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Diamond

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Documents about Diamond

Cover of The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games
Whitepaper4 pages

The Spontaneous Playfulness of Creativity: Lessons from Interactive Theatre for Digital Games

This paper argues that the practices and theories of improvisational and activist theatre can enrich digital game design by introducing spontaneous, playful creativity into how developers conceive characters, relationships, social issues, and gameplay.

  • The paper argues that improvisational and activist theatre methods can introduce spontaneous, playful creativity into digital game design, shifting developers away from a sole focus on technical topics like facial rendering and AI agents.
  • It proposes adapting Uta Hagen's character analysis questions and Stanislavski-inspired "inside out" development to build digital characters from the inside rather than from surface traits.
  • It applies Chris Crawford's arithmetic formulation of relationship motivation, along with Keith Johnstone's status-tower and "Lists" exercises, to construct relationship dynamics and generate first-instinct game ideas.
DiGRAJan 2007
Cover of Augmented Board Games: Enhancing Board Games with Electronics
Whitepaper7 pages

Augmented Board Games: Enhancing Board Games with Electronics

This paper, presented at DiGRA 2005, examines augmented board games: traditional board games extended with electronics, sensors, and computational power to enhance gameplay.

  • The paper, presented at DiGRA 2005, maps the design space of augmented board games (traditional board games extended with electronics, sensors, and computing), with the goal of mapping subspaces rather than producing a complete taxonomy.
  • The authors set three research priorities: minimize unempowering or tedious player activities, provide mechanics impossible or impractical without technology, and preserve the social environment of non-augmented board games.
  • Purely aesthetic augmentation was deliberately excluded unless it arose as a side effect of gameplay improvements.
Interactive InstituteJan 2005