Film informing design for contemplative gameplay

  • Authors:
  • Tim Marsh;Michael Nitsche;Wei Liu;Peichi Chung;Jay D. Bolter;Adrian D. Cheok

  • Affiliations:
  • National University of Singapore;Georgia Institute of Technology;National University of Singapore;National University of Singapore;Georgia Institute of Technology;National University of Singapore

  • Venue:
  • Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
  • Year:
  • 2008

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Abstract

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.