Destination space: experiential spatiality and stories

  • Authors:
  • truna aka j. turner

  • Affiliations:
  • The Australasian CRC for Interaction Design Pty Ltd, Queensland, Australia

  • Venue:
  • Proceedings of the 2006 international conference on Game research and development
  • Year:
  • 2006

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Abstract

Because stories are important. People think stories are shaped by people. In fact, it's the other way around. Stories exist independently of their players. If you know that, the knowledge is power. [Terry Pratchett, Witches Abroad 1991] The z-axis is you seeing something from a different point of view without moving [Jack Turner] This paper is about game and virtual world conceptualisations of space and some rich challenges that arise when we undertake the design of such environments for immersive experiences beyond the specificity of game-play. It sets out to explore two facets of this space in particular: the manner in which the space exhibits a designed condition for the forms of experiences which take place within it; and some explorations into ways in which these interactions can be understood in order to design 'different' experiences. The discussion is based on three case studies of projects which have explored the stories, engagement and experiences within (and without) game world spaces.