齐尼的讨论和定义有助于实现这一目标,但我发现这些例子最有助于创造一种希望感,一种不仅仅是乌托邦式的陈词滥调,而是实际可能性的感觉。例如,在巴塞罗那和米兰开展的项目,曼齐尼有直接的经验,从大型创意的规划到小规模项目的执行。它还涉及其他国际项目,
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引用次数: 4
Introduction: Toward Critical Game Design 简介:走向批判性游戏设计
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_e_00702
James Malazita;Casey O'Donnell
This special issue addresses the epistemological, institutional, and political challenges of integrating critical games scholarship with game development practices and pedagogy. The featured essays help form a foundation for Critical Game Design and draw from intellectual traditions and debates not only from both game studies and game design, but from the classical design disciplines as well. We aim to build more connective tissue and collaboration between game design and the broader design disciplines, allowing space for research, scholarship, and creative work that drives the underlying epistemological core of the many spaces in which all designers find themselves educated and employed.
摘要本特刊探讨了将批判性游戏学术与游戏开发实践和教育学相结合的认识论、制度和政治挑战。特色文章有助于形成批判性游戏设计的基础,并借鉴了知识传统和辩论,不仅来自游戏研究和游戏设计,还来自经典设计学科。我们的目标是在游戏设计和更广泛的设计学科之间建立更多的连接组织和合作,为研究、学术和创造性工作提供空间,推动所有设计师接受教育和就业的许多空间的潜在认识论核心。
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引用次数: 0
Critical Disciplinary Thinking and Curricular Design in Games 批判性学科思维与游戏课程设计
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00708
Rebecca Rouse;James Malazita
This article details a large-scale curricular design project in creating and implementing an MS/PhD in “Critical Game Design.” Curricular design and critical scholarship in the analysis and design of games are co-constitutive. Institutional structures build individual and institutional capacity, they legitimize scholarship, define boundaries of expertise, and contribute to imaginations of disciplinary purview. We reflect on what is at stake beyond the discipline itself in wider digital culture, particularly the spread of disinformation, related growth of anti-academic sentiment, and testing of the foundations of democracy. We examine our own complicity and articulate the space of the games classroom as a site of potential transformation.
摘要本文详细介绍了一个创建和实施“批判性游戏设计”硕士/博士学位的大型课程设计项目。游戏分析和设计的课程设计和批判性学术是相辅相成的。制度结构建立了个人和机构的能力,使学术合法化,定义了专业知识的边界,并有助于对学科权限的想象。我们反思在更广泛的数字文化中,学科本身之外的利害关系,特别是虚假信息的传播、反学术情绪的相关增长,以及对民主基础的考验。我们审视了自己的同谋行为,并将游戏教室的空间阐明为潜在的变革场所。
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引用次数: 0
Reparative Game Creation: Designing For and With Psychosocial Disability 修复性游戏创造:针对心理社会障碍的设计
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00703
Kara Stone
This article proposes a design framework called Reparative Game Creation, a process of creating interactive media focused on healing, emotional acceptance, and accessibility for the psychosocially disabled. It is informed by disability studies, affect theory, anti-capitalist thought, and artist-scholarship on research creation and/or critical practice. Though much of game design and game studies focus on the end product or the player experience, this article instead focuses on the process of game design, and as such does not analyze particular games but instead proposes new ways of creating games informed by psychosocial disability.
本文提出了一个名为“修复性游戏创造”的设计框架,这是一个创造互动媒体的过程,专注于治疗、情感接受和心理社会障碍的可及性。它是由残疾研究,影响理论,反资本主义思想,以及研究创作和/或批判实践的艺术家奖学金通知。尽管许多游戏设计和游戏研究关注的是最终产品或玩家体验,但本文关注的是游戏设计过程,因此不会分析特定游戏,而是提出基于心理残疾的游戏创造新方法。
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引用次数: 0
Gaming Xiuhpohualli: A (Chicano) Theory of Game Design 游戏设计理论(墨西哥语
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00705
Joshua Wood
Game design has been a field largely dominated by white, male voices, to the exclusion of others. The lack of diversity among game developers results in a lack of diversity in the games themselves. This article presents one way forward, merging indigenous thought from the Nahua of Mexico and the Chicano movement with game design principles. Further, it presents a series of exercises to challenge the way designers think about games.
抽象游戏设计一直是一个主要由白人男性声音主导的领域,排斥其他人。游戏开发商缺乏多样性,导致游戏本身缺乏多样性。本文提出了一种前进的方式,将墨西哥纳华和奇卡诺运动的本土思想与游戏设计原则相结合。此外,它还提供了一系列练习来挑战设计师对游戏的思考方式。
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引用次数: 0
Join the Fold: Video Games, Science Fiction, and the Refolding of Citizen Science 加入折叠:电子游戏,科幻小说和公民科学的折叠
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00707
Colin Milburn;Katherine Buse;Ranjodh Singh Dhaliwal;Melissa Wills;Raida Aldosari;Patrick Camarador;Josh Aaron Miller;Justin Siegel
This article explores the value of science fiction narratives in games for citizen science. Focusing on the protein-folding game Foldit, it describes the process of modifying and redesigning the game to feature a framing narrative and other alterations to the main tutorial campaign. The campaign narrative, Foldit: First Contact, situates the practices of citizen science in an expanded context of meanings and ethical implications, promoting critical self-reflection on the relations of science and civic values. A study of player responses to Foldit: First Contact suggests the significance of science fiction and critical game design for attuning citizen scientists to the collective responsibilities of experimentation and innovation, drawing attention to the intersecting social, technical, and environmental domains in which gamers may contribute to scientific research.
本文探讨了科幻叙事在公民科学游戏中的价值。以蛋白质折叠游戏《Foldit》为例,它描述了修改和重新设计游戏的过程,以突出框架叙述和对主要教程活动的其他更改。活动的叙述,Foldit:第一次接触,将公民科学的实践置于意义和伦理影响的扩展背景下,促进对科学与公民价值观关系的批判性自我反思。一项关于玩家对《Foldit: First Contact》的反应的研究表明,科幻小说和批判性游戏设计对于协调公民科学家对实验和创新的集体责任的重要性,引起人们对玩家可能为科学研究做出贡献的交叉社会,技术和环境领域的关注。
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引用次数: 0
Undetectable Starting Points: Rethinking “Passing” in Level Design through Queerness, Disability, and Roxy's Got Balls 不可察觉的起点:通过酷儿、残疾和Roxy’s Got Balls重新思考关卡设计中的“传递
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00704
Michael Anthony DeAnda;Gracie Lu Straznickas
In this article, the authors tease out meritocracy from level design by comparing “passing” game levels with “passing” as performances for survival by marginalized peoples. We use HIV to demonstrate passing as a response from the intersections of queerness, race, and disability to inform heuristics for level design that tease out meritocratic design practices. We finish by illustrating our heuristics in action through Roxy's Got Balls, an online drag queen bingo event.
在这篇文章中,作者通过比较“通过”游戏关卡和“通过”边缘人群的生存表现,从关卡设计中梳理出精英主义。我们使用HIV作为酷儿、种族和残疾的交叉反应来展示通过,从而为关卡设计提供启发,从而梳理出精英设计实践。最后,我们通过在线变装皇后宾果活动Roxy's Got Balls来说明我们的启发式。
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引用次数: 0
Generative Logics and Conceptual Clicks: A Case Study of the Method for Design Materialization 生成逻辑和概念点击:设计实体化方法的个案研究
IF 0.4 2区 艺术学 0 ARCHITECTURE Pub Date : 2023-01-01 DOI: 10.1162/desi_a_00706
Rilla Khaled;Pippin Barr
Game design research is caught between epistemologies and disciplines, leading to a lack of grounded methodologies. Without such methodological approaches, we cannot support evidence-based claims about game design. The Method for Design Materialization (MDM) is a methodological approach to capturing game design via software version control. By embracing a time-sliced representation of a game throughout its development and pairing it with explicit materializations of design thinking through reflective writing, we believe significant progress can be made in understanding and extrapolating from the design process.
游戏设计研究被夹在认识论和学科之间,导致缺乏基础方法。没有这种方法论方法,我们就无法支持基于证据的游戏设计主张。设计物质化方法(Method for Design Materialization,简称MDM)是一种通过软件版本控制捕获游戏设计的方法。通过在整个游戏开发过程中采用时间切片表示,并通过反思性写作将其与设计思维的明确物化相结合,我们相信可以在理解和推断设计过程方面取得重大进展。
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引用次数: 0
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