2. A superstitious belief is the belief in a
privileged relation between narrative and
paper books.
Vast majority of our history there simply were
no books. Maybe there will not be.
Books are not essential components of
happyness or culture; sorry
Oh books! Oh writers!
2
5. Orality, Poems / Songs, Written.
Only few can read and write.
Most can read and write.
Letters in the Roman Empire took
two weeks to go across the empire.
Technological evolution.
6. Technological evolution changed
things. It gave universal access to
information, lots of information,
streaming information, formerly
accessible to only a few. Changed
reading habits, also life habits.
It spread so quickly…
This is…
7. "by 1500 1000 printing presses were in operation throughout
Western Europe and had produced 8 million books.“
http://en.wikipedia.org/wiki/Global_spread_of_the_printing_press
11. Quality of narrative is
independent of the medium.
Good, meaningful narrative
through Twitter, even Facebook.
Melt-a-Plot: UI design includes motivation.
11
22. Oh how nice it is to work as a
slave for this multinational
http://unmanned.molleindustria.org/
22
23. Playfied solutions
“Gamification”. Bottle bank arcade. Somemtimes, unhealthy psychological consequences.
Techniology of “fitting better”: technology for control (Foucault).
Game play is instrumental to an external goal.
23
33. The Magic Circle: Huizinga, Johan. 1971. Homo Ludens: A Study of the Play Element in Culture. Boston:
Beacon Press.
33
34. Which story?
- user gameplay story
- learning story
- author scripted story
- game generated story
- describing the game (story as ux tool)
Distinguish: emergent narrative vs. embedded narrative.
34
35. Classical media is not interactive: depends how you look at it. There is a
branching reality, and videogames are rarely truly interactive.
http://gamamoto.com/2011/11/08/storytelling-and-video-games/
35
36. “If one understands that
storytelling for games
has little or nothing to
do with interactive
storytelling one has
already saved oneself a
lot of trouble.”
It goes in many directions.
36
40. There isn't one right way to include stories in games: Storyteller, Blackbar ...
40
41. The flow
The blurry edge between challenging and too difficoult.
There is the flow. We are tackling the tip of something complex. When we are
kept at the margin of our abilities – it’s the flow graph. So its complex,
there are exceptions everywhere.
41
45. “Fun is
about
learning in
a context
where there
is no
pressure”
But in school there is, and there has to be, pressure. There is here a dynamic.
http://www.youtube.com/watch?feature=player_embedded&v=x5YtkTw4wn4#!
45
47. Fun is learning - but
learning is not always
fun.
“Fun is a feedback we
get in the mind when
absorbing patterns for
learning purposes” Koster
From “Theory of Fun”
47