Player 2: Mixing Gameplay and Audience Heuristics
Computers & Writing 2012Scott Reed
AUDIENCE
AUDIENCE
COMPLEXITY
Games are…
• Grammatologically Layered (Code and Image)
Games are…
• Grammatologically Layered (Code and Image)
• Feedback Loops
Games are…
• Grammatologically Layered (Code and Image)
• Feedback Loops
• Facilitators of Knowledge Transfer
COMPLEXITY
GAMES and COMPLEXITY
HEURISTICS
EMERGENCE
EMERGENCE
AUDIENCE
GAMING COURSE DESIGN1. Emergence as a Tool
GAMING COURSE DESIGN1. Emergence as a Tool
3. Emergence as a Practice
Do I have a specific group or groups of readers in mind—my family, parents of teenagers, churchgoers, legislators, or scientists?
What opinions and values do they probably share that are relevant to my topic? Are they likely to agree with one another? With me?
Do they know more, or less, than I do about the subject? What do I need to learn in order to address this audience?
How simple or technical should my language be? What terms or concepts will I need to define, explain, or illustrate?
What do I want to accomplish in writing this? To teach my readers something? Convince them of my point of view? Move them to action—or to tears? Entertain them?
GAMING COURSE DESIGN1. Emergence as a Tool
3. Emergence as a Practice
5. Emergence of Multiple Audiences
GAMING COURSE DESIGN1. Emergence as a Tool
3. Emergence as a Practice
5. Emergence of Multiple Audiences
7. Emergence into Multiple forms of Production
GOALS, ACCIDENTS, AND LOOPS
Three sites for interrogation:
• Meaning within the Game (Audience Text)↔
• Meaning around the Game (Text Writer)↔
• Meaning outside the Game (Writer Audience)↔
GOALS
ACCIDENTS AND LOOPS
ACCIDENTS AND LOOPS
ENACTED
ACCIDENTS AND LOOPS
ENACTED
NETWORKED
ACCIDENTS AND LOOPS
ENACTED
REFLEXIVE
NETWORKED
Thank you.
Scott ReedGeorgia Gwinnett [email protected]@rhetoroxor on Twitter
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