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Articles 1 - 3 of 3
Full-Text Articles in Architecture
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
Articles
This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …
The Magic And Metaphysics Of Shit :The Production Of Space And Digital Technology, David Capener
The Magic And Metaphysics Of Shit :The Production Of Space And Digital Technology, David Capener
Articles
Reading Henri Lefebvre alongside Bernard Stiegler, this paper explores the changes that have taken place to the production of space in our age of digital technology. Lefebvre sensed the radical changes taking place in society through the implementation of computational technologies. He asked a prescient question: How is this space being produced? Lefebvre was unable to foresee the significant changes to the actual mechanics of the production of space brought about by the third industrial revolution. A thinker who does do this is Bernard Stiegler who is interested in how new digital technologies change memory via tertiary mnemotechnical devices – …
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.