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Gamification Dynam-ics: Identity and Story073049 김수진
Identity
• Identity describes the attributes that make an individual unique. At its most lit-eral level, it's how we identify ourselves; a comparison of attributes against known or expected quantities.
• Preconceptions• identity we project forms preconceptions in
the eyes of those we encounter (groups, situ-ations etc.)
Identity in Games• Role-playing. Ex) Batman. Mario• if I'm playing the game doing
everything I would do, I'm exercising my choice, if I'm playing the game doing everything my-character would do, I'm role-playing.
• Players concentrate on not Real but imag-inary role
• Social Purpose ex) soccer• Role in group : counter shouter• The role a player chooses not only gives them
value in the eyes of the group, but it can also say something about who they are.
Story• Story as a topic by combining Narrative and
Fantasy, which I defined as the events and setting of a story.
• It will be “narrative”.• Narrative : They have clearly defined charac-
ter arcs, tantalizing mysteries, dramatic shifts and a plotted progression of emotional highs and lows.
Passive Narrative
• Passive Narrative(expectation, emotion)• Mystery / Suspense• Unanswered Questions or Cliffhangers
• Dramatic Reversals• Broken Expectations
• Moral/Intellectual prodding• Pressing the viewer to ask: What would I do?
How would I solve this?
Passive narrative• Scripted events : keeping the story on a
constructed path. 99% Of games takes this way.
• Emergent events : the idea of story created by social interaction. • Given enough players and opportunities for
drama, social constructs begin to emerge on their own and generate suspense, intrigue, deeper intent and the sense of a collective story as players work together
EX) zelda.