際際滷shows by User: mirjame / http://www.slideshare.net/images/logo.gif 際際滷shows by User: mirjame / Fri, 04 Oct 2019 17:45:20 GMT 際際滷Share feed for 際際滷shows by User: mirjame AI and Interactive Narrative /mirjame/ai-and-interactive-narrative 2019-09-29aiintutrechtno-video-embed-191004174520
An overview on developments in artificial intelligence and discuss their impact on interactive narrative design: State in September 2019. ]]>

An overview on developments in artificial intelligence and discuss their impact on interactive narrative design: State in September 2019. ]]>
Fri, 04 Oct 2019 17:45:20 GMT /mirjame/ai-and-interactive-narrative mirjame@slideshare.net(mirjame) AI and Interactive Narrative mirjame An overview on developments in artificial intelligence and discuss their impact on interactive narrative design: State in September 2019. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-09-29aiintutrechtno-video-embed-191004174520-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> An overview on developments in artificial intelligence and discuss their impact on interactive narrative design: State in September 2019.
AI and Interactive Narrative from Mirjam Eladhari
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AI and Interactive Narrative in 2019 /slideshow/ai-and-interactive-narrative-in-2019/177893657 2019-09-29aiintutrechtno-video-embed-190930201049
Talk given at Interactive Narrative Design Think Tank, Nederlands Film Festival September 29, 2019. Overview: 1. AI for Games/Interactive Narrative 2. Developments, past decade 3. Tech at our finger tips: Procedural Content Generation Machine learning 4. Opportunities, Challenges and wish lists]]>

Talk given at Interactive Narrative Design Think Tank, Nederlands Film Festival September 29, 2019. Overview: 1. AI for Games/Interactive Narrative 2. Developments, past decade 3. Tech at our finger tips: Procedural Content Generation Machine learning 4. Opportunities, Challenges and wish lists]]>
Mon, 30 Sep 2019 20:10:49 GMT /slideshow/ai-and-interactive-narrative-in-2019/177893657 mirjame@slideshare.net(mirjame) AI and Interactive Narrative in 2019 mirjame Talk given at Interactive Narrative Design Think Tank, Nederlands Film Festival September 29, 2019. Overview: 1. AI for Games/Interactive Narrative 2. Developments, past decade 3. Tech at our finger tips: Procedural Content Generation Machine learning 4. Opportunities, Challenges and wish lists <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-09-29aiintutrechtno-video-embed-190930201049-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Talk given at Interactive Narrative Design Think Tank, Nederlands Film Festival September 29, 2019. Overview: 1. AI for Games/Interactive Narrative 2. Developments, past decade 3. Tech at our finger tips: Procedural Content Generation Machine learning 4. Opportunities, Challenges and wish lists
AI and Interactive Narrative in 2019 from Mirjam Eladhari
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Four ways game research field approach narrative /slideshow/four-ways-game-research-field-approach-narrative/168988935 2019-06-14-necs-4ways-gr-approachgame-narrative-190904121950
際際滷s for presentation at NECS Conference Gdansk, 14.6.2019 "Four ways game research field approach narrative" by Mirjam P Eladhari and Hartmut Koenitz ]]>

際際滷s for presentation at NECS Conference Gdansk, 14.6.2019 "Four ways game research field approach narrative" by Mirjam P Eladhari and Hartmut Koenitz ]]>
Wed, 04 Sep 2019 12:19:50 GMT /slideshow/four-ways-game-research-field-approach-narrative/168988935 mirjame@slideshare.net(mirjame) Four ways game research field approach narrative mirjame 際際滷s for presentation at NECS Conference Gdansk, 14.6.2019 "Four ways game research field approach narrative" by Mirjam P Eladhari and Hartmut Koenitz <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-06-14-necs-4ways-gr-approachgame-narrative-190904121950-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s for presentation at NECS Conference Gdansk, 14.6.2019 &quot;Four ways game research field approach narrative&quot; by Mirjam P Eladhari and Hartmut Koenitz
Four ways game research field approach narrative from Mirjam Eladhari
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TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design /slideshow/tog-an-innovation-centric-approach-to-teaching-computational-expression-and-game-design/168985774 2019-08-06-tog-tgpa-digra2019-190904115946
際際滷s presenting the paper TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design by Mirjam P Eladhari at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan. ]]>

際際滷s presenting the paper TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design by Mirjam P Eladhari at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan. ]]>
Wed, 04 Sep 2019 11:59:46 GMT /slideshow/tog-an-innovation-centric-approach-to-teaching-computational-expression-and-game-design/168985774 mirjame@slideshare.net(mirjame) TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design mirjame 際際滷s presenting the paper TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design by Mirjam P Eladhari at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-08-06-tog-tgpa-digra2019-190904115946-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s presenting the paper TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design by Mirjam P Eladhari at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019) August 6 2019, Kyoto, Japan.
TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design from Mirjam Eladhari
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Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme /slideshow/constructive-alignment-in-teaching-game-research-in-game-development-bachelors-programme-168984461/168984461 digra2019-tgpa-workshop-lankoski-eladhari-190904115106
際際滷s for presentation of paper "Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme" by Petri Lankoski and Mirjam P Eladhari at TEACHING GAMES: PEDAGOGICAL APPROACHES - DIGRA 2019 PRE- CONFERENCE WORKSHOP (TGPA:DIGRA2019) AUGUST 6 2019, KYOTO, JAPAN.]]>

際際滷s for presentation of paper "Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme" by Petri Lankoski and Mirjam P Eladhari at TEACHING GAMES: PEDAGOGICAL APPROACHES - DIGRA 2019 PRE- CONFERENCE WORKSHOP (TGPA:DIGRA2019) AUGUST 6 2019, KYOTO, JAPAN.]]>
Wed, 04 Sep 2019 11:51:06 GMT /slideshow/constructive-alignment-in-teaching-game-research-in-game-development-bachelors-programme-168984461/168984461 mirjame@slideshare.net(mirjame) Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme mirjame 際際滷s for presentation of paper "Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme" by Petri Lankoski and Mirjam P Eladhari at TEACHING GAMES: PEDAGOGICAL APPROACHES - DIGRA 2019 PRE- CONFERENCE WORKSHOP (TGPA:DIGRA2019) AUGUST 6 2019, KYOTO, JAPAN. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/digra2019-tgpa-workshop-lankoski-eladhari-190904115106-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s for presentation of paper &quot;Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme&quot; by Petri Lankoski and Mirjam P Eladhari at TEACHING GAMES: PEDAGOGICAL APPROACHES - DIGRA 2019 PRE- CONFERENCE WORKSHOP (TGPA:DIGRA2019) AUGUST 6 2019, KYOTO, JAPAN.
Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme from Mirjam Eladhari
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Research Overview Mirjam P Eladhari August 2019 /slideshow/research-overview-mirjam-p-eladhari-august-2019/168984308 2019-08-19mirjam-saltsjobaden-190904114951
際際滷s for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work: Q1 How can we work to innovate in game design and technology? Q2 How can we create play experiences that are individually meaningful? ]]>

際際滷s for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work: Q1 How can we work to innovate in game design and technology? Q2 How can we create play experiences that are individually meaningful? ]]>
Wed, 04 Sep 2019 11:49:50 GMT /slideshow/research-overview-mirjam-p-eladhari-august-2019/168984308 mirjame@slideshare.net(mirjame) Research Overview Mirjam P Eladhari August 2019 mirjame 際際滷s for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work: Q1 How can we work to innovate in game design and technology? Q2 How can we create play experiences that are individually meaningful? <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-08-19mirjam-saltsjobaden-190904114951-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s for a presentation where I gave an overview of my research in August 2019. The talk is about how I have adressed two question that are at the core of my work: Q1 How can we work to innovate in game design and technology? Q2 How can we create play experiences that are individually meaningful?
Research Overview Mirjam P Eladhari August 2019 from Mirjam Eladhari
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Ludocriticism - Steps Towards a Critical Framework for Games /slideshow/ludocriticism-steps-towards-a-critical-framework-for-games/168981290 2019-08-09-digra19-ludocriticsm3-190904112724
Presentationslides for paper Ludocriticism -Steps Towards a Critical Framework for Games by Hartmut Koenitz and Mirjam P Eladhari Presented at DiGRA 2019 Conference, Ritsumeikan University, Kyoto, Japan, 9 August 2019 2019 08-09-digra19-ludocriticsm 3 ]]>

Presentationslides for paper Ludocriticism -Steps Towards a Critical Framework for Games by Hartmut Koenitz and Mirjam P Eladhari Presented at DiGRA 2019 Conference, Ritsumeikan University, Kyoto, Japan, 9 August 2019 2019 08-09-digra19-ludocriticsm 3 ]]>
Wed, 04 Sep 2019 11:27:24 GMT /slideshow/ludocriticism-steps-towards-a-critical-framework-for-games/168981290 mirjame@slideshare.net(mirjame) Ludocriticism - Steps Towards a Critical Framework for Games mirjame Presentationslides for paper Ludocriticism -Steps Towards a Critical Framework for Games by Hartmut Koenitz and Mirjam P Eladhari Presented at DiGRA 2019 Conference, Ritsumeikan University, Kyoto, Japan, 9 August 2019 2019 08-09-digra19-ludocriticsm 3 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/2019-08-09-digra19-ludocriticsm3-190904112724-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentationslides for paper Ludocriticism -Steps Towards a Critical Framework for Games by Hartmut Koenitz and Mirjam P Eladhari Presented at DiGRA 2019 Conference, Ritsumeikan University, Kyoto, Japan, 9 August 2019 2019 08-09-digra19-ludocriticsm 3
Ludocriticism - Steps Towards a Critical Framework for Games from Mirjam Eladhari
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Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019 /slideshow/workshop-on-teaching-games-pedagogical-approaches-at-digra2019/165562538 tgpa-slides-2019-08-06-190822134702
際際滷s from Teaching Games: Pedagogical Approaches DiGRA 2019 Pre-Conference Workshop 6 August 2019 Ritsumeikan University, Kyoto, Japan. Room Zonshin 206, 9:00 - 15:50 ]]>

際際滷s from Teaching Games: Pedagogical Approaches DiGRA 2019 Pre-Conference Workshop 6 August 2019 Ritsumeikan University, Kyoto, Japan. Room Zonshin 206, 9:00 - 15:50 ]]>
Thu, 22 Aug 2019 13:47:02 GMT /slideshow/workshop-on-teaching-games-pedagogical-approaches-at-digra2019/165562538 mirjame@slideshare.net(mirjame) Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019 mirjame 際際滷s from Teaching Games: Pedagogical Approaches DiGRA 2019 Pre-Conference Workshop 6 August 2019 Ritsumeikan University, Kyoto, Japan. Room Zonshin 206, 9:00 - 15:50 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/tgpa-slides-2019-08-06-190822134702-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s from Teaching Games: Pedagogical Approaches DiGRA 2019 Pre-Conference Workshop 6 August 2019 Ritsumeikan University, Kyoto, Japan. Room Zonshin 206, 9:00 - 15:50
Workshop on Teaching Games: Pedagogical Approaches at DIGRA2019 from Mirjam Eladhari
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Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique /slideshow/retellings-the-fourth-layer-of-narrative-as-an-instrument-for-critique-125787671/125787671 icids-2018-4th-layer-public-slideset-no-notes-181213095819
際際滷s (without speaker notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 58, 2018. DOI: 10.1007/978-3-030-04028-4_5 In book: Interactive Storytelling]]>

際際滷s (without speaker notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 58, 2018. DOI: 10.1007/978-3-030-04028-4_5 In book: Interactive Storytelling]]>
Thu, 13 Dec 2018 09:58:18 GMT /slideshow/retellings-the-fourth-layer-of-narrative-as-an-instrument-for-critique-125787671/125787671 mirjame@slideshare.net(mirjame) Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique mirjame 際際滷s (without speaker notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 58, 2018. DOI: 10.1007/978-3-030-04028-4_5 In book: Interactive Storytelling <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/icids-2018-4th-layer-public-slideset-no-notes-181213095819-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s (without speaker notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 58, 2018. DOI: 10.1007/978-3-030-04028-4_5 In book: Interactive Storytelling
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique from Mirjam Eladhari
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Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (with speaker notes) /slideshow/retellings-the-fourth-layer-of-narrative-as-an-instrument-for-critique-125787467/125787467 icids-2018-4th-layer-public-slideset-181213095243
際際滷s (with speaker-notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 58, 2018. DOI: 10.1007/978-3-030-04028-4_5 In book: Interactive Storytelling]]>

際際滷s (with speaker-notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 58, 2018. DOI: 10.1007/978-3-030-04028-4_5 In book: Interactive Storytelling]]>
Thu, 13 Dec 2018 09:52:43 GMT /slideshow/retellings-the-fourth-layer-of-narrative-as-an-instrument-for-critique-125787467/125787467 mirjame@slideshare.net(mirjame) Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (with speaker notes) mirjame 際際滷s (with speaker-notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 58, 2018. DOI: 10.1007/978-3-030-04028-4_5 In book: Interactive Storytelling <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/icids-2018-4th-layer-public-slideset-181213095243-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> 際際滷s (with speaker-notes) presenting the paper at the 11th International Conference on Interactive Digital Storytelling, ICIDS 2018, Dublin, Ireland, December 58, 2018. DOI: 10.1007/978-3-030-04028-4_5 In book: Interactive Storytelling
Re-Tellings: The Fourth Layer of Narrative as an Instrument for Critique (with speaker notes) from Mirjam Eladhari
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SGC18 Talk at Sweden Game Conference 2018 /slideshow/sgc18-talk-at-sweden-game-conference-2018/120889837 palosaari-eladhari-sggotober2018public-181026224131
This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.]]>

This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.]]>
Fri, 26 Oct 2018 22:41:31 GMT /slideshow/sgc18-talk-at-sweden-game-conference-2018/120889837 mirjame@slideshare.net(mirjame) SGC18 Talk at Sweden Game Conference 2018 mirjame This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/palosaari-eladhari-sggotober2018public-181026224131-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This talk describes game design challenges considered in the ongoing development of a tabletop game where players bring their real life problems into a the framed safe-space of a play session. The game, tentatively called Mind Shadows, is a game for two or three players who trust each other. The main aim of the design is to create play situations where players in cooperation better can understand situations in their everyday lives that are emotionally complex or difficult, and by this understanding find ways to cope with the situations.
SGC18 Talk at Sweden Game Conference 2018 from Mirjam Eladhari
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Bleed in, Bleed Out A Design Case in Board Game Therapy /mirjame/bleed-in-bleed-out-a-design-case-in-board-game-therapy palosaari-eladhari-digra2018-july-pub-180902002937
Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018. Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.]]>

Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018. Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.]]>
Sun, 02 Sep 2018 00:29:37 GMT /mirjame/bleed-in-bleed-out-a-design-case-in-board-game-therapy mirjame@slideshare.net(mirjame) Bleed in, Bleed Out A Design Case in Board Game Therapy mirjame Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018. Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/palosaari-eladhari-digra2018-july-pub-180902002937-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Presentation of a paper at Digra 2018 Conference, Turin, Italy, July 2018. Abstract: The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, ex- amined, and understood. This paper presents design considerations from the ongoing devel- opment of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
Bleed in, Bleed Out A Design Case in Board Game Therapy from Mirjam Eladhari
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Methods, History, and Impact - Directions in Game Design Research /slideshow/methods-history-and-impact-directions-in-game-design-research/112629725 palosaari-eladhari-fdg2018-panel-slideshare-180902001622
Panel discussion at The International Conference on the Foundations of Digital Games (FDG), 7 - 10 August, Malm旦, Sweden. Panel guests: Hartmut Koenitz, Elisa Mekler, Christian Roth, Staffan Bj旦rk, Petri Lankoski, Annakaisa Kultima, Mirjam Eladhari and Ben Medler. We all prepared a few slides in advance, here are mine. Abstract: Research into the design aspect of games has proliferated since the early 2000s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development until today, take stock of the current landscape, and consider future topics. This panel does so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they will consider which topics are already engaged, and what new ones might be necessary. In addition, the panel will discuss the relationship between game design research and independent/industry practices as well as implications for game design education. ]]>

Panel discussion at The International Conference on the Foundations of Digital Games (FDG), 7 - 10 August, Malm旦, Sweden. Panel guests: Hartmut Koenitz, Elisa Mekler, Christian Roth, Staffan Bj旦rk, Petri Lankoski, Annakaisa Kultima, Mirjam Eladhari and Ben Medler. We all prepared a few slides in advance, here are mine. Abstract: Research into the design aspect of games has proliferated since the early 2000s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development until today, take stock of the current landscape, and consider future topics. This panel does so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they will consider which topics are already engaged, and what new ones might be necessary. In addition, the panel will discuss the relationship between game design research and independent/industry practices as well as implications for game design education. ]]>
Sun, 02 Sep 2018 00:16:22 GMT /slideshow/methods-history-and-impact-directions-in-game-design-research/112629725 mirjame@slideshare.net(mirjame) Methods, History, and Impact - Directions in Game Design Research mirjame Panel discussion at The International Conference on the Foundations of Digital Games (FDG), 7 - 10 August, Malm旦, Sweden. Panel guests: Hartmut Koenitz, Elisa Mekler, Christian Roth, Staffan Bj旦rk, Petri Lankoski, Annakaisa Kultima, Mirjam Eladhari and Ben Medler. We all prepared a few slides in advance, here are mine. Abstract: Research into the design aspect of games has proliferated since the early 2000s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development until today, take stock of the current landscape, and consider future topics. This panel does so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they will consider which topics are already engaged, and what new ones might be necessary. In addition, the panel will discuss the relationship between game design research and independent/industry practices as well as implications for game design education. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/palosaari-eladhari-fdg2018-panel-slideshare-180902001622-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Panel discussion at The International Conference on the Foundations of Digital Games (FDG), 7 - 10 August, Malm旦, Sweden. Panel guests: Hartmut Koenitz, Elisa Mekler, Christian Roth, Staffan Bj旦rk, Petri Lankoski, Annakaisa Kultima, Mirjam Eladhari and Ben Medler. We all prepared a few slides in advance, here are mine. Abstract: Research into the design aspect of games has proliferated since the early 2000s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development until today, take stock of the current landscape, and consider future topics. This panel does so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they will consider which topics are already engaged, and what new ones might be necessary. In addition, the panel will discuss the relationship between game design research and independent/industry practices as well as implications for game design education.
Methods, History, and Impact - Directions in Game Design Research from Mirjam Eladhari
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Computational narrative and narrative systems /slideshow/computational-narrative-and-narrative-systems/64877674 eladharicomputationalnarrativebirs16w5160-upload-160810163005
Talk given at Computational modelling in games at BIRS, Banff, Canada in May 2016. Michael Mateas and Andy Nealen who organised the event had provided me with an abstract to use as a starting point: What are the different representational areas/aspects of narrative systems (e.g. dialog, story progression, etc.) and what kinds of formalisms support modeling these areas? What are the authoring tradeoffs that arise with different commitments to computational representations of narrative? For combinatorial narrative systems, how can player-perceived qualities of the narrative be modeled for guiding the combinatorial space? What might the design space look like for different approaches for player interaction with narrative systems? I started out making a talk where each of the questions were adressed in a section. It became a quite long and arid deck of slides. Then it struck me that 1. many of the creators of the systems I would talk about would be in the very same room, and 2. the talk was supposed to be inspirational and seed conversations for the workshop. So I re-made the talk. I started out listing the challenges for computational narrative that we came up with at a similar seminar, one that was held in Dagstuhl in 2012. Interestingly, a lot has happened in those 4 years, much as an effect that the literacy in building expressive systems has dramatically increased - I cant see another explanation for that there has been so many really good and ambitious - successfully ambitions - projects released lately. Im thinking of IceBound, Blood and Laurels, and 80 Days among others. At the same time, there is the notion that the field of computational narrative has harped on unceccessfvlly hopping into rabbit holes, fighting wind-mills and chased impossible grails. In the talk, I made the argument that the field of computational narrative can only seen has having failed (illustrated by a screenshot from wikipedia) if you have a very fixed and narrow image of what the grail that is being chased actually look like. If you instead look at what is actually out there, both in terms of novels coming alive, games with high quality narrative, and story making games - well the reality speaks for itself. Computational narrative is thriving. The talk was video-taped, and is accessible here: http://www.birs.ca/events/2016/5-day-workshops/16w5160/videos/watch/201605161034-Eladhari.html]]>

Talk given at Computational modelling in games at BIRS, Banff, Canada in May 2016. Michael Mateas and Andy Nealen who organised the event had provided me with an abstract to use as a starting point: What are the different representational areas/aspects of narrative systems (e.g. dialog, story progression, etc.) and what kinds of formalisms support modeling these areas? What are the authoring tradeoffs that arise with different commitments to computational representations of narrative? For combinatorial narrative systems, how can player-perceived qualities of the narrative be modeled for guiding the combinatorial space? What might the design space look like for different approaches for player interaction with narrative systems? I started out making a talk where each of the questions were adressed in a section. It became a quite long and arid deck of slides. Then it struck me that 1. many of the creators of the systems I would talk about would be in the very same room, and 2. the talk was supposed to be inspirational and seed conversations for the workshop. So I re-made the talk. I started out listing the challenges for computational narrative that we came up with at a similar seminar, one that was held in Dagstuhl in 2012. Interestingly, a lot has happened in those 4 years, much as an effect that the literacy in building expressive systems has dramatically increased - I cant see another explanation for that there has been so many really good and ambitious - successfully ambitions - projects released lately. Im thinking of IceBound, Blood and Laurels, and 80 Days among others. At the same time, there is the notion that the field of computational narrative has harped on unceccessfvlly hopping into rabbit holes, fighting wind-mills and chased impossible grails. In the talk, I made the argument that the field of computational narrative can only seen has having failed (illustrated by a screenshot from wikipedia) if you have a very fixed and narrow image of what the grail that is being chased actually look like. If you instead look at what is actually out there, both in terms of novels coming alive, games with high quality narrative, and story making games - well the reality speaks for itself. Computational narrative is thriving. The talk was video-taped, and is accessible here: http://www.birs.ca/events/2016/5-day-workshops/16w5160/videos/watch/201605161034-Eladhari.html]]>
Wed, 10 Aug 2016 16:30:05 GMT /slideshow/computational-narrative-and-narrative-systems/64877674 mirjame@slideshare.net(mirjame) Computational narrative and narrative systems mirjame Talk given at Computational modelling in games at BIRS, Banff, Canada in May 2016. Michael Mateas and Andy Nealen who organised the event had provided me with an abstract to use as a starting point: What are the different representational areas/aspects of narrative systems (e.g. dialog, story progression, etc.) and what kinds of formalisms support modeling these areas? What are the authoring tradeoffs that arise with different commitments to computational representations of narrative? For combinatorial narrative systems, how can player-perceived qualities of the narrative be modeled for guiding the combinatorial space? What might the design space look like for different approaches for player interaction with narrative systems? I started out making a talk where each of the questions were adressed in a section. It became a quite long and arid deck of slides. Then it struck me that 1. many of the creators of the systems I would talk about would be in the very same room, and 2. the talk was supposed to be inspirational and seed conversations for the workshop. So I re-made the talk. I started out listing the challenges for computational narrative that we came up with at a similar seminar, one that was held in Dagstuhl in 2012. Interestingly, a lot has happened in those 4 years, much as an effect that the literacy in building expressive systems has dramatically increased - I cant see another explanation for that there has been so many really good and ambitious - successfully ambitions - projects released lately. Im thinking of IceBound, Blood and Laurels, and 80 Days among others. At the same time, there is the notion that the field of computational narrative has harped on unceccessfvlly hopping into rabbit holes, fighting wind-mills and chased impossible grails. In the talk, I made the argument that the field of computational narrative can only seen has having failed (illustrated by a screenshot from wikipedia) if you have a very fixed and narrow image of what the grail that is being chased actually look like. If you instead look at what is actually out there, both in terms of novels coming alive, games with high quality narrative, and story making games - well the reality speaks for itself. Computational narrative is thriving. The talk was video-taped, and is accessible here: http://www.birs.ca/events/2016/5-day-workshops/16w5160/videos/watch/201605161034-Eladhari.html <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/eladharicomputationalnarrativebirs16w5160-upload-160810163005-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Talk given at Computational modelling in games at BIRS, Banff, Canada in May 2016. Michael Mateas and Andy Nealen who organised the event had provided me with an abstract to use as a starting point: What are the different representational areas/aspects of narrative systems (e.g. dialog, story progression, etc.) and what kinds of formalisms support modeling these areas? What are the authoring tradeoffs that arise with different commitments to computational representations of narrative? For combinatorial narrative systems, how can player-perceived qualities of the narrative be modeled for guiding the combinatorial space? What might the design space look like for different approaches for player interaction with narrative systems? I started out making a talk where each of the questions were adressed in a section. It became a quite long and arid deck of slides. Then it struck me that 1. many of the creators of the systems I would talk about would be in the very same room, and 2. the talk was supposed to be inspirational and seed conversations for the workshop. So I re-made the talk. I started out listing the challenges for computational narrative that we came up with at a similar seminar, one that was held in Dagstuhl in 2012. Interestingly, a lot has happened in those 4 years, much as an effect that the literacy in building expressive systems has dramatically increased - I cant see another explanation for that there has been so many really good and ambitious - successfully ambitions - projects released lately. Im thinking of IceBound, Blood and Laurels, and 80 Days among others. At the same time, there is the notion that the field of computational narrative has harped on unceccessfvlly hopping into rabbit holes, fighting wind-mills and chased impossible grails. In the talk, I made the argument that the field of computational narrative can only seen has having failed (illustrated by a screenshot from wikipedia) if you have a very fixed and narrow image of what the grail that is being chased actually look like. If you instead look at what is actually out there, both in terms of novels coming alive, games with high quality narrative, and story making games - well the reality speaks for itself. Computational narrative is thriving. The talk was video-taped, and is accessible here: http://www.birs.ca/events/2016/5-day-workshops/16w5160/videos/watch/201605161034-Eladhari.html
Computational narrative and narrative systems from Mirjam Eladhari
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Beyond believable agents - employing AI for improving game like simulations for tactical training /slideshow/beyond-believable-agents-employing-ai-for-improving-game-like-simulations-for-tactical-training/64876907 vbs-2016-05-10-mp-eladharisupressedaiguildslides-160810160440
Invited talk given at Workshop on Simulations in Virtual BattleSpaces, Spelvetenskapligt Seminarium, G旦teborgs Universitet, May 10 2016. ]]>

Invited talk given at Workshop on Simulations in Virtual BattleSpaces, Spelvetenskapligt Seminarium, G旦teborgs Universitet, May 10 2016. ]]>
Wed, 10 Aug 2016 16:04:40 GMT /slideshow/beyond-believable-agents-employing-ai-for-improving-game-like-simulations-for-tactical-training/64876907 mirjame@slideshare.net(mirjame) Beyond believable agents - employing AI for improving game like simulations for tactical training mirjame Invited talk given at Workshop on Simulations in Virtual BattleSpaces, Spelvetenskapligt Seminarium, G旦teborgs Universitet, May 10 2016. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/vbs-2016-05-10-mp-eladharisupressedaiguildslides-160810160440-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Invited talk given at Workshop on Simulations in Virtual BattleSpaces, Spelvetenskapligt Seminarium, G旦teborgs Universitet, May 10 2016.
Beyond believable agents - employing AI for improving game like simulations for tactical training from Mirjam Eladhari
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Designing for Creativity and Kindness in Games /slideshow/designing-for-creativity-and-kindness-in-games/56908668 designforkindnessandcreativity-mpeladhari-dec2015-160111134044
Invited talk given at Vaasa Game Days on the 9th of December 2015. Content: - Overview, slide 2 - Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8 - Games for Co-creation, Games made in C2Learn project, slide 32, - Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. 際際滷 39 - Case Study 3, Mind Shadows. A game of kindness. 際際滷 76 - Make Game Design Part of your Life. Tips, tricks & tools for indie devs. 際際滷 88 ]]>

Invited talk given at Vaasa Game Days on the 9th of December 2015. Content: - Overview, slide 2 - Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8 - Games for Co-creation, Games made in C2Learn project, slide 32, - Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. 際際滷 39 - Case Study 3, Mind Shadows. A game of kindness. 際際滷 76 - Make Game Design Part of your Life. Tips, tricks & tools for indie devs. 際際滷 88 ]]>
Mon, 11 Jan 2016 13:40:44 GMT /slideshow/designing-for-creativity-and-kindness-in-games/56908668 mirjame@slideshare.net(mirjame) Designing for Creativity and Kindness in Games mirjame Invited talk given at Vaasa Game Days on the 9th of December 2015. Content: - Overview, slide 2 - Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8 - Games for Co-creation, Games made in C2Learn project, slide 32, - Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. 際際滷 39 - Case Study 3, Mind Shadows. A game of kindness. 際際滷 76 - Make Game Design Part of your Life. Tips, tricks & tools for indie devs. 際際滷 88 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/designforkindnessandcreativity-mpeladhari-dec2015-160111134044-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Invited talk given at Vaasa Game Days on the 9th of December 2015. Content: - Overview, slide 2 - Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8 - Games for Co-creation, Games made in C2Learn project, slide 32, - Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. 際際滷 39 - Case Study 3, Mind Shadows. A game of kindness. 際際滷 76 - Make Game Design Part of your Life. Tips, tricks &amp; tools for indie devs. 際際滷 88
Designing for Creativity and Kindness in Games from Mirjam Eladhari
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AI Based Game Design - Teaching how to expand designers' artistic palette with AI approaches /slideshow/gdc15-gdc-eduaigdeladhari02/45740520 gdc15gdceduaigdeladhari02-150312024005-conversion-gate01
Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015. One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.]]>

Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015. One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.]]>
Thu, 12 Mar 2015 02:40:05 GMT /slideshow/gdc15-gdc-eduaigdeladhari02/45740520 mirjame@slideshare.net(mirjame) AI Based Game Design - Teaching how to expand designers' artistic palette with AI approaches mirjame Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015. One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gdc15gdceduaigdeladhari02-150312024005-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Talk given at the Game Developers Conference (GDC) in San Francisco on the 3rd of March 2015. One approach to game design innovation is AI-based game design (AIGD), in which the game mechanics are inspired and enabled by AI systems. This case study describes AIGD as an educational approach along with best practices of using it in teaching, illustrated by example student games demonstrating both design and technical innovation. Teaching AI and design in tandem enables students to take a role where they can use different technological approaches as part of their artistic palette as game developers.
AI Based Game Design - Teaching how to expand designers' artistic palette with AI approaches from Mirjam Eladhari
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Social Simulation in Games /slideshow/social-simulation-in-games/13365477 socialsimulationingames5-120618063126-phpapp02
May 2012 Mini-talk at Dagstuhl Seminar 12191, "Artificial and Computational Intelligence in Games"l Mirjam P Eladhari, with help from Richard Evans and Michael Mateas]]>

May 2012 Mini-talk at Dagstuhl Seminar 12191, "Artificial and Computational Intelligence in Games"l Mirjam P Eladhari, with help from Richard Evans and Michael Mateas]]>
Mon, 18 Jun 2012 06:31:23 GMT /slideshow/social-simulation-in-games/13365477 mirjame@slideshare.net(mirjame) Social Simulation in Games mirjame May 2012 Mini-talk at Dagstuhl Seminar 12191, 鐃"Artificial and Computational Intelligence in Games"l Mirjam P Eladhari, with help from Richard Evans and Michael Mateas <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/socialsimulationingames5-120618063126-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> May 2012 Mini-talk at Dagstuhl Seminar 12191, 鐃&quot;Artificial and Computational Intelligence in Games&quot;l Mirjam P Eladhari, with help from Richard Evans and Michael Mateas
Social Simulation in Games from Mirjam Eladhari
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Welcome to the Workshop on Research Prototyping in Games (WRPG 2012) /slideshow/welcome-to-the-workshop-on-research-prototyping-in-games-wrpg-2012/13310141 wrpg-welcome-120613091955-phpapp02
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012). Presentation of scope and schedule for the WRPG workshop, held the 29th of May Raleigh, North Carolina. The workshop was co-located with the Foundations for Digital Games Conference (FDG), and associated with the Association for Computing Machinery (ACM).]]>

Welcome to the Workshop on Research Prototyping in Games (WRPG 2012). Presentation of scope and schedule for the WRPG workshop, held the 29th of May Raleigh, North Carolina. The workshop was co-located with the Foundations for Digital Games Conference (FDG), and associated with the Association for Computing Machinery (ACM).]]>
Wed, 13 Jun 2012 09:19:53 GMT /slideshow/welcome-to-the-workshop-on-research-prototyping-in-games-wrpg-2012/13310141 mirjame@slideshare.net(mirjame) Welcome to the Workshop on Research Prototyping in Games (WRPG 2012) mirjame Welcome to the Workshop on Research Prototyping in Games (WRPG 2012). Presentation of scope and schedule for the WRPG workshop, held the 29th of May Raleigh, North Carolina. The workshop was co-located with the Foundations for Digital Games Conference (FDG), and associated with the Association for Computing Machinery (ACM). <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/wrpg-welcome-120613091955-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Welcome to the Workshop on Research Prototyping in Games (WRPG 2012). Presentation of scope and schedule for the WRPG workshop, held the 29th of May Raleigh, North Carolina. The workshop was co-located with the Foundations for Digital Games Conference (FDG), and associated with the Association for Computing Machinery (ACM).
Welcome to the Workshop on Research Prototyping in Games (WRPG 2012) from Mirjam Eladhari
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Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO /slideshow/players-imbuing-meaning-cocreation-of-challenges-in-a-prototype-mmo/12998576 players-imbuing-meaning-slides-120520030249-phpapp01
This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the boss monsters that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents. The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called Mother. The Mother cast spells called Focused Aggression and Cold Ripple of Fear. It was able to perform acts called Blame, Threaten, and Disagree. The group experimented with tactical choices, while reasoning about the Mothers potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called Forgive. The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series. http://game.itu.dk/index.php/Game_Lectures]]>

This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the boss monsters that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents. The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called Mother. The Mother cast spells called Focused Aggression and Cold Ripple of Fear. It was able to perform acts called Blame, Threaten, and Disagree. The group experimented with tactical choices, while reasoning about the Mothers potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called Forgive. The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series. http://game.itu.dk/index.php/Game_Lectures]]>
Sun, 20 May 2012 03:02:47 GMT /slideshow/players-imbuing-meaning-cocreation-of-challenges-in-a-prototype-mmo/12998576 mirjame@slideshare.net(mirjame) Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO mirjame This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the boss monsters that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents. The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called Mother. The Mother cast spells called Focused Aggression and Cold Ripple of Fear. It was able to perform acts called Blame, Threaten, and Disagree. The group experimented with tactical choices, while reasoning about the Mothers potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called Forgive. The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series. http://game.itu.dk/index.php/Game_Lectures <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/players-imbuing-meaning-slides-120520030249-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This talk discusses how components in a game world, from both a systemic design perspective, and from an actual content perspective, can carry meaning relevant to individual players. The discussion is grounded in work with a massively multi player online (MMO) prototype where players in guided play-tests created their own opponents that they battled in groups of three. The opponents are called Manifestations, and can be compared to the boss monsters that in adventureand role-plying games pose the greatest challenges in terms of tactical game play, or battle. When creating Manifestations players define how these shall behave in play, and what they say under different circumstances. The game play mechanics in the world is centered on emotions and social relations. One of the design goals in the creation of the prototype was to cater for a system wheretactical game play can be closely tied to the potential narrative contents. The Manifestations players created in the play tests were of four main categories; reflections of persons they had complicated relationships to in real life, difficult situations, abstract concepts, or purely fictional entities. In several cases players brought material into the game that had personal meaning to them. These meanings were developed further when players saw how their Manifestation behaved within the rule system of the world. For example, one player created a Manifestation of an anticipated exam, while another made a Manifestation called Mother. The Mother cast spells called Focused Aggression and Cold Ripple of Fear. It was able to perform acts called Blame, Threaten, and Disagree. The group experimented with tactical choices, while reasoning about the Mothers potential motivations. They managed to overcome the Mother by alternating between giving each other resistance and casting spells, the winning stroke being a rapid series of spells called Forgive. The talk was given at ITU in Copenhagen April 24, 2012 in the Game Lecture series. http://game.itu.dk/index.php/Game_Lectures
Players Imbuing Meaning: Co-creation of Challenges in a prototype MMO from Mirjam Eladhari
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https://cdn.slidesharecdn.com/profile-photo-mirjame-48x48.jpg?cb=1572713359 Mirjam Palosaari Eladhari, PhD, is a game designer, researcher, and indie-developer who entered the video game industry as a programmer in 2000. She has worked as a game designer in various research projects including IPeRG and C2Learn. She is currently a research associate at the Institute of Digital Games at the University of Malta, and at the Department of Computer and Systems Sciences at Stockholm University. Having focussed on intelligent agents and story construction, her present research focus is AI based game design. Her approach includes exploration of the game design space through experimental prototypes. She is a co-founder of the Virtual Institute of Computational Expression,... www.mimmi.net https://cdn.slidesharecdn.com/ss_thumbnails/2019-09-29aiintutrechtno-video-embed-191004174520-thumbnail.jpg?width=320&height=320&fit=bounds mirjame/ai-and-interactive-narrative AI and Interactive Nar... https://cdn.slidesharecdn.com/ss_thumbnails/2019-09-29aiintutrechtno-video-embed-190930201049-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/ai-and-interactive-narrative-in-2019/177893657 AI and Interactive Nar... https://cdn.slidesharecdn.com/ss_thumbnails/2019-06-14-necs-4ways-gr-approachgame-narrative-190904121950-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/four-ways-game-research-field-approach-narrative/168988935 Four ways game researc...