• Katrine Haugaard
  • Thomas Dyrmann Winkel
4. semester, Oplevelsesdesign, Kandidat (Kandidatuddannelse)

This thesis is about designing a partly physical and partly digital game for Universitariums exhibition this summer 2012. The theme for Universitarium this summer is: “SEE, what you cannot see” and the game designed and conceptualized in this thesis focus on photography as a way of seeing things of the past that you cannot see anymore. Furthermore the narrative of the game has to be based on the true story of the first murder case in Denmark, where photographs was used as proves to solve the case.

Therefore, the demands of Universitarium for the game are that the game:

- Is loosely based on the true story of Holsteinsgademordet
- Includes an element of learning in an entertaining way, which teaches about photography’s importance and potential in solving murder cases
- Takes place psychically in Universitariums facilities
- Have families with children in the age of 10-13 years as target group
- Is somewhat short; 5-15 minutes

However, we do not take the economical and physical limitations into account to maintain a creative and open development process.

First we made a prototype based on our preconceptions and tested it. That led to a hypothesis, which consists of three contexts; the physical, personal and social, being important for the combined experience. This concept and model of the interactive experience as a result of the three contexts belongs to John H. Falk and Lynn D. Dierking (1997). We discuss if these contexts are important for an experience and our game experience by presenting different theories, which involves these perspectives amongst others Donald Normans (2005) three design aspects, David Bordwell (1985) about schemata and Battarbees (2007) co-experience concept. Nevertheless, before this discussion we present and clarify our understanding of experience and experience design, as we find this important because we through the game design and thesis are designing an experience. In this purpose we use theories about the structure of the experience by Christian Jantzen and Mikael Vetner (2007a) and the theory of flow by Mihaly Csikszentmihalyi (2008).

The results from the theoretical discussion has further influence on the design processes, as we want to accommodate the three contexts and a learning process, which we think can be an outcome from the combined experience. In the game design development we establish a set of elements on the basis of some of our previous presented theories, which we think a game must contain. These elements are for example players, goals, a narrative, rules and so forth. We try to shape the elements of the game so that they accommodate the three contexts as well as possible, which results in a new refined concept. Even though this concept may have some similarities to our first concept based on our preconceptions, the big difference is that the new refined concept is theoretically justified.

We test this new refined concept, and we observed the families while playing the game, and interviewed them afterwards to get some ideas on how to improve the game design. Again the test resulted in a new refined concept, which we present in the conclusion of this thesis. The game will be displayed and is available for all visitors from the 30th of June to the 28th of September 2012.

Udgivelsesdato31 maj 2012
Antal sider165
ID: 63470086