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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three terms throughout the dissertation. I refer to these different <strong>as</strong>pects<br />
<strong>as</strong> “play-qualities” to indicate that they belong within the “sphere” of<br />
play, <strong>games</strong> <strong>and</strong> performance in general, where<strong>as</strong> only some of them are<br />
identified <strong>as</strong> meaningful parts of design <strong>games</strong>.<br />
Given that these terms are so elusive, I find it essential to look at the<br />
diverse ways in which they are used in the existing literature <strong>and</strong> in my<br />
own experiments before framing my own view or drawing conclusions<br />
about the terms. Similarly, I will explore <strong>and</strong> clarify the term “design<br />
<strong>games</strong>” <strong>and</strong> formulate a more precise definition of its meaning in relation<br />
to co-design gatherings at the end of this study.<br />
Given the fact that scholars have yet to adequately define design<br />
<strong>games</strong>, I doubt that I will be able to present a solid definition that would<br />
cover all types of design <strong>games</strong>, not to mention <strong>games</strong> in general. Instead,<br />
I will introduce different interpretations to gradually build an underst<strong>and</strong>ing<br />
of design <strong>games</strong> <strong>as</strong> they emerge <strong>and</strong> guide co-design gatherings.<br />
In addition to the lack of a clear definition, the literature on design<br />
<strong>games</strong> is fragmented <strong>and</strong> lacking a well-<strong>structure</strong>d framework that would<br />
give coherent ground for designing new design <strong>games</strong>, analysing them<br />
<strong>and</strong> discussing them. Given this starting point for the study, this research<br />
project h<strong>as</strong> two aims:<br />
To explore <strong>and</strong> develop a practical <strong>and</strong> theoretical framework for<br />
design <strong>games</strong>-driven co-design. Such a framework should be applicable<br />
in the early design process where the search for novel<br />
design opportunities is not restricted to the material world but,<br />
instead, extends into services. In saying that I want to develop a<br />
practical <strong>and</strong> theoretical framework, I mean that I want to provide<br />
useful information both for academics <strong>and</strong> practitioners alike. It<br />
will be built on a theoretical background that stems from design<br />
research, co-design <strong>and</strong> selected perspectives on play, <strong>games</strong> <strong>and</strong><br />
performance. The word “practical” does not mean e<strong>as</strong>y-to-follow<br />
guidelines, since those are beyond the scope of this dissertation;<br />
rather, it denotes the empirical grounds from which the framework<br />
stems.<br />
1<br />
To develop a set of design <strong>games</strong> that highlights the different <strong>as</strong>pects<br />
of co-design <strong>and</strong> illustrates the implications of the framework.<br />
The set will give empirical grounds for underst<strong>and</strong>ing design<br />
<strong>games</strong> in co-design <strong>and</strong> offer practical examples. The design<br />
<strong>games</strong> will also be developed to test the different <strong>as</strong>pects of design<br />
<strong>games</strong> <strong>and</strong>, hence, they will shed light on different application contexts,<br />
material settings, people’s roles in co-design gatherings <strong>and</strong><br />
play-qualities that influence the co-design gatherings <strong>and</strong> their<br />
possible outcomes.<br />
2<br />
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