Playing for Togetherness - Designing for Interaction Rituals through Gaming
Sammanfattning
can design facilitate togetherness through games? Seeing the outcomes of
a successful interaction ritual – positive emotional energy and a sense of
group solidarity – as the main components of the togetherness of games, this
thesis seeks to shed light on how design can improve the use of games as
vehicles of interaction. The thesis combines six different articles on games,
gaming and gamers; the articles illuminate the different ingredients of the
interaction ritual afforded by playing games and covers digital-, board- and
tabletop role-playing games. The methods used are artefact analysis, observation
and reflexive interviewing.
The two articles on games; Exploring Aesthetic Ideals of Gameplay and
Exploring Aesthetical Gameplay Design Patterns – Camaraderie in Four Games
focus on gameplay aesthetics and present a way of looking at the underlying
game-mechanical foundations of gameplay aesthetics – the experiential
aspect of the meeting between the player and the rules. The former introduces
the concept of aesthetic gameplay ideals and the latter explores this
further through the use of design patterns.
The two articles on gaming; Undercurrents – A Computer-based Gameplay
Tool to Support Tabletop Role-playing and Framing Storytelling with Games look
at tools to support gameplay and provide a concrete example of how superfluous
work during play can be reduced, leaving more time and energy
to the core activity. The former is a description of the produced prototype
and its design process; the latter expands upon earlier research and outlines
some additional theoretical quandaries when supporting complex storytelling
activities.
The two articles on gamers; The Implicit Rules of Board Games – On the particulars
of the lusory agreement and Creativity Rules – How rules impact player
creativity in three tabletop role-playing games focus on the rules and the gamer,
and delve into the complex social structures surrounding the play of games,
as well as how communication on different attitudes when it comes to rules
are important to create congruent gaming groups. The former looks at board
games and the latter at the practise of tabletop role-playing, both placing
emphasis upon the fact that the printed rules of a game artefact only constitute
part of the gaming agreement.
Together with a research summary outlining how gaming can be viewed
as an interaction ritual from a design perspective, this work also aims at
shortening the divide between gamer and designer, providing both with
frameworks for communicating on interaction with games.
Delarbeten
Lundgren, S., Bergström, K. & Björk, S. 2009. Exploring Aesthetic Ideals of Gameplay, DiGRA
Bergström, K., Björk, S. & Lundgren, S. 2010. Exploring Aesthetical Gameplay Design Patterns –
Camaraderie in Four Games, Mindtrek.
Bergström, K., Jonsson, S. & Björk, S. 2010. Undercurrents – A Computer-Based Gameplay Tool to Support Tabletop Roleplaying, NDiGRA
Bergström, K. 2011. Framing Storytelling with Games, ICIDS.
Bergström, K. 2010. The Implicit Rules of Board Games – on the particulars of the lusory agreement, Mindtrek.
Bergström, K., in press. Creativity Rules – how rules impact player creativity in three tabletop roleplaying
games, IJRP.
Examinationsnivå
Doctor of Philosophy
Universitet
Göteborgs universitet. IT-fakulteten
Institution
Department of Applied Information Technology ; Institutionen för tillämpad informationsteknologi
Disputation
Onsdagen den 23 Maj 2012, kl. 1300, Hörsal Quark, Hus Patricia, Forskningsgången 6
Datum för disputation
2012-05-23
E-post
karlb@tii.se
Fil(er)
Datum
2012-04-11Författare
Bergström, Karl
Nyckelord
game research
interaction design
interaction ritual
togetherness
gamer groups
Publikationstyp
Doctoral thesis
ISBN
978-91-628-8462-8
Språk
eng