Designing for Immediate Play

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Abstract

This paper is concerned with designing for immediate play, the experience that a player has when joining a game designed for being played without particular preparation. Museum games, urban games, casual sports, and ad-hoc multiplayer video games are kinds of games that facilitate immediate play situations. After a detailed explanation of immediate play, we analyze the context of the immediate play situation, which is mostly characterized by an overlap between different realities of the experience. The article continues by describing various design dimensions and outlining the design space those offer using examples and expert opinions. While most practices and game examples mentioned in this paper are from non-digital games, a special focus is put on the role of technology in immediately playable experiences. Still, the examined design dimensions are independent of the technological foundation of the game. This paper provides a starting point for designing better immediate play situations.
OriginalsprogEngelsk
TitelProceedings of the 12th International Conference on the Foundations of Digital Games : FDG '17
Antal sider8
ForlagAssociation for Computing Machinery
Publikationsdato2017
Artikelnummer20
ISBN (Trykt)978-1-4503-5319-9
DOI
StatusUdgivet - 2017
BegivenhedFDG 2017: Foundations of Digital Games - Hyannis, USA
Varighed: 14 aug. 201717 aug. 2017
Konferencens nummer: 12
http://fdg2017.org/

Konference

KonferenceFDG 2017: Foundations of Digital Games
Nummer12
Land/OmrådeUSA
ByHyannis
Periode14/08/201717/08/2017
Internetadresse

Emneord

  • Game Design
  • Play Design
  • Museum Games
  • Immediate Play
  • Urban Games
  • Pervasive Games

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