Adapting games from literature: Game verbs for player behavior

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

This case study outlines a methodology for adapting digital games from literature. The process maps key narrative events to human computer interactions via game verbs. Game verbs are distinct player actions that help the player accomplish their in-game goal. Through the use of tightly coupled narrative events and game verbs, the game engenders the spirit of Edgar Allen Poe's short story The Tell Tale Heart. Like the story's protagonist, players move from controlled actions to erratic behavior as they manipulate their device. Players are required to propel the narrative through accelerometer and touch-based actions. The resulting game's physicality is designed to match the narrative's drive toward madness.

Original languageEnglish (US)
Title of host publicationCHI EA 2014
Subtitle of host publicationOne of a ChiNd - Extended Abstracts, 32nd Annual ACM Conference on Human Factors in Computing Systems
PublisherAssociation for Computing Machinery
Pages423-426
Number of pages4
ISBN (Print)9781450324748
DOIs
StatePublished - 2014
Externally publishedYes
Event32nd Annual ACM Conference on Human Factors in Computing Systems, CHI EA 2014 - Toronto, ON, Canada
Duration: Apr 26 2014May 1 2014

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Conference

Conference32nd Annual ACM Conference on Human Factors in Computing Systems, CHI EA 2014
Country/TerritoryCanada
CityToronto, ON
Period4/26/145/1/14

Keywords

  • Digital Narrative
  • Game Design
  • Game Verbs
  • Games

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Graphics and Computer-Aided Design

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