impact of technology on narratives

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Impact of technology on narratives T Pietro Polsinelli @ppolsinelli

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We take a glimpse at the complex relation between technology and narratives.

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Page 1: Impact of technology on narratives

Impact of

technology

on

narratives

• T

Pietro Polsinelli

@ppolsinelli

Page 2: Impact of technology on narratives

A superstitious belief is the belief in a

privileged relation between narrative and

paper books.

Vast majority of our history there simply were

no books. Maybe there will not be.

Books are not essential components of

happyness or culture; sorry

Oh books! Oh writers!

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Page 3: Impact of technology on narratives

Technology

as

a barrier

• T

Technology

as

facilitation

Page 4: Impact of technology on narratives

Narratives through

technology

Page 5: Impact of technology on narratives

Orality, Poems / Songs, Written.

Only few can read and write.

Most can read and write.

Letters in the Roman Empire took

two weeks to go across the empire.

Technological evolution.

Page 6: Impact of technology on narratives

Technological evolution changed

things. It gave universal access to

information, lots of information,

streaming information, formerly

accessible to only a few. Changed

reading habits, also life habits.

It spread so quickly…

This is…

Page 7: Impact of technology on narratives

"by 1500 1000 printing presses were in operation throughout

Western Europe and had produced 8 million books.“ http://en.wikipedia.org/wiki/Global_spread_of_the_printing_press

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Age of the passive narrative

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And then, Internet, social networks and videogames

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Quality of narrative is

independent of the medium.

Good, meaningful narrative

through Twitter, even Facebook.

Melt-a-Plot: UI design includes motivation.

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The games universe

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Two different

narratives through

games

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Self referential / Referring games

Both may be good or bad.

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Non played games.

Dear Esther, Proteus, Journey

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Games for change

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Games for change

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Ludo narrative

dissonance

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Page 22: Impact of technology on narratives

Oh how nice it is to work as a

slave for this multinational

http://unmanned.molleindustria.org/

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Playfied solutions

“Gamification”. Bottle bank arcade. Somemtimes, unhealthy psychological consequences.

Techniology of “fitting better”: technology for control (Foucault).

Game play is instrumental to an external goal. 23

Page 24: Impact of technology on narratives

http://thegamebible.com/

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Learning & teaching

with games

from games

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Cargo Bot http://twolivesleft.com/CargoBot/

Videogames are ideal for transmitting formal rules through concrete examples. This can cover a lot of

ground.

Also probe – test – rethink – probe cycle.

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Search energy in a 3D environment.

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The dark side

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Page 29: Impact of technology on narratives

No narrative ideal, no purpose beyond monetization. Lenses in a skeleton: The Sims Social.

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Measure, measure, measure.

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Addiction by Design Natascha Schull

http://gelconference.com/videos/2008/natasha_schull

97% is given by the slot machine – study IT

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Narrative

for / in / from / out

games

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The Magic Circle: Huizinga, Johan. 1971. Homo Ludens: A Study of the Play Element in Culture. Boston:

Beacon Press.

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Which story?

- user gameplay story

- learning story

- author scripted story

- game generated story

- describing the game (story as ux tool)

Distinguish: emergent narrative vs. embedded narrative.

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“If one understands that storytelling for games has little or nothing to do with interactive storytelling one has already saved oneself a lot of trouble.”

It goes in many directions.

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There isn't one right way to include stories in games: Storyteller, Blackbar ...

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Page 41: Impact of technology on narratives

The flow

The blurry edge between challenging and too difficoult.

There is the flow. We are tackling the tip of something complex. When we are

kept at the margin of our abilities – it’s the flow graph. So its complex,

there are exceptions everywhere. 41

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Flow: The Psychology of Optimal Experience Mihaly Csikszentmihalyi (Author)

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Stress based classification.

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Koster – Deterding definition of fun.

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“Fun is

about

learning in

a context

where there

is no

pressure”

But in school there is, and there has to be, pressure. There is here a dynamic.

http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!

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http://codingconduct.cc/Pawned

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Page 47: Impact of technology on narratives

Fun is learning - but

learning is not always

fun.

“Fun is a feedback we

get in the mind when

absorbing patterns for

learning purposes” -

Koster

From “Theory of Fun”

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Page 48: Impact of technology on narratives

Technology

as

a barrier:

creates

(dangerous)

language

games

Technology

as

facilitation:

breaks the

language

games

Page 49: Impact of technology on narratives

This breaks the language game, in an accessible

way.

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Beyond

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Wittgenstein, Foucault, Kripke

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My twitter stream is mostly dedicated to game design:

http://twitter.com/ppolsinelli

A blog on game design http://designagame.eu

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