Games and Bereavement最新文献

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3.2 Ideation with the Bereaved: The Trauerspiel Workshop 3.2与丧亲之人一起构思:精神创伤工作坊
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-012
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引用次数: 0
Credits 学分
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.1515/9783839444153-001
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引用次数: 0
Frontmatter
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.1515/9783839444153-fm
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引用次数: 0
3.4 On the Question of Impact: Evaluating Jocoi 3.4关于影响问题:评价Jocoi
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-014
{"title":"3.4 On the Question of Impact: Evaluating Jocoi","authors":"","doi":"10.14361/9783839444153-014","DOIUrl":"https://doi.org/10.14361/9783839444153-014","url":null,"abstract":"How can a game about grief be evaluated? What should be the ‘impact’ of play? This chapter discusses playtesting, and what playing Jocoi with the bereaved can mean for the future design of games about grief. The chapter is structured into three parts, each of which addresses a step within the iterative development process. When it comes to the first prototype, our main concern was whether players understood what actions are possible in the game. This concern can be split into questions of usability and user experience (UX). While usability asks for functionality, whether “players can use the controls and make the game progress” (Fullerton 2008: 270), UX tests whether the intended play experience occurs (Bargas-Avila/Hornbæk 2011). The latter is necessarily elusive and vague: Did Jocoi evoke a sense of mother-child bonding and subsequent loss in our players? Based on early player feedback, we devised a second iteration of Jocoi which was part of a cultural probe package (Gaver et al. 1999) which the women received to evaluate their involvement in the project. As a method carried out mid-term, the cultural probe package was intended to provide inspiration for refining the game feel1. Although functionality remained a concern, we focused more directly on the women’s","PeriodicalId":270610,"journal":{"name":"Games and Bereavement","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121505416","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
2.5 “Let’s All Be Good Mothers OK”: Losing the Badger Cubs in Shelter 2.5“让我们都成为好妈妈吧”:在避难所失去獾幼崽
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-009
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引用次数: 0
2.3 Conjugal Love: Losing the Spouse in Passage 2.3夫妻之爱:在旅途中失去配偶
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-007
T. V. Leeuwen
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引用次数: 0
3.3 Designing Jocoi: A Game about Pregnancy Loss 3.3设计《Jocoi:一款关于失去怀孕的游戏
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-013
{"title":"3.3 Designing Jocoi: A Game about Pregnancy Loss","authors":"","doi":"10.14361/9783839444153-013","DOIUrl":"https://doi.org/10.14361/9783839444153-013","url":null,"abstract":"This chapter addresses the process of designing Jocoi, discussing features of the final prototype1 and the way we got there. In previous write-ups of this process, I have focused on the movement from brainstorming to final prototype in chronological order. This came at the cost of explaining how we actually adapted design devices to accommodate participant stories. To show how the ergodic continuum works in practice to address lived experience, I found it more useful to switch to a structure which resembles the analysis chapters in part 2 of this book. This acknowledges that Jocoi exists within a design tradition. It is part of a history of games which have used different strategies to make love and loss tangible. Based on the women’s priorities emerging from the planet models, the game design goal was to respond adequately to these themes through a videogame. This required a balancing of design autonomy, accepting liability for the process and the final prototype but also implementing it in a way that would appeal to the women’s tastes. The idea was to continue the muse-based design process in a way that would ‘amuse the muses’ and lead to interesting observations about designing for grief.","PeriodicalId":270610,"journal":{"name":"Games and Bereavement","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2018-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131882620","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
2.1 Of Limit Breaks and Ghost Glitches: Losing Aeris in Final Fantasy VII 2.1极限突破和幽灵故障:《最终幻想7》中失去Aeris
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-005
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引用次数: 0
Credits 学分
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-001
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引用次数: 0
Making Space for Grief: Conclusive Thoughts 为悲伤腾出空间:结论性的想法
Games and Bereavement Pub Date : 2018-12-31 DOI: 10.14361/9783839444153-015
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引用次数: 0
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