Working with Nature's Lag: Initial Design Lessons for Slow Biotic Games

Raphael Kim, Siobhan Thomas, Roland van Dierendonck, N. Bryan-Kinns, S. Poslad
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引用次数: 7

Abstract

One of the most fundamental features of living organisms is their growth, a biological phenomenon that can be considered as a type of slow, tangible output responding to an environmental stimulus or an input. Given the relative slowness of growth, once it becomes part of game mechanics, the feature can lead to slow interactivity and slow gameplay in biotic games – a relatively new type of bio-digital game that enables playful human-microbe interactions. Currently, there is a lack of annotations on existing biotic game design guidelines, that 1) recognise biological slowness as a potentially beneficial feature in game design, and 2) provide specific advice on how organism's slow response time can be effectively incorporated in biotic games. To start addressing these limitations, we report on an initial set of design lessons learnt from our research on slow biotic games. Through these lessons, we have formulated and outlined a set of practical recommendations for prospective designers of slow biotic games.
利用自然滞后:慢速生物游戏的初步设计经验
生物体最基本的特征之一是它们的生长,这是一种生物现象,可以被认为是一种对环境刺激或输入作出反应的缓慢、有形的输出。考虑到相对缓慢的生长,一旦它成为游戏机制的一部分,这一功能可能会导致生物游戏(一种相对较新的生物数字游戏,允许有趣的人类与微生物互动)中的缓慢互动性和缓慢玩法。目前,现有的生物游戏设计指南缺乏注释,即1)承认生物的缓慢是游戏设计中的潜在有益功能,2)就如何将生物的缓慢反应时间有效地整合到生物游戏中提供具体建议。为了解决这些局限性,我们将报告从慢速生物游戏研究中获得的初步设计经验。通过这些经验教训,我们为未来的慢生物游戏设计师制定并概述了一系列实用建议。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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