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Author

Maha Zeini Al-Saati

Bio: Maha Zeini Al-Saati is an academic researcher from Simon Fraser University. The author has contributed to research in topics: Animation & Film editing. The author has an hindex of 2, co-authored 6 publications receiving 37 citations.
Topics: Animation, Film editing, Creed, Art world, Video game

Papers
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01 Jan 2012
TL;DR: This paper assembles filmic spaces as a conceptual tool that connects spatial archetypes with camera movements to probe the practice of architectural film/animation.
Abstract: Architects sometimes use architectural animations to explain their designs. To probe the practice of architectural film/animation, this paper assembles filmic spaces as a conceptual tool that connects spatial archetypes with camera movements.

Cited by
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Book
30 Nov 2010
TL;DR: The Handbook of Research on Methods and Techniques for Studying Virtual Communities as mentioned in this paper satisfies the need for methodological consideration and tools for data collection, analysis and presentation in virtual communities, making this reference a comprehensive source of research for those in the social sciences and humanities.
Abstract: Handbook of Research on Methods and Techniques for Studying Virtual Communities: Paradigms and Phenomena satisfies the need for methodological consideration and tools for data collection, analysis and presentation in virtual communities. Chapters cover studies on various types of virtual communities, making this reference a comprehensive source of research for those in the social sciences and humanities. Additionally, the book supports executives and corporate leaders concerned with the management of expertise, social capital, competence knowledge, and information and organizational development in different types of virtual communities and environments.

105 citations

Book ChapterDOI
26 Sep 2012
TL;DR: What experience beyond positive looks like, how it is not always "uncomfortable" and how it can be classed as entertainment, and how the focus for design of interaction and serious games should be an appropriate rhythm between positive and serious experience.
Abstract: This paper discusses the conceptual, practical and ethical considerations towards the development of a framework of experience to inform design and assessment of serious games. Towards this, we review the literature on experience in interaction design, HCI, and games, and identify that the dominant focus for design has been, and still remains, on positive and fun experience. In contrast, anything other than positive experience is often loosely and sometimes inappropriately lumped together under the broad label "negative experience" which can imply bad experience and something to be avoided, while at the same time suggesting it's not useful to design. While work in HCI and the games literature begins to address experience beyond positive, it just scratches the surface. By turning to drama, performance, literature, music, art and film that has shaped experiences and emotion beyond the positive and fun for many years, we describe what experience beyond positive looks like, show how it is not always "uncomfortable" and how it can be classed as entertainment, and argue for the more appropriate term "serious experience". We propose that the focus for design of interaction and serious games should be an appropriate rhythm between positive and serious experience. Finally, we discuss the importance of the take-away message and positive and serious experience in serious games to linger or resonate post-encounter for players in order to encourage reflection and fulfill purpose, and describe associated ethical concerns and make recommendations for designers, evaluators and practitioners in order to safeguard players/users.

36 citations

01 Jan 2018
TL;DR: The Elder Scrolls V: Skyrim as mentioned in this paper is a popular open-world role-playing game for the preservation of Aboriginal Australian cultural heritage (CH) and it is a challenge acknowledged by communities, scholars, and policymakers.
Abstract: The preservation of Indigenous Australian cultural heritage (CH) is a challenge acknowledged by communities, scholars, and policymakers. Research indicates video games are strong tools for heritage, but existing culture-oriented serious games are unsuccessful as cultural worlds. Commercial open-world role-playing games (RPGs) like The Elder Scrolls V: Skyrim (2011) immerse players in complex virtual worlds populated by fictional societies and cultures. The engagement of commercial game players in informal learning and production in the context of online passionate affinity spaces (PAS) indicates players become invested in the cultural content depicted in games. While commercial RPGs do not typically transmit real cultural heritage, culture-oriented serious games can be enhanced by importing features from commercial RPGs. This thesis poses the question: how can open-world RPGs like Skyrim contribute to the transmission of Aboriginal heritage? To respond to this question, three studies were conducted. Immersive autoethnography was employed to investigate world-building tools, methods, and strategies employed in Skyrim. An online survey explored Skyrim player motivations and modus operandi in PAS engagement, as encyclopaedists who collate game lore on the Unofficial Elder Scrolls Pages, and as modders, who produce patches and modifications for Skyrim. Finally, qualitative interviews were conducted with 12 experts from heritage, virtual heritage, and video games to explore the requirements of Indigenous Australian CH. The three studies were synthesised to develop a set of guidelines and recommendations for the content and development procedures of RPGs for indigenous CH. Skyrim’s world-building was found to use a wide range of tools and practices possible to incorporate individually or together to enhance heritage-oriented serious games. The survey of Skyrim’s PAS communities showed the game’s world-building methods inspire players to learn and apply a range of knowledge and skills motivated by interest in the game world. Expert interviews identified focal points for game-based depiction of indigenous cultures, including a focus on values and relationships rather than individual cultural features. The importance of natural heritage and desirability to develop greater environmental dynamics in virtual worlds was noted. The thesis concludes RPG virtual worlds can immerse players in a new culture within a unified environmental, social and cultural context, making them holistic frameworks appropriate for the depiction of indigenous culture.

32 citations

Journal ArticleDOI
01 Jan 2010
TL;DR: This paper applies a game-specific framework for analyzing the design of narrative time and narrative space against a case analysis and grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.
Abstract: The design and representation of time and space are important in any narrative form. Not surprisingly there is an extensive literature on specific considerations of space or time in game design. However, there is less attention to more systematic analyses that examine both of these key factors--including their dynamic interrelationship within game storytelling. This paper adapts critical frameworks of narrative space and narrative time drawn from other media and demonstrates their application in the understanding of game narratives. In order to do this we incorporate fundamental concepts from the field of game studies to build a game-specific framework for analyzing the design of narrative time and narrative space. The paper applies this framework against a case analysis in order to demonstrate its operation and utility. This process grounds the understanding of game narrative space and narrative time in broader traditions of narrative discourse and analysis.

32 citations

Adrienne Shaw1
15 Nov 2015
TL;DR: In this paper, the authors argue that the game's ludic and narrative possibilities limit its ability to critique colonial powers during the American Revolution, and they discuss how the expected audience, that is Ubisoft's construction of the intended player, is reflected in each of these decisions and limits the emancipatory possibilities of AC3.
Abstract: Like other games in its series, Assassin’s Creed III (AC3) is heavily invested in a wellresearched, nuanced representation of historical conflicts. Yet as with any historical text, designers must be selective in their storytelling. Through their choices, we can better understand who might be the expected audience for this “speculative fiction.” This article addresses AC3’s tensions around realism. In it, the author addresses the politics of representation in how players are asked to identify with particular characters (constructed identification), how the game was produced (constructed authenticity), and the version of history portrayed in the game (constructed history). The author argues that the game’s ludic and narrative possibilities limit its ability to critique colonial powers during the American Revolution. The article concludes by looking at what counterhistorical approach to AC3’s story might entail. Throughout, the author discusses how the game’s expected audience, that is Ubisoft’s construction of the intended player, is reflected in each of these decisions and limits the emancipatory possibilities of AC3.

27 citations