Placeholder: landscape and narrative in virtual environments
ACM SIGGRAPH Computer Graphics - Special issue on interactive entertainment design, implementation and adrenaline
The presence of field geologists in Mars-like terrain
Presence: Teleoperators and Virtual Environments
Activity theory and human-computer interaction
Context and consciousness
Design issues for virtual reality systems
VE '95 Selected papers of the Eurographics workshops on Virtual environments '95
Disney's Aladdin: first steps toward storytelling in virtual reality
Digital illusion
The invisible computer
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Designing the User Interface: Strategies for Effective Human-Computer Interaction
Computers as Theatre
Don't Make Me Think!: A Common Sense Approach to Web Usability
Don't Make Me Think!: A Common Sense Approach to Web Usability
Understanding Computers and Cognition: A New Foundation for Design
Understanding Computers and Cognition: A New Foundation for Design
Virtual Storytelling as Narrative Potential: Towards an Ecology of Narrative
ICVS '01 Proceedings of the International Conference on Virtual Storytelling: Using Virtual Reality Technologies for Storytelling
Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency
Windows and Mirrors: Interaction Design, Digital Art, and the Myth of Transparency
Presence as experience: film informing ways of staying there
Presence: Teleoperators and Virtual Environments
Personal and Ubiquitous Computing
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Presence: Teleoperators and Virtual Environments
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Borrowing from film and filmmaking styles, techniques and devices that manipulate spectators' attention and experience, this paper proposes an approach to inform design of games and gameplay to manipulate player's focus of attention and encourage contemplation -- in design features, characters, story elements, etc. or even break the player's engaged attention in the game/virtual world altogether -- to provide meaning, experience and opportunities for learning. Focusing on film styles alternative to the continuity style of Hollywood filmmaking, we discuss examples of design for contemplative gameplay in game-based learning environments/serious games, machinima and augmented and mixed reality games in previous, current and future projects. We propose that one goal of game design is to establish a rhythm between contemplation and engagement, and the appropriate rhythm is determined largely by a game's genre, platform and/or narrative.