語系:
繁體中文
English
說明(常見問題)
回圖書館首頁
手機版館藏查詢
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
How to Design for Impact in Games.
~
Walsh, Eric.
FindBook
Google Book
Amazon
博客來
How to Design for Impact in Games.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
How to Design for Impact in Games./
作者:
Walsh, Eric.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
面頁冊數:
253 p.
附註:
Source: Dissertations Abstracts International, Volume: 80-04, Section: A.
Contained By:
Dissertations Abstracts International80-04A.
標題:
Design. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10841207
ISBN:
9780438526105
How to Design for Impact in Games.
Walsh, Eric.
How to Design for Impact in Games.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 253 p.
Source: Dissertations Abstracts International, Volume: 80-04, Section: A.
Thesis (Ph.D.)--Rensselaer Polytechnic Institute, 2018.
This item must not be sold to any third party vendors.
In this dissertation, I seek to define strategies designers might use to enhance the effectiveness of their game's message. To do so, I adopt a rhetorical approach to impact that recognizes identification between the designer's view of the world and that of the player as critical to achieving impact. Based on a review of relevant literature drawn from the fields of rhetoric, interactive narrative, and game studies; interviews with prominent game designers Tracy Fullerton and Jesse Schell; case studies of Undertale, That Dragon, Cancer, and Papo & Yo; and a design project creating a game to increase empathy for people with ADHD, I endeavor to present a framework for impact design that delineates major concerns relevant to the act of identification. This framework recognizes abstraction based on clearly presenting the designer's message and agency based on encouraging the player to engage with that message as the cornerstones of promoting impact through identification. From their intersection, I extrapolate three related design concerns: authenticity, affectivity, and ambiguity. Authenticity captures the degree to which the game rings true to both the developer's own beliefs as well as those of the player; affectivity describes the player's emotional connection to the game; and ambiguity invites players to seek their own meaning by completing the game through their act of play. Throughout my work, I expand upon these three concerns to identify how they can serve as useful heuristics for impact design, suggesting concrete strategies at the level of a game's mechanics, aesthetics, and narrative. I believe in the potential of games to improve people's lives and make the world a better place, and I see my research as contributing to that greater effort.
ISBN: 9780438526105Subjects--Topical Terms:
518875
Design.
How to Design for Impact in Games.
LDR
:02831nmm a2200337 4500
001
2209629
005
20191104073754.5
008
201008s2018 ||||||||||||||||| ||eng d
020
$a
9780438526105
035
$a
(MiAaPQ)AAI10841207
035
$a
(MiAaPQ)rpi:11369
035
$a
AAI10841207
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Walsh, Eric.
$3
3436725
245
1 0
$a
How to Design for Impact in Games.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2018
300
$a
253 p.
500
$a
Source: Dissertations Abstracts International, Volume: 80-04, Section: A.
500
$a
Publisher info.: Dissertation/Thesis.
500
$a
Advisor: Rouse, Rebecca.
502
$a
Thesis (Ph.D.)--Rensselaer Polytechnic Institute, 2018.
506
$a
This item must not be sold to any third party vendors.
520
$a
In this dissertation, I seek to define strategies designers might use to enhance the effectiveness of their game's message. To do so, I adopt a rhetorical approach to impact that recognizes identification between the designer's view of the world and that of the player as critical to achieving impact. Based on a review of relevant literature drawn from the fields of rhetoric, interactive narrative, and game studies; interviews with prominent game designers Tracy Fullerton and Jesse Schell; case studies of Undertale, That Dragon, Cancer, and Papo & Yo; and a design project creating a game to increase empathy for people with ADHD, I endeavor to present a framework for impact design that delineates major concerns relevant to the act of identification. This framework recognizes abstraction based on clearly presenting the designer's message and agency based on encouraging the player to engage with that message as the cornerstones of promoting impact through identification. From their intersection, I extrapolate three related design concerns: authenticity, affectivity, and ambiguity. Authenticity captures the degree to which the game rings true to both the developer's own beliefs as well as those of the player; affectivity describes the player's emotional connection to the game; and ambiguity invites players to seek their own meaning by completing the game through their act of play. Throughout my work, I expand upon these three concerns to identify how they can serve as useful heuristics for impact design, suggesting concrete strategies at the level of a game's mechanics, aesthetics, and narrative. I believe in the potential of games to improve people's lives and make the world a better place, and I see my research as contributing to that greater effort.
590
$a
School code: 0185.
650
4
$a
Design.
$3
518875
650
4
$a
Communication.
$3
524709
650
4
$a
Rhetoric.
$3
516647
690
$a
0389
690
$a
0459
690
$a
0681
710
2
$a
Rensselaer Polytechnic Institute.
$b
Communication and Rhetoric.
$3
2094641
773
0
$t
Dissertations Abstracts International
$g
80-04A.
790
$a
0185
791
$a
Ph.D.
792
$a
2018
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10841207
筆 0 讀者評論
館藏地:
全部
電子資源
出版年:
卷號:
館藏
1 筆 • 頁數 1 •
1
條碼號
典藏地名稱
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
W9386178
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
評論
新增評論
分享你的心得
Export
取書館
處理中
...
變更密碼
登入