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Updating Aristotle, freytag campbell with lakoff and frames: Designing interactive narratives in games

机译:使用Lakoff和框架更新Aristotle,freytag和Campbell:设计游戏中的交互式叙述

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This paper discusses approaches to teaching parts of the foundations of interactive narrative for the design of interactive media and games in a course offered to undergraduate New Media and Game Design students. The course is offered to upper division students, most of whom are in the Game Design degree in the School of Interactive Games and Media at the Rochester Institute of Technology. While traditional approaches to understanding narrative structure and analysis, grounded in theories of drama, myth and cinema, such as Aristotle's Poetics and Campbell's Hero with a Thousand Faces, are valuable and it is important for students to be familiar with this body of thought and practice, a growing body of empirical research and theory can help us understand the neurological basis for cognition, interaction design and narrative structure. Rather than viewing framing and metaphors as purely cinematic or poetic devices, for example, we can understand how they represent the encoding and representation of knowledge and a mechanism for automaticity in comprehension. These theories also provide a framework for analysis of media and interaction and a growing set of tools for designing user experience by basing our analytical and design tools and methodologies more firmly on empirical research. For example, how does one translate fairly abstract ideas and emotions into the procedural mechanics of the underlying systems upon which we implement interaction designs? Do we have predictive models that facilitate our ability to conduct research related to the design, implementation and effects of interactive media and games? As a beneficial side effect, learning about the power and automaticity of these cognitive processes might also help inoculate both students and faculty against the abusive use of neuroscience as it is incorporated into games, marketing, public relations and political propaganda. The paper will look application of the theories of frames and metaphors by Goffman - 1], Fillmore [2] and Lakoff & Johnson [3].
机译:本文讨论了在为新媒体和游戏设计专业的本科生开设的课程中,为交互式媒体和游戏的设计讲授交互式叙事基础的部分方法。该课程面向高年级学生,其中大多数人是罗切斯特理工学院互动游戏与媒体学院的游戏设计学位。虽然基于戏剧,神话和电影理论的传统理解叙事结构和分析的方法很有价值,但重要的是让学生熟悉这种思想和实践,例如戏剧,神话和电影理论,例如亚里斯多德的《诗学》和坎贝尔的《千面英雄》。 ,越来越多的实证研究和理论可以帮助我们理解认知,互动设计和叙述结构的神经学基础。例如,我们不是将框架和隐喻视为纯粹的电影或诗意的装置,而是可以了解它们如何代表知识的编码和表示以及理解的自动机制。这些理论还通过更加牢固地基于经验研究为分析和设计工具和方法提供了一个用于分析媒体和互动的框架,并为设计用户体验提供了越来越多的工具。例如,如何将相当抽象的思想和情感转化为我们实施交互设计的基础系统的过程机制?我们是否具有预测模型来促进我们进行与交互式媒体和游戏的设计,实现和效果有关的研究的能力?作为有益的副作用,了解这些认知过程的力量和自动性也可能帮助接种疫苗的学生和教职员工避免将神经科学滥用到游戏,市场营销,公共关系和政治宣传中。本文将研究由Goffman-1],Fillmore [2]和Lakoff&Johnson [3]提出的框架和隐喻理论的应用。

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