Digital Library Author Archives
- Proceedings of DiGRA23
Eladhari Mirjam Palosaari
- 4 articles or papers
MMAJams – Multi-Method Analysis of Games in Research and Education
Eladhari Mirjam Palosaari Koenitz Hartmut
2020 DiGRA ’20 – Proceedings of the 2020 DiGRA International Conference: Play Everywhere
Ludocriticism – Steps Towards a Critical Framework for Games
Koenitz Hartmut Eladhari Mirjam Palosaari
2019 DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix
Bleed-in, Bleed-out A Design Case in Board Game Therapy
Eladhari Mirjam Palosaari
2018 DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message
The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, examined, and understood. This paper presents design considerations from the ongoing development of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.
Emotional Attachments for Story Construction in Virtual Game Worlds
Eladhari Mirjam Palosaari
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory
In the virtual game world prototype World of Minds that uses the Mind Module, a semi-autonomous agent architec- ture, the notion of sentiments, or emotional attachments be- tween objects, is what constitutes the deep structure in the game world. In this paper a play test is presented where sen- timents are instantiated in three different ways; randomly, by choice of the player and through interaction. The test indicates that the sentiments that are instantiated through interaction between entities in the world are those that cre- ate meaning for they players of a quality that would be use- ful for the co-creation of narrative potential in virtual game worlds.