Play-within-Play – Authoring and Design Approach for Story-World Participation By Mika ‘Lumi’Tuomola, [email protected] Crucible Studio / Media Lab Helsinki, Department of Media Aalto University School of Arts, Design and Architecture, Finland http://crucible.mlog.taik.fi Abstract submission For the “Narrative Minds and Virtual Worlds” conference; Tampere, Finland, 21-22 May 2013 The paper investigates selected participatory ‘story-world’ productions from the point of view of play-within-play. As in Shakespeare’s Hamlet's famous Scene ii in Act III, the external play can be seen as interaction between story-world participants, and the play within it as the drama between story/game characters. Through critical investigation of the case studies, the paper introduces a play-within-play authoring and design approach for narrative media productions that are reshaped by story-world participation. The paper asks, for example, how internal narrative can contain the ‘instructions' of the external narrative participation? Can interface be designed as an organic part of narrative and interaction, perception and action? How have our preceding (oral and improvisational) storytellers dealt with the challenges? The practice-based research paper recognizes storytelling as one of the oldest forms of communication, the aim of which is not to convey an event as such (as information). Storytelling submerges the event into the life of the storyteller in order to give it to listeners as an experience. This necessary subjectivity of participating storytellers' points of view calls for attention to the selection and representation of the points of view – the ethics of narrative esthetics. The issue is visited in reference to a story-within-story, Dedalus’ and his study partner’s conversation within James Joyce’s A Portrait of the Artist as a Young Man (1916), according to which narrative, including participation within it, should escape seduction and propaganda, as "The esthetic emotion is… static. The mind is arrested and raised above desire and loathing." Author bio Mika ‘Lumi’ Tuomola is the founder and director of Crucible Studio, the New Media Storytelling research group at the Media Lab Helsinki of the Department of Media at the Aalto University School of Arts, Design and Architecture, Finland, where he also teaches Generative/Interactive Storytelling and Participatory Drama. As an internationally awarded writer, dramaturge and director, his productions include the web drama “Daisy’s Amazing Discoveries” (1996), moving image installations “Myths for One” (2002) and “Alan01” (2008), avatar and game world designs for “WorldsAway” (2000) and the dark musical comedy series “Accidental Lovers” for television and mobile devices (2006). He’s in the editorial advisory board of Digital Creativity Journal, a founding member of m-cult, the Finnish Association of Media Culture, and an affiliated member and visiting artist of the Digital Studio for Research in Design, Visualisation and Communication, University of Cambridge, UK. “What if ... ?” Environmental narratives in video games and ecological simulation models Prof. Dr. Baltasar Trancón y Widemann (Institute for Practical Computer Science, Ilmenau University of Technology) Melanie Fritsch M.A. (Research Institute for Music Theatre, University of Bayreuth) Since the antiquity humans create world models. Be it in order to understand the environment by which they are surrounded, be it for the purpose to escape that very environment and dive into a more comfortable world, for aesthetic or artistic reasons, for religious absorption, or just for the reason to play. These worlds can be abstract and reduced to the minimum quantity of information needed, or overfilled with everything a creative human mind can imagine. In a seminar series given at the University of Bayreuth between summer 2010 and 2012 entitled “The role of the environment in virtual worlds” we examined the multifarious manifestations of such virtual or artificial worlds (e.g. books, theatre, movies, games, judicature) discussing with students and colleagues from different fields of study. This talk bases on the results of this collaboration. We examine two virtual worlds, which seem very diverging on first glance: video games and ecological simulation models. Whereas the first is created for the purpose to be fun, the latters are developed for future prediction and scientific research. Nevertheless, the worlds presented have something in common: They present a distinct scenario, which can be influenced by a user on the basis of fixed rules. Therefore, the question comes up, whether it just depends on the users’ interpretive mind, what sort of narrative can be drawn from the events he or she causes in the virtual world, and what story this narrative tells. To exaggerate: Can we predict the climate change by playing SimEarth? Czechoslovakia 38-89: Between Nazism and Communism Methodological Reflections on Developing a Serious Game for Teaching History Vít Šisler,1,2 Cyril Brom,1,2 Jaroslav Cuhra,3 Kamil inátl1, Jakub Gemrot1,2 1 Charles University in Prague, Faculty of Arts Charles University in Prague, Faculty of Mathematics and Physics 3 Academy of Sciences of the Czech Republic, Institute of Contemporary History 2 Abstract In this work-in-progress paper, we introduce a complex educational serious game, Czechoslovakia 38-89: Between Nazism and Communism, which is currently being developed at the Charles University in Prague and the Academy of Sciences of the Czech Republic. The general educational objective of the game is to present to the students the key events of the history of Czechoslovakia in the second half of 20th century and to enable them to “experience” these events from the perspective of different actors. By doing so, the game aims to develop deeper understanding of the complex and multifaceted political, social, and cultural aspects of this time period. Emphasis is given on the diversified historical experiences of various segments of the population. The game is a single-player dialog-based adventure game with a strong narrative, featuring interactive comics and authentic audio visual materials. Importantly, the content of Czechoslovakia 38-89 is based on personal testimonies of eyewitnesses of the respective periods. The player assumes a different role in individual modules and interacts with the eyewitnesses in the present and “travels” back in time on memories of the eyewitnesses yielded during conversations. The purpose of this paper is to introduce game concepts and discuss the methodological issues stemming from adapting the real-persons’ – oftentimes emotionally and ethically loaded – testimonies in order to construct the in-game narratives. This paper can be informative for researchers and designers working on similar projects.
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