09.09.2014 Views

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

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

framework, this theoretical background is transformed into two main<br />

parts with three separate but intertwined components, depending on<br />

how the design <strong>games</strong> appear to the different people experiencing them.<br />

The design part of the term indicates the practical application context,<br />

where<strong>as</strong> the game part refers to a set of play-qualities entailed in most<br />

types of play, <strong>games</strong> <strong>and</strong> theatrical performances, which I have found<br />

very useful to embed in design <strong>games</strong> <strong>as</strong> well. B<strong>as</strong>ed on these two main<br />

parts, <strong>and</strong> the roles that people have in the design process, they experience<br />

design <strong>games</strong> differently:<br />

1<br />

2<br />

3<br />

For the product or service designer, design <strong>games</strong> are a <strong>tool</strong> for<br />

addressing the three needs of co-design: organising dialogue, supporting<br />

empathic underst<strong>and</strong>ing <strong>and</strong> gaining several contributions<br />

in order to identify, frame <strong>and</strong> solve design problems.<br />

For the players, design <strong>games</strong> appear <strong>as</strong> a <strong>mindset</strong> that creates an<br />

experience of being in a special game world, a magic circle, which<br />

is a physical <strong>and</strong> ideal playground with a special ordering of time,<br />

roles <strong>and</strong> rules that are not bound by the laws of ordinary life.<br />

For the design game designer, design <strong>games</strong> are a <strong>structure</strong> with<br />

tangible design game materials, explicit rules or fixed elements,<br />

<strong>and</strong> performance roles that can be manipulated depending on contextual<br />

needs.<br />

This is a simplified categorization <strong>and</strong> the amount <strong>and</strong> type of play-qualities<br />

can be manipulated <strong>and</strong> stressed according to the particular need<br />

of co-design, such <strong>as</strong> gaining an empathic underst<strong>and</strong>ing through roleplaying.<br />

In other words, not every design game needs to employ all the<br />

play-qualities, but instead they can be adopted according to particular<br />

needs. Thus, game designers need to be sensitive to what works for whom<br />

<strong>and</strong> where <strong>as</strong> proposed by Johansson (2005). Since many important decisions<br />

are made during the design ph<strong>as</strong>e, I see design game design <strong>as</strong> part<br />

of co-design. Therefore, unlike the previous literature on design <strong>games</strong>,<br />

I propose opening up designing the design game to core team members<br />

other than just researchers, for instance to the key partners.<br />

Richard Schechner (2006, p 93) proposes seven interrelated ways<br />

of approaching play <strong>and</strong> playing <strong>as</strong> “a strategy for organising the inquiry<br />

into play” which may be utilised with caution in designing co-design:<br />

1) <strong>structure</strong> (What are the relationships among the events constituting<br />

a play act?); 2) process (How do the strategies of play change when the<br />

game progresses?); 3) experience (What are the feelings <strong>and</strong> moods of the<br />

players <strong>and</strong> the observers, <strong>and</strong> how do these affect playing?); 4) function<br />

(What purposes the play acts serve, <strong>and</strong> how do they affect individual <strong>and</strong><br />

219

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!