Framing play : the relevance of game studies for design discipline and the value of design research for game design education
|Abstract:||How do video game studies, as part of the digital humanities, inspire the design research community and how does design research influence game design? How should design values lead game design education, a field where designers are instructed to operate as subordinate players within the larger economic system, just like—as many customers—gamers are? This paper explores these questions by highlighting how seriously video games and interactive media are now part of a design culture that is today intertwined in interdisciplinary discourses, reminding us of the leading role that design may play in the future of leisure development. The video game industry remains harnessed to productivity and quick profits, which produces fads, banal theming, consumerism and indifference to the growth of players. Fortunately, as is the case in many other design fields, game design also offers more personal, avantgarde and critical approaches that creates opportunities to produce original visions of our future, encouraging individual reflection and performances through which critical insights may emerge. Game design is a particular, complex and multilayered design activity that takes place in a specific domain: the aesthetics of interactive systems, whereby systems of meaning are established by rule sets resulting in play. Beyond this field, many inquiries corollary to game studies such as ludology’s early epistemological deliberations or filiations to scientific or humanistic traditions sound like echoes of former design disciplinary debates. Such knowledge should transcend design domains and academic|
|Document Type:||Article dans une conférence|
|Issue Date:||22 May 2015|
|Open Access Date:||19 February 2018|
|This document was published in:||11th European Academy of Design Conference, (2015)|
|Collection:||Autres articles publiés|
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