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Lines of thought : Exploring hybrids in the design of game components

From the creation of traditional board-games to their translation into digital interfaces, a new era seems to be starting, where the need for physical sensory interactions battles the benefits brought on by technology. This is where hybrids are born as a middle ground that blends the benefits of these two forms of play. And while new hybrid game designs should cater these benefits equally, it seems that these post digital board-games, have still been focused in proposing new technologies, rather than new interactions. A shift in focus is now necessary, placing hybrids as a bridge between physical and digital domains, towards innovative interactions in gameplaying experiences. As games are set in a context that blends imaginary narratives with real contexts and players, exploring new forms of interaction is only made possible by looking beyond what games are, and into the experiences they provide. In that sense, this design process will explore deduction game components, such as the communication of clues that lead players to discover the solution and win the game. The final concept, Lines of Thoughts, contributes to the discussion by looking at materiality in interactions as something not only seen literally defined in physical form, but also metaphorical. Elements that would otherwise be intangible, such as thoughts, can be made tangible through technologically enhanced lines that can be created, seen, touched, heard, and, ultimately, interacted with.

Identiferoai:union.ndltd.org:UPSALLA1/oai:DiVA.org:mau-43319
Date January 2021
CreatorsXavier, Margarida
PublisherMalmö universitet, Institutionen för konst, kultur och kommunikation (K3)
Source SetsDiVA Archive at Upsalla University
LanguageEnglish
Detected LanguageEnglish
TypeStudent thesis, info:eu-repo/semantics/bachelorThesis, text
Formatapplication/pdf
Rightsinfo:eu-repo/semantics/openAccess

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