The Fall of the Fourth Wall

Author(s):  
Samantha Stahlke ◽  
James Robb ◽  
Pejman Mirza-Babaei

Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.

Author(s):  
Samantha Stahlke ◽  
James Robb ◽  
Pejman Mirza-Babaei

Over the past several years, the live-streaming of digital games has experienced a vast increase in popularity, coinciding with the rise of eSports as an entertainment medium. For a rapidly growing audience, streamed content provides material from an ever-increasing roster of games, tournaments, and special events. Recently, streaming platforms, game developers, and professional players have experimented with the inclusion of viewer interaction through mechanisms such as chat, broadcast messages, donations, and voting systems. With the advent of these mechanisms, the concept of game viewership has entered a transitory period; while still largely focused on consumption, for many spectators, the viewing experience is no longer an entirely passive act. The idea of interactive spectatorship (the authors refer to it as Spectator-players) carries the potential for audience members to engage with content at a much deeper level, participating actively in a novel form of entertainment and contributing to an enriched gaming community. This novel form of gaming interaction poses interesting challenges for game designers, as it requires design considerations to meet the needs of players, passive viewers, and active audience members alike. In this paper, the authors examine the opportunities and challenges presented by the design of interactive spectator experiences. Ultimately, they propose a series of design guidelines aimed at the exploration of development in the area of interactive spectator experiences.


Shore & Beach ◽  
2020 ◽  
pp. 65-73
Author(s):  
Gen Liu ◽  
Feng Cai ◽  
Hongshuai Qi ◽  
Jianhui Liu ◽  
Gang Lei ◽  
...  

Beach nourishment has been widely used for beach protection around the world. However, there is limited information about beach nourishment in China. This study offers an overview of beach nourishment practices, status and technological advances in China, based on the literature, reports, and personal communications. The results demonstrate that beach nourishment has been recognized as an effective and environmentally friendly measure to combat coastal erosion and has been increasingly adopted in China, especially in the past decade. The unique characteristics of coastal China resulted in a difference in beach nourishment between China and Western developed countries in terms of the types, objectives, and shapes of beach nourishment. For the types of nourishments in China, there were approximately the same number of restored beaches and newly constructed beaches. For fill sediment, homogeneous fill and heterogeneous fill comprised 51.1% and 48.9% of projects, respectively. The objective of beach nourishment was mainly to promote coastal tourism, and the shape of nourished beaches was dominated by headland bays. This study also indicated that China has achieved a number of technological advances in beach nourishment, including methods of beach nourishment on severely eroded coasts and muddy coasts, an optimized design of drain pipes involved in urban beaches, and ecological design considerations. From the past decade of practices, four aspects were proposed as considerations for future nourishment: sand sources, technique advances, ecological effects, and management of beach nourishments.


2021 ◽  
Vol 13 (3) ◽  
pp. 1036
Author(s):  
Siri Willskytt

Consumable products have received less attention in the circular economy (CE), particularly in regard to the design of resource-efficient products. This literature review investigates the extent to which existing design guidelines for resource-efficient products are applicable to consumables. This analysis is divided into two parts. The first investigates the extent to which general product-design guidelines (i.e., applicable to both durables and consumables) are applicable to consumables. This analysis also scrutinizes the type of recommendations presented by the ecodesign and circular product design, to investigate the novel aspects of the CE in product design. The second analysis examines the type of design considerations the literature on product-type specific design guidelines recommends for specific consumables and whether such guidelines are transferable. The analysis of general guidelines showed that, although guidelines are intended to be general and applicable to many types of products, their applicability to consumable products is limited. Less than half of their recommendations can be applied to consumables. The analysis also identified several design considerations that are transferable between product-specific design guidelines. This paper shows the importance of the life-cycle perspective in product design, to maximize the opportunities to improve consumables.


Author(s):  
Ana I. Grimaldo ◽  
Alberto L. Morán ◽  
Eduardo Calvillo Gamez ◽  
Paul Cairns ◽  
Ramón R. Palacio ◽  
...  

1903 ◽  
Vol 49 (204) ◽  
pp. 152-154
Author(s):  
H. M. Bannister

The past year has not been notable for any special events in American psychiatry, though the usual amount of activity has existed. There has been no retrogression, and signs of a better future ahead as regards political control of charitable institutions have appeared in quarters where they are most welcome. In Illinois, for example, where for ten years past politicians have controlled the institutions, recent events have made reform in this regard a political issue, and both parties are, so to speak, tumbling over each other in their zeal to utilise it to their own advantage. The scandal that excited this was not abuse of patients or bad financial management, for neither of these has been proven, but the assessment of employés for political purposes, which has at last aroused the public conscience. The outcome can hardly fail to be good, and we may hope at least for a better state of affairs than existed even before the politicians took control. It is a slow work educating the public as to the political neutrality of hospitals for the insane, but it is being done, and the prospect is that they will before very long be as free from the abuses of partisan politics in Illinois as in any of the older states of the Union. I have spoken of this matter in previous letters, but it is right that I mention it again, for it is the chief fault of our public institutions, and the one that is more than everything else responsible for their failings.


2014 ◽  
Vol 12 (3) ◽  
pp. 309-319 ◽  
Author(s):  
Jennifer R. Whitson ◽  
Bart Simon

While we could attribute the close ties between surveillance and video games to their shared military roots, in this editorial we argue that the relationship goes much deeper to that. Even non-digital games such as chess require a mode of watchfulness: an attention to each piece in relation to the past, present, and future; a drive to predict an opponent’s movements; and, a distillation of the player-subject into a knowable finite range of possible actions defined by the rules. Games are social sorting, disciplinary, social control machines.In this introduction we tease apart some of the intersections of games and surveillance, beginning with a discussion of the NSA documents leaked by Edward Snowden on using games to both monitor and influence unsuspecting populations. Next, we provide an overview of corporate data-gathering practices in games and further outline the production of manageable, computable subjectivities. Then, we show how the game Watch Dogs explores the surveillant capacities of games at both the game mechanical and representational scales. These three different facets of surveillance, games, and play set the scene for the special issue and the diverse articles that follow.  In the following pages we pose new lines of questioning that highlight the nuances of play and offer new modes of thinking about what games - and the processes of watching and being watched that are a foundational part of the experience – can tell us about surveillance.


2020 ◽  
Vol 12 (3) ◽  
pp. 303-319
Author(s):  
Mark Mullen

For the past 30 years museums and art galleries on both sides of the Atlantic have been resistant to exhibiting digital games as art and have instead embedded them in exhibitions and displays that have portrayed them as exemplars of design. This conservative approach has largely failed to achieve the stated purpose of many of these exhibitions: to foster a wider public appreciation for games and encourage more sophisticated conversations about gaming. This article argues that curators for video game exhibitions have been co-opted by the ideological norms of the tech sector which has produced a reluctance to engage critically with their subject matter and a willingness to overlook ethical problems within the videogame industry.


Author(s):  
Paul Pivec ◽  
Maja Pivec

Digital Games are becoming a new form of interactive content and game playing provides an interactive and collaborative platform for learning purposes. Collaborative learning allows participants to produce new ideas as well as to exchange information, simplify problems, and resolve the tasks. Context based collaborative learning method is based on constructivist learning theory and guides the design of the effective learning environments. The constructivist design required for successful Game-Based Learning is discussed in this chapter and the model of recursive learning is discussed suggesting how Game-Based Learning (GBL) and how to maximize its affect. This chapter defines “Gameplay” and tables the perceptions of both players and teachers in the area of abilities learnt from playing digital games. Resources for implementing GBL are highlighted and the need for these is discussed. We conclude this chapter with design guidelines that will ensure effective learning outcomes are attained and suggest why these steps are necessary.


2020 ◽  
Vol 9 (1) ◽  
pp. 005
Author(s):  
Fede Peñate Domínguez

Buildings play a major role in computer games set in the past, both as gameplay components and as elements of historical realism. Varying on the genre of the game they perform different functions, from the transition and movement possibilities they allow the player in action-adventure games like Assassin’s Creed (Dow, 2013) to sedentary headquarters in strategy and management titles such as Age of Empires and Civilization (Bonner, 2014). My goal with this paper is to analyse the purposes of Spain’s colonial architecture in computer games set in the period of the Spanish Monarchy’s rule overseas. In order to achieve it, I will use Adam Chapman’s theoretical and methodological framework to understand the games’ historical epistemologies and ludonarratives, and Salvati and Bullinger’s concept of selective authenticity to analyse the role of these buildings in evoking the past and giving meaning to it. Aided by these lenses, I will try to unravel the master narratives behind these titles and how they give meaning to the history of Spain and its former colonies.


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