Creating critical gameplay design

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

4 Scopus citations

Abstract

This paper discusses the critical gameplay design project and its newest developments. After being exhibited in five national and international venues in 2009 - 2010, the project has been reconstituted with 3 new games that critique specific aspects of standard gameplay. This short paper reflects on the experience of the exhibition and the design heuristics gathered from them. The paper discusses the three axes of creating Critical Gameplay Games, content, process and scale. It is provided as a resource for researchers making polemic games, including but not limited to persuasive games, advergames, and critical gameplay. It is also useful to people involved in game jams or other intensive, time restricted game-making activities.

Original languageEnglish (US)
Title of host publicationProceedings of the 7th International Conference on Advances in Computer Entertainment Technology, ACE 2010
Pages91-94
Number of pages4
DOIs
StatePublished - 2010
Event7th International Conference on Advances in Computer Entertainment Technology, ACE 2010 - Taipei, Taiwan, Province of China
Duration: Nov 17 2010Nov 19 2010

Publication series

NameACM International Conference Proceeding Series

Conference

Conference7th International Conference on Advances in Computer Entertainment Technology, ACE 2010
Country/TerritoryTaiwan, Province of China
CityTaipei
Period11/17/1011/19/10

Keywords

  • critical design
  • critical gameplay
  • game art
  • game design
  • game process workflow
  • rapid game development

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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