Interactive & Participatory Social Gaming in Mass Media
Lectures, Case Studies & Project Work
Module 2: Friday, July 26th through Friday, August 2nd 2002 including Saturday,
July 27th
Abstract
Narrative and design for user centered interactive environments
- interaction + game strategies + roles
- social play + structures + processes
- launched and generated narratives + moderation
- cross-media + formats
This session will look into interactivity with emphasis on social play and game.
Most interactive multiuser applications in new media follow various patterns of
traditional analog games, plays and rituals. User motivation, tasks, roles and
tools are designed to form a succesful playground for a number of audience participants.
Why do some playgrounds work better than others? How do they launch a certain
mood and motivational base from the beginning and direct the process in an appropriate
way?
This session with supervised project work focuses on writing and designing interactive
mass media environments that can give and keep a promise of a rewarding and productive
experience.
Workshop goals
- to understand different possibilities of communication environments with
interesting user generated content (www, (digital) television, radio, mobile
/ as cross media)
- to create thematic content and user-centered communication strategies for
such an environment
- to define clear motivational tasks and design a collective process for users
- to build detailed elements for the environment: GUI, entering gates, roles,
tools, rules, subjective tasks and reward mechanisms
- to elaborate possible cross-media concept synergies and platform specific
functions
- to create quick prototypes during the workshop that can be tested by the
other groups
- to build a descriptive demo and pitch for a final presentation
Project framework
The participants will be given 4-6 clear formats for content/interaction/technical
platform so that all the groups
- can select the publishing platform that suits their interests for content
and interaction design
- can concentrate on content creation and specific design challenges within
a set framework
- have a possiblity to come up with refined concepts to pitch after only one
week work time
Thus their concepts would be loosely targeted to certain big players in the industry
like broadcasters, game developers, public services, companies with heavy web
strategies, telecommunication companies and other.
Course Outline
Friday, Day 1
- getting to know each other
- individual and group interests - where are we now?
- interaction as action, dramaturgy, story creation and design
- content formats presented, explained and discussed (classical interaction
formats and hybrids)
- genres and structures of interaction presented with practical examples and
then discussed
- quick excercise
Saturday, Day 2
- Steve Bürk introduces role playing and works on character generation
- playing with the roles to get first hand experience
Monday through Thursday, Days 3 to 6
- tutored working on week project in groups (concept/content developement,
sketching and prototyping in paper)
- small quick lectures on specific subjects if needed (otherwise further information
comes along with the practical work)
- paper mock up's and prototypes tested and played by other groups, then evaluated
and discussed shortly + developement strategies made
- building up electronic prototypes: preferably in drawn and written form
to Flash (Flash, Photoshop, maybe Freehand), also still photographs and digital
video could be used if really necessary (and if this is possible technically).
Evaluating and redeveloping prototypes from user's point of view
Friday, Day 7
- rehearse the pitching presentation as materials and strategy
- pitching for audience
- course evaluation
final presentation
- audience of 10-20 per buyer/evaluator should be invited
- Raimo Lċng presents himself and the workshop shortly (5 min)
- group presentations 10 min. each group + discussion 5-8 min. max
- possibly a short coffee break (20min) afterwords in order to give time for
further informal inquiries and discussions. Each group could have their own
desk and a laser-printed mini leaflet to deliver