Computers as theatre
Designing the user interface (2nd ed.): strategies for effective human-computer interaction
Designing the user interface (2nd ed.): strategies for effective human-computer interaction
Designing information technology in the postmodern age: from method to metaphor
Designing information technology in the postmodern age: from method to metaphor
Trigger Happy: Videogames and the Entertainment Revolution
Trigger Happy: Videogames and the Entertainment Revolution
Interaction Design
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
INFOVIS '97 Proceedings of the 1997 IEEE Symposium on Information Visualization (InfoVis '97)
Suit keen renovator: alternate reality design
Proceedings of the second Australasian conference on Interactive entertainment
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Through the looking glass: game worlds as representations and views from elsewhere
IE '07 Proceedings of the 4th Australasian conference on Interactive entertainment
Designing spatial story-telling software
OZCHI '09 Proceedings of the 21st Annual Conference of the Australian Computer-Human Interaction Special Interest Group: Design: Open 24/7
Identifying cultural design requirements for an Australian indigenous website
AUIC '10 Proceedings of the Eleventh Australasian Conference on User Interface - Volume 106
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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.