Friday, October 22, 2010

Games that move us: Designing more powerful emotional and social play experiences

Keynote: Katherine Isbister, NYU Polytechnic Social Game Lab

She is here to inspire us to move people, up our ante...

Media can kick off incredible social change.
  • Television magnified civil rights movement
Games can create visceral immersion.

Isbister got into the field: after studying English Literature in college, she was working at Brookfield Zoo, and noted the disdain that developed in the zoo goers for the animals. A separation. But after using a CD-ROM, and became a bird for

Games have always had characters in them. Speaker wrote: Better Game Characters by Design.

Good characters create immersion and engagement. Games mentioned:
The use of character, and identification is used in these games to help drive the "point" home.

Discussion of Japanese dating sims, and what the aesthetic brings to the idea of "meaningful play"

With the Wii, we can do more physical interactions, and create physical feedback loops...all this comes back to immersion in games, and increases the opportunities for meaning...

We don't exploit the affect that physical feedback loops can have on experience. (This would be really interesting to explore for education...think: if you behave like a professional, you'll develop professionalism)


How do you pull people's physical realities into the virtual realities, and how do you leverage the virtual to make change in the real world. How do you get people connected to make meaningful change

Book: What is the What by Dave Eggers

What the speaker would love to see is taking the experience of Darfur is Dying, and merge that with the japanese dating sims...Create long term relationships through the relationships and experiences of What is the What...THAT can affect change.

It would really be cool if the game designers would craft into the interactions the "beauty: of the motion (think violinists, and conductors).










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