scispace - formally typeset
Search or ask a question

Showing papers by "Staffan Björk published in 2008"


01 Jan 2008
TL;DR: This paper presents a character-driven game design method, which uses ideas from dramatic character design to include gameplay into the design process, and several design choices regarding gameplay are identified.
Abstract: Contemporary computer and video games utilize characters in large extent. However, game research literature says only little about how to design gameplay so that it reflects characters' personality; mainly focusing on the narration and graphical presentation of the characters. This paper presents a character-driven game design method, which uses ideas from dramatic character design to include gameplay into the design process. Based upon previous work on NPC design and a new analysis, several design choices regarding gameplay are identified. These choices are described as gameplay design patterns and related to how specific features in a character design can support gameplay. In conjunction with the patterns, the concepts of recognition, alliance, and alignment are used to introduce the method and provide examples. The paper concludes with a discussion on how the method can affect the overall gameplay in games.

12 citations


Proceedings ArticleDOI
20 Oct 2008
TL;DR: Tangible Handimation, a sequencer-inspired animation system for recording and playback of whole or individual parts of animations through direct manipulation and tangible interfaces, is presented.
Abstract: In this paper, we present the development of Tangible Handimation, a sequencer-inspired animation system for recording and playback of whole or individual parts of animations through direct manipulation and tangible interfaces. The development of the system from a keyboard and mouse set-up, Handimation, is described including a workshop with professionals. Users reported the system as enabling real-time performances and making the animation process more democratic, and based upon their input support for imminent feed-forward information was added to the design.

10 citations


01 Jan 2008
TL;DR: This paper presents a limited exploration of how games provide motivation, using gameplay design patterns to codify the results.
Abstract: This paper presents a limited exploration of how games provide motivation, using gameplay design patterns to codify the results. Based upon analysis of four games the patterns Progress Indicators, Player-Designed Characters, Planned Character Development, Social Status, and Player Defined Goals are expanded. In addition, the new design patterns Overlapping Closure Arcs and Memorabilia are introduced.

10 citations


Proceedings ArticleDOI
07 Oct 2008
TL;DR: This work explores some basic considerations for how computer-mediated communication systems could help nurturing group-to-group relationships, and how group, rather than individual, interaction with devices can be addressed in interaction design.
Abstract: As everyday Internet use has become pervasive and natural, people use it effortlessly to find new acquaintances and nurture existing relationships. In this sense, Internet use can mimic and expand everyday social behavior from real life. However, in real life we often participate in gatherings with others not only as individuals but also as part of a group, for instance a family. Social gatherings involving several groups reinforces not only the individual network, but also the group-to-group relationships, adding another layer to social life. Our social identities, our "us"-feelings, are thus developed and enhanced. While there are numerous Internet-based tools and services for nurturing the individual's network, in analogy to real life, group-level interactions are barely touched upon. We explore some basic considerations for how computer-mediated communication systems could help nurturing group-to-group relationships, and how group, rather than individual, interaction with devices can be addressed in interaction design. Finally, we explore why games and gameplay might particularly well suited to motivate use of such systems. These issues will be the main focus of the TA2 (Together Anywhere, Together Anytime) research project.

5 citations