Affective and Bodily Involvement in Children’s Tablet Play


Waern Annika Bohne Gunnar
2015 DiGRA '15 - Proceedings of the 2015 DiGRA International Conference

The rapid development of tablet applications targeting pre-school children presents us with challenging questions concerning how this age group engages with the applications. We performed a study with a tablet game designed to teach pre-school children about emotions, studying their mode of engagement and their understanding of the game. The purpose of the study was to provide insights into what play activities are encouraged by tablet play. The study showed clearly that even though the interactivity of the game was very limited, the children understood the social and emotional aspects of the game content very well. We also found that the children would sometimes engage affectively and dramatically with the game content; we highlight in particular instances of bodily involvement with the game. We argue that tablet games offer design opportunities for children in this age range that may be less relevant for older children, by taking corporeal play around the tablet into account. While none of the models for computer game-based learning and persuasion that have been proposed in literature constitutes a perfect fit to the behavior observed in our study, we find some resonance in the concept of procedural rhetorics in the way the players' interaction with the game serves to complete a rhetorical argument; in this case the storyline of the game. The children's dramatic involvement may potentially serve to strengthen such arguments.

 

“We are two strong women” – Designing Empowerment in a Pervasive Game


Back Jon Waern Annika
2014 DiGRA '13 - Proceedings of the 2013 DiGRA International Conference: DeFragging Game Studies

Gender-aware design is important in computer games in general, and perhaps even more so in the design of pervasive games, as these are played in the ordinary world. As pervasive games blur the distinction between game and non-game situations, they influence the everyday lives of their players. We discuss the design process for the game ‘Codename Heroes’ from a gender-aware perspective. The focus is on how players reacted to the experience of playing the game during a sequence of design workshops. We found that playing the game made people less sensitive to ‘fear of the outside’. The participants were aware they ‘should’ feel unsafe in unknown neighbourhoods, but mostly did not. Furthermore, a combination of collaboration with internal competition fostered a sense of empowerment. Finally, we could confirm what previous researchers have seen, that women participants tended to blame themselves, rather than the technology or the situation, for errors.

 

On the Edge of Reality: Reality Fiction in ‘Sanningen om Marika’


Waern Annika Denward Marie
2009 DiGRA '09 - Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, Play, Practice and Theory

The Alternate Reality Game genre inspires a mode of play in which the participants choose to act as if the game world was real. Jane McGonigal has argued that one of the most attractive features of an ARG is the ‘Pinnochio’ effect: at the same time that the players deeply long to believe in them, it is in reality impossible to believe in them for real. In this article, we study “Sanningen om Marika”, a game production where fact and fiction was blurred in a way that made some participants believe that the production was reality rather than fiction, whereas other participants found the production deeply engaging. We discuss the different participant interpretations of the production and how it affected the players´ mode of engagement. We also outline some of the design choices that caused the effect.

 

Play it for Real: Sustained Seamless Life/Game Merger in Momentum


Stenros Jaakko Montola Markus Waern Annika Jonsson Staffan
2007 DiGRA '07 - Proceedings of the 2007 DiGRA International Conference: Situated Play

In this paper we describe a high-end pervasive larp Momentum that sought to create a seamless merger of life and game for the game duration of five weeks. During the five weeks the players could be able to play an immersive game set in our ordinary reality augmented with game content, both through narrative content and through game artifacts. The central challenges of the long duration was merging the game and life in a functional manner, game mastering the game for extended periods, and pacing and structuring the game in a working way. This paper looks into the lessons of Momentum; problems, solutions and other evaluation results.

 

“I’m in love with someone that doesn’t exist!!” Bleed in the context of a Computer Game


Waern Annika
2010 DiGRA Nordic '10: Proceedings of the 2010 International DiGRA Nordic Conference: Experiencing Games: Games, Play, and Players

It is not unusual for computer games to include romance, but most games treat romance as a narrative theme rather than as an integrated part of gameplay. In this article I investigate the gameplay experience in the game Dragon Age, a single-player game that allows players to actively engage in romance. Based on an investigation of blog and community comments, we argue that this sometimes will create an experience that is similar to the “bleed” effect in non-computerised role-play, and that the player to some extent shares emotions with his or her character.

 

Narrative Friction in Alternate Reality Games: Design Insights from Conspiracy For Good


Stenros Jaakko Holopainen Jussi Waern Annika Montola Markus Ollila Elina
2011 DiGRA '11 - Proceedings of the 2011 DiGRA International Conference: Think Design Play

Alternate Reality Games (ARG) tend to have story-driven game structures. Hence, it is useful to investigate how player activities interact with the often pre-scripted storyline in this genre. In this article, we report on a study of a particular ARG production, Conspiracy For Good (CFG), which was at the same time emphasising the role of strong storytelling, and active on-site participation by players. We uncover multiple levels of friction between the story content and the mode of play of live participants, but also between live and online participation. Based on the observations from the production, we present design recommendations for future productions with similar goals.

 

Framing Games


Waern Annika
2012 DiGRA Nordic '12: Proceedings of 2012 International DiGRA Nordic Conference

In this article, I revisit the everlasting question of what constitutes a game. My purpose is to arrive at a permissive definition that can serve to bridge digital and non-digital game studies. The way I approach the issue is through eliciting the qualities of games for which I believe game studies provides appropriate tools. The article centres on the idea that games are systems, which have been designed to be played or evolved within a play practice. I use previous literature to carefully examine what is required from a game system, as well as what signifies play in relationship to other human activities. The strength of game studies is that it has developed ways to understand how these two aspects are interrelated - how play is shaped by systems, and how systems need to be constructed to support play.