Videogames and their material representations: Prototyping interactive experiences for social and cognitive purposes

This article explores a formative era of video games during which paper prototyping was widely used. By examining a range of paper prototypes, we extend the conception of a prototype to involve types that incorporate multiple aspects of video game design, including the mapping of content, locations...

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Main Authors: Feichin Ted TSCHANG (or F. Ted TSCHANG), D’IPPOLITO, Beatrice, CHABOUD, Mathieu-Claude
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Language:English
Published: Institutional Knowledge at Singapore Management University 2022
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Online Access:https://ink.library.smu.edu.sg/lkcsb_research/7402
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spelling sg-smu-ink.lkcsb_research-84012024-01-18T02:30:03Z Videogames and their material representations: Prototyping interactive experiences for social and cognitive purposes Feichin Ted TSCHANG (or F. Ted TSCHANG), D’IPPOLITO, Beatrice CHABOUD, Mathieu-Claude This article explores a formative era of video games during which paper prototyping was widely used. By examining a range of paper prototypes, we extend the conception of a prototype to involve types that incorporate multiple aspects of video game design, including the mapping of content, locations and events, and the logics structuring player interactions. The prototypes integrate multiple dimensions in order to help designers structure the player experience. Such prototypes are critical antecedents to the construction of working interactive prototypes, as they represent layers of the player’s experience. We find that paper prototypes fulfill different social roles, including: conveying past cultural knowledge and embedding it into the design; coordinating and reconciling different views on the design; and elaborating the design (potentially to instruct other developers). In explicating these roles, we draw on the notion of boundary object to discuss the range of prototypes and their uses for uniquely describing the design of experiences. 2022-10-01T07:00:00Z text https://ink.library.smu.edu.sg/lkcsb_research/7402 info:doi/10.54695/eh.109.0138 Research Collection Lee Kong Chian School Of Business eng Institutional Knowledge at Singapore Management University video games paper prototyping formative era prototype conception video game design content mapping locations events logics of player interactions player experience interactive prototypes social roles of prototypes cultural knowledge design coordination boundary object design of experiences Organizational Behavior and Theory
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic video games
paper prototyping
formative era
prototype conception
video game design
content mapping
locations
events
logics of player interactions
player experience
interactive prototypes
social roles of prototypes
cultural knowledge
design coordination
boundary object
design of experiences
Organizational Behavior and Theory
spellingShingle video games
paper prototyping
formative era
prototype conception
video game design
content mapping
locations
events
logics of player interactions
player experience
interactive prototypes
social roles of prototypes
cultural knowledge
design coordination
boundary object
design of experiences
Organizational Behavior and Theory
Feichin Ted TSCHANG (or F. Ted TSCHANG),
D’IPPOLITO, Beatrice
CHABOUD, Mathieu-Claude
Videogames and their material representations: Prototyping interactive experiences for social and cognitive purposes
description This article explores a formative era of video games during which paper prototyping was widely used. By examining a range of paper prototypes, we extend the conception of a prototype to involve types that incorporate multiple aspects of video game design, including the mapping of content, locations and events, and the logics structuring player interactions. The prototypes integrate multiple dimensions in order to help designers structure the player experience. Such prototypes are critical antecedents to the construction of working interactive prototypes, as they represent layers of the player’s experience. We find that paper prototypes fulfill different social roles, including: conveying past cultural knowledge and embedding it into the design; coordinating and reconciling different views on the design; and elaborating the design (potentially to instruct other developers). In explicating these roles, we draw on the notion of boundary object to discuss the range of prototypes and their uses for uniquely describing the design of experiences.
format text
author Feichin Ted TSCHANG (or F. Ted TSCHANG),
D’IPPOLITO, Beatrice
CHABOUD, Mathieu-Claude
author_facet Feichin Ted TSCHANG (or F. Ted TSCHANG),
D’IPPOLITO, Beatrice
CHABOUD, Mathieu-Claude
author_sort Feichin Ted TSCHANG (or F. Ted TSCHANG),
title Videogames and their material representations: Prototyping interactive experiences for social and cognitive purposes
title_short Videogames and their material representations: Prototyping interactive experiences for social and cognitive purposes
title_full Videogames and their material representations: Prototyping interactive experiences for social and cognitive purposes
title_fullStr Videogames and their material representations: Prototyping interactive experiences for social and cognitive purposes
title_full_unstemmed Videogames and their material representations: Prototyping interactive experiences for social and cognitive purposes
title_sort videogames and their material representations: prototyping interactive experiences for social and cognitive purposes
publisher Institutional Knowledge at Singapore Management University
publishDate 2022
url https://ink.library.smu.edu.sg/lkcsb_research/7402
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