Between Game Mechanics and Immersive Storytelling: Design Using an Extended Activity Theory Framework

被引:0
|
作者
Marsh, Tim [1 ]
Thomas, Ashima [2 ]
Khoo, Eng Tat [3 ]
机构
[1] Griffith Univ, Griffith Film Sch, Brisbane, Qld, Australia
[2] Warrior9 VR, Singapore, Singapore
[3] Natl Univ Singapore, Engn Design & Innovat Ctr, Singapore, Singapore
来源
SERIOUS GAMES, JCSG 2021 | 2021年 / 12945卷
关键词
Narrative; Story; Mechanics; Games; Serious games; VR; Immersive; Interactive storytelling; Interactive narrative; Framework; Activity theory; Notation; Grammar; Design; HCI; Creativity; Practice-based; Reflective practice; SERIOUS GAMES; EXPERIENCE;
D O I
10.1007/978-3-030-88272-3_9
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
This paper outlines the latest work of an on-going long-term sustained research effort to extend and operationalise Leontiev's original hierarchical activity theory framework to model and support the design, development and analysis of games, virtual environments and virtual reality for purpose. While previous work extended Leontiev's activity theory to incorporate both task-based and experiential-based activities and actions performed within a sphere of engagement - corresponding to Huizinga's "play-grounds", "arenas" and "magic circle", and mechanism to analyse and assess the success of purpose, the focus of this earlier work was largely on narrative, scenario and story-based activities, and didn't capture or extend well to gameplay mechanics. The framework described herein describes initial work that builds on and extends earlier work to provide a tool, notation, grammar and building blocks that informs both HCI and practice-based approaches to represent gameplay mechanics and narrative, scenario, story-based activities; from game design concepts and ideas, through modelling and analysis, to informing implementation, development and creative practice. The framework is intended to support all delivery platforms and extend to all purposes/sectors (education, health, esports, business, documentary, tourism, social impact, culture, etc.) across the serious games continuum: from games for purpose to experiential environments for purpose. To highlight the versatility of the initial work to extend the activity theory framework, described herein are several examples of serious games, interactive storytelling and immersiveVR for purpose developed in research projects, and in the professional immersive storytelling content creation Singapore-based studio Warrior9 VR.
引用
收藏
页码:113 / 128
页数:16
相关论文
共 26 条
  • [1] The Game Between Game Theory and Gaming Simulations: Design Choices
    Roungas, Bill
    Bekius, Femke
    Meijer, Sebastiaan
    SIMULATION & GAMING, 2019, 50 (02) : 180 - 201
  • [2] Evidence-Based Mapping Between the Theory of Multiple Intelligences and Game Mechanics for the Purpose of Player-Centered Serious Game Design
    Sajjadi, Pejman
    Vlieghe, Joachim
    De Troyer, Olga
    2016 8TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES), 2016,
  • [3] Incorporating Pedagogical Principles Into Formal Game Mechanic Design Using the Machinations Framework
    Skinner, Sean
    van Niekerk, Johan
    PROCEEDINGS OF THE 11TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING (ECGBL 2017), 2017, : 593 - 599
  • [4] Activity theory as a supportive framework in design of navigation equipment
    Bjorkli, C. A.
    Roed, B. K.
    Bjelland, H. V.
    Gould, K. S.
    Hoff, T.
    ACTIVITES-REVUE ELECTRONIQUE, 2007, 4 (01): : 170 - 178
  • [5] Design of an Immersive Virtual Reality Framework to Enhance the Sense of Agency Using Affective Computing Technologies
    Ortiz, Amalia
    Elizondo, Sonia
    APPLIED SCIENCES-BASEL, 2023, 13 (24):
  • [6] An activity theory framework for computer interface design
    Gould, E
    Verenikina, I
    ITI 2003: PROCEEDINGS OF THE 25TH INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY INTERFACES, 2003, : 301 - 307
  • [7] In Persuit of a 'Serious Games Mechanics' A Theoretical Framework to Analyse Relationships Between 'Game' and 'Pedagogical Aspects' of Serious Games
    Suttie, Neil
    Louchart, Sandy
    Lim, Theodore
    Macvean, Andrew
    Westera, Wim
    Djaouti, Damien
    Brown, Damian
    4TH INTERNATIONAL CONFERENCE ON GAMES AND VIRTUAL WORLDS FOR SERIOUS APPLICATIONS (VS-GAMES'12), 2012, 15 : 314 - +
  • [8] Game Design and Development for Learning Physics Using the Flow Framework
    Pranantha, Danu
    van der Spek, Erik
    Bellotti, Francesco
    Berta, Riccardo
    De Gloria, Alessandro
    Rauterberg, Matthias
    GAMES AND LEARNING ALLIANCE, GALA 2014, 2015, 9221 : 142 - 151
  • [9] Using Immersive Virtual Environments (IVEs) to Conduct Environmental Design Research: A Primer and Decision Framework
    Joseph, Anjali
    Browning, Matthew H. E. M.
    Jiang, Shan
    HERD-HEALTH ENVIRONMENTS RESEARCH & DESIGN JOURNAL, 2020, 13 (03) : 11 - 25
  • [10] Qualitative Assessment of Effective Gamification Design Processes Using Motivators to Identify Game Mechanics
    Villegas, Eva
    Fonseca, David
    Pena, Enric
    Bonet, Paula
    Fernandez-Guinea, Sara
    SENSORS, 2021, 21 (07)