For a Normative-Expressive Baseline Model in Videogame Design
نویسندگان
چکیده
This paper outlines the need for prescriptive action in the field of videogame design to overcome recurring conditions of lack of expressive productivity and uncertainty in carrying out the communicational goals of videogame development projects. This paper furthermore proposes a strategy for prescriptive action in the form of Applied Research in Normative Studies in videogames, meant to produce a Normative Videogame Design Model to equip game designers in the studio with an Expressive Baseline on which to base design tradeoffs and design decisions on matters of conveyance of message, tone and theme in a videogame. The paper deals with the implications of the concept of expressive productivity both in terms of the application of development resources and the nature of the videogame artifact itself, establishes the desire for theoretical design instruments such as the normative-expressive model among videogame developers, defines the sectors in videogame development where the normative-expressive model is likely to be more beneficial, justifies the choice of an Arteological perspective for defining the prescriptive action and notes the differences between Videogames and Cultural Industries other than videogames in production of theoretical design knowledge as implied by the call for theoretical design instruments by game developers.
منابع مشابه
Persian Adaptation of Enhanced Milieu Teaching for Iranian Children With Expressive Language Delay
Objectives: This study aimed at adapting and examining the applicability of the Teach-Model-Coach-Review model of the enhanced milieu teaching (EMT) approach for improving Iranian mothers’ language strategies while interacting with their toddlers with expressive language delay. Methods: In a single-subject multiple-baseline across-behavior study, the mothers of 3 toddlers with expressive langu...
متن کاملCase study: videogame distraction reduces behavioral distress in a preschool-aged child undergoing repeated burn dressing changes: a single-subject design.
OBJECTIVE This single-subject design study evaluated the feasibility and efficacy of passive and interactive videogame distraction on behavioral distress for a preschool-aged child receiving repeated burn dressing changes. METHOD A 4-year-old girl underwent 3 baseline and 10 videogame distraction sessions (5 passive and 5 interactive) using a restricted alternating treatments design. Observed...
متن کاملبررسی اثربخشی درمان روانپویایی حمایتی- بیانگر در بهبود پیامد درمان اعتیاد به مواد افیونی
Abstract The aim of this research was to examine the effectiveness of supportive-expressive therapy in improving the maintenance treatment outcome for opioid dependency. For this purpose, a single case experimental design across subjects was used in which four opioid dependent subjects were assessed during baseline, intervention and follow-up phases. The assessment measures included Structured...
متن کاملVideogame as Avant-garde: Secluded Rhematic Expression
This article shows how the single player videogame is by its very nature in conflict with the institution of art, and paradoxically, because of that cannot avoid becoming art itself. First, the article shows that the defining aesthetic of the videogame–its kinesthetically charged ludic rhematic–has very little in common with the meaning-centered aesthetic norms that dominate the art world. Seco...
متن کاملUnderstanding the Videogame Medium through Perspectives of Participation
The videogame medium enables the player to participate in meaningful activities from which a gameplay experience emerges. The multiplicity of forms that a videogame can take associated with the subjective and holistic nature of experience challenge a comprehensive and systematic approach to design in the videogame medium. In this paper we present a conceptual model to support game design and ga...
متن کامل