• English
    • svenska
  • svenska 
    • English
    • svenska
  • Logga in
Redigera dokument 
  •   Startsida
  • Student essays / Studentuppsatser
  • Department of Literature, History of Ideas, and Religion / Institutionen för litteratur, idéhistoria och religion
  • Masteruppsatser / Institutionen för litteratur, idéhistoria och religion
  • Redigera dokument
  •   Startsida
  • Student essays / Studentuppsatser
  • Department of Literature, History of Ideas, and Religion / Institutionen för litteratur, idéhistoria och religion
  • Masteruppsatser / Institutionen för litteratur, idéhistoria och religion
  • Redigera dokument
JavaScript is disabled for your browser. Some features of this site may not work without it.

Digitala diharar och programmerade pukar: Ett utforskande av spelskapandets potential som akademisk publikationsform samt som verktyg för digitalisering och adaption av kulturarv

Digital Troll Cats and Programmed Milk Thieves: An Exploration of Game Design’s Viability in Academic Scholarship and as a Tool for Digitalization and Adaption of Cultural Heritage

Sammanfattning
In this project I have created a game adaption of Swedish folklore regarding milk hares, to evaluate game design as a viable mode of academic publication, and as a way to preserve, adapt and present cultural heritage. During the making of the game I used a playcentric design process and took inspiration from interaction design. Afterwards I judged the game to be a mostly successful adaptation of the tales I sought to digitalize, which strengthened my opinion of game design and game theory being worthwhile as academic endeavors and as methods of digitalizing cultural heritage. During the process I identified a number of problems that would have to be solved in order to create optimized environment and methods for game design for these specific purposes – problems found in both academic settings and in game design. When it comes to the humanities, for example, we can often find a lack of the resources and expertise required to create digital projects, as well as a lack of opportunities for alternative forms of publication and interdisciplinary collaborations. However, I am convinced that these obstacles can be overcome, and I look forward to future projects that use game theory and game design in order to adapt and preserve cultural heritage.
Examinationsnivå
Student essay
URL:
http://hdl.handle.net/2077/60609
Samlingar
  • Masteruppsatser / Institutionen för litteratur, idéhistoria och religion
Fil(er)
Masteruppsats (1.237Mb)
Datum
2019-06-25
Författare
Kingdon, Mimmi
Nyckelord
spel
speldesign
kritiskt skapande
critical making
adaption
adaptionsteori
adaption theory
spelcentrerad designprocess
gamecentric design process
digitalisering
kulturarv
digital humaniora
Språk
swe
Metadata
Visa fullständig post

DSpace software copyright © 2002-2016  DuraSpace
gup@ub.gu.se | Teknisk hjälp
Theme by 
Atmire NV
 

 

Visa

VisaSamlingarI datumordningFörfattareTitlarNyckelordDenna samlingI datumordningFörfattareTitlarNyckelord

Mitt konto

Logga inRegistrera dig

DSpace software copyright © 2002-2016  DuraSpace
gup@ub.gu.se | Teknisk hjälp
Theme by 
Atmire NV