Design games as a tool, a mindset and a structure Kirsikka Vaajakallio
Design games as a tool, a mindset and a structure Kirsikka Vaajakallio
Design games as a tool, a mindset and a structure Kirsikka Vaajakallio
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The feeling of accomplishment<br />
From game design perspective (Salen & Zimmerman 2004), <strong>games</strong> need<br />
to have a proper, clearly recognisable end since that is the whole meaning<br />
of playing. In most design <strong>games</strong> the outcome is not <strong>as</strong> important <strong>as</strong> the<br />
path or means to reach it. The dialogue during the design game interests<br />
me most: players’ concerns, wishes, experiences <strong>and</strong> expertise which<br />
they bring into the discussion <strong>and</strong> the negotiation among several points<br />
of views about what is the proper goal. In the c<strong>as</strong>e of “Stories <strong>as</strong> source<br />
of inspiration”, where we used stories for marketing <strong>and</strong> design intentions,<br />
it w<strong>as</strong> essential to have time to accomplish both the individual <strong>and</strong><br />
the collaborative ph<strong>as</strong>e of the game <strong>and</strong> to generate some design ide<strong>as</strong> to<br />
reach the feeling of accomplishment.<br />
In the Value Game played out in “Co-designing University”, it w<strong>as</strong><br />
enough if the group w<strong>as</strong> able to negotiate the core values for the <strong>Design</strong><br />
Factory through the given characters <strong>and</strong> go through some of the statement<br />
cards containing differing opinions <strong>and</strong> expectations on <strong>Design</strong><br />
Factory. But it w<strong>as</strong> not necessary to go through all the cards; instead,<br />
marking of the proper end w<strong>as</strong> revealed in the beginning by stating “the<br />
game ends when the time is up”. It remained the moderator’s t<strong>as</strong>k to decide<br />
when the goal had been reached <strong>and</strong> the game could be stopped.<br />
In most c<strong>as</strong>es, the facilitator needs to be also an expert in the content,<br />
to know what is relevant for the purpose of the design <strong>and</strong> what’s not.<br />
Salen <strong>and</strong> Zimmerman (2004, p 258) stress that a clear goal is needed<br />
to create a meaningful play. If the players cannot see how their actions<br />
in a game could bring them closer to the goal, it is hard to find<br />
re<strong>as</strong>ons for the play. In co-design, to motivate the participants to play,<br />
this becomes essential since playing a game is not meaningful <strong>as</strong> such.<br />
The game should be clearly linked with the design goal. Participants expect<br />
that playing a design game will lead them to incre<strong>as</strong>ing knowledge,<br />
inspiration or novel ide<strong>as</strong>. If that cannot be communicated or shown<br />
clearly enough, the play e<strong>as</strong>ily becomes irrelevant to the player. Thus,<br />
when designing a design game, it is important to consider not only the<br />
goal but also how the player’s actions in the game configure a meaningful<br />
path to that goal.<br />
Repetitiveness of design <strong>games</strong><br />
In game design generally, a designer needs to consider how to invite the<br />
players to play a game repeatedly. Repetition may be a positive quality<br />
of design <strong>games</strong> <strong>as</strong> well, <strong>as</strong> w<strong>as</strong> suggested in the section on “Stories<br />
<strong>as</strong> source of inspiration”, where the design game <strong>structure</strong> <strong>and</strong> material<br />
made it possible for three different people to organise three different<br />
co-design gatherings. However, design <strong>games</strong> are rarely played out<br />
twice by the same people. Most design <strong>games</strong> discussed in this dissertation<br />
have been played out more than once, but only the facilitators have<br />
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