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Eladhari, Mirjam Palosaari
Alternative names
Publications (10 of 27) Show all publications
Koenitz, H. & Eladhari, M. P. (2019). Challenges of IDN Research and Teaching. In: Cardona-Rivera R., Sullivan A., Young R. (Ed.), Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings. Paper presented at International Conference on Interactive Digital Storytelling ICIDS 2019, Little Cottonwood Canyon, November 19-22, 2019. (pp. 26-39). Cham: Springer
Open this publication in new window or tab >>Challenges of IDN Research and Teaching
2019 (English)In: Interactive Storytelling: 12th International Conference on Interactive Digital Storytelling, ICIDS 2019, Little Cottonwood Canyon, UT, USA, November 19–22, 2019, Proceedings / [ed] Cardona-Rivera R., Sullivan A., Young R., Cham: Springer, 2019, p. 26-39Conference paper, Published paper (Refereed)
Abstract [en]

In this paper, we react to developments that frame research in interactive digital narrative (IDN) as a field of study and potential future academic discipline. We take stock of the current situation, identify issues with perception and point out achievements. On that basis we identify five critical challenges, areas in need of attention in order to move the research field forward. In particular we discuss the dependency on legacy analytical frameworks (Groundhog Day), the lack of a shared vocabulary (Babylonian Confusion), the missing institutional memory of the field (Amnesia), the absence of established benchmarks (No Yardstick) and the overproduction of uncoordinated and quickly abandoned tools (Sisyphus). For each challenge area, we propose ways to address these challenges and enable increased collaboration in the field. Our paper has the aim to both provide orientation for newcomers to the field of IDN and to offer a basis for a discussion of future shared work.

Place, publisher, year, edition, pages
Cham: Springer, 2019
Series
Lecture Notes in Computer Science, ISSN 0302-9743 ; 11869
National Category
Interaction Technologies
Identifiers
urn:nbn:se:sh:diva-39869 (URN)10.1007/978-3-030-33894-7_4 (DOI)2-s2.0-85077710200 (Scopus ID)978-3-030-33893-0 (ISBN)978-3-030-33894-7 (ISBN)
Conference
International Conference on Interactive Digital Storytelling ICIDS 2019, Little Cottonwood Canyon, November 19-22, 2019.
Available from: 2020-01-14 Created: 2020-01-14 Last updated: 2020-01-23Bibliographically approved
Lankoski, P. & Eladhari, M. P. (2019). Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme. In: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019): . Paper presented at DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019).
Open this publication in new window or tab >>Constructive Alignment in Teaching Game Research in Game Development Bachelors Programme
2019 (English)In: Paper presented at Teaching Games: Pedagogical Approaches - DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019), 2019Conference paper, Published paper (Refereed)
Abstract [en]

This paper presents a case study of a Bachelor level game research methods course (15 ECTS). The course covers observations, interviews, and introduction to statistical analysis. The course set-up follows \textit{constructive alignment} design where the aim is that the learning goals, learning tasks, and evaluation are aligned. During the course, students first learn research design and later design their research based on a set of examples and conduct data gathering and analysis. The evaluation of the pedagogical approach used is based on students' learning diaries where the focus is the methods and applying methods. Qualitative evaluation indicates that students can better describe their research designs and analyses.

Keywords
pedagogy, constructive alignment, research methods, game design research
National Category
Media and Communication Technology
Research subject
Studies in the Educational Sciences
Identifiers
urn:nbn:se:sh:diva-39062 (URN)
Conference
DiGRA 2019 Pre-Conference Workshop(TGPA:DiGRA2019)
Available from: 2019-09-26 Created: 2019-09-26 Last updated: 2019-09-27Bibliographically approved
Koenitz, H. & Eladhari, M. P. (2019). Ludocriticism: Steps Towards a Critical Framework for Games. In: DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix. Paper presented at 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, Kyoto, August 6-10, 2019..
Open this publication in new window or tab >>Ludocriticism: Steps Towards a Critical Framework for Games
2019 (English)In: DiGRA '19 - Abstract Proceedings of the 2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, 2019Conference paper, Oral presentation with published abstract (Refereed)
Keywords
Frameworks, Game critique, ludocriticism
National Category
Design
Identifiers
urn:nbn:se:sh:diva-39870 (URN)
Conference
2019 DiGRA International Conference: Game, Play and the Emerging Ludo-Mix, Kyoto, August 6-10, 2019.
Available from: 2020-01-14 Created: 2020-01-14 Last updated: 2020-01-15Bibliographically approved
Koenitz, H. & Eladhari, M. P. (2019). Teaching Game System Building as an Artistic Practice. In: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop. Paper presented at DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019), Kyoto, August 6, 2019..
Open this publication in new window or tab >>Teaching Game System Building as an Artistic Practice
2019 (English)In: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop, 2019Conference paper, Published paper (Refereed)
Abstract [en]

In this vision paper, we posit ‘game system building’ as a paradigm for game design. Inspired by earlier perspectives on cybernetic art and generative art we consider the creation of dynamic game systems as an artistic practice where the consideration of complex and often unpredictable behavior and effects are as foundational as the individual elements (rules, graphics, characters, UI etc.). The perspective of ‘game system building’ has important implications for the education of designers and games scholars. In this paper, we introduce the paradigm and its lineage and propose an educational approach that reflects ‘game system building’.

Keywords
game systems, artistic practice, pedagogy, education
National Category
Interaction Technologies
Identifiers
urn:nbn:se:sh:diva-39872 (URN)
Conference
DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019), Kyoto, August 6, 2019.
Available from: 2020-01-14 Created: 2020-01-14 Last updated: 2020-01-15Bibliographically approved
Eladhari, M. P. (2019). TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design. In: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop. Paper presented at DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019), Kyoto, August 6, 2019..
Open this publication in new window or tab >>TOG: An Innovation Centric Approach to teaching Computational Expression and Game Design
2019 (English)In: Teaching Games: Pedagogical Approaches: DiGRA 2019 Pre-Conference Workshop, 2019Conference paper, Published paper (Refereed)
Abstract [en]

This paper describes the design approach TOG (standing for Technology, Ontology, and Game Genre), and how it can be used in teaching game design and technologies enabling computational expression. TOG, inspired by the processes of AI Based Game Design, was conceptualized when teaching a course on computational expression at the University of Malta. The main aim with teaching with the approach was to facilitate innovation and to prompt students to expand their palette of methods for computational expression as game designers

Keywords
pedagogy, game design, teaching, AI-based Game design, case study, computational expression
National Category
Interaction Technologies
Identifiers
urn:nbn:se:sh:diva-39871 (URN)
Conference
DiGRA 2019 Pre-Conference Workshop (TGPA:DiGRA2019), Kyoto, August 6, 2019.
Available from: 2020-01-14 Created: 2020-01-14 Last updated: 2020-01-15Bibliographically approved
Smith, G., Eladhari, M. P., Guzdial, M. J., Short, E., Smith, A. M., Sullivan, A., . . . Young, R. M. (2018). AI As Reflective Practice. Paper presented at Dagstuhl Seminar 17471, Artificial and Computational Intelligence in Games: AI-Driven Game Design, November 19–24, 2017. Dagstuhl Reports, 7(11), 113-115
Open this publication in new window or tab >>AI As Reflective Practice
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2018 (English)In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 11, p. 113-115Article in journal, Meeting abstract (Other academic) Published
Place, publisher, year, edition, pages
Schloss Dagstuhl Leibniz-Zentrum für Informatik GmbH, 2018
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-36974 (URN)
Conference
Dagstuhl Seminar 17471, Artificial and Computational Intelligence in Games: AI-Driven Game Design, November 19–24, 2017
Available from: 2018-12-14 Created: 2018-12-14 Last updated: 2020-03-27Bibliographically approved
Liapis, A., Cook, M., Dahlskog, S., Eladhari, M. P., Guzdial, M. J., Short, E., . . . Thompson, T. (2018). AI-assisted Board Game Play. Paper presented at Dagstuhl Seminar 17471, Artificial and Computational Intelligence in Games: AI-Driven Game Design, November 19–24, 2017. Dagstuhl Reports, 7(11), 104-105
Open this publication in new window or tab >>AI-assisted Board Game Play
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2018 (English)In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 11, p. 104-105Article in journal, Meeting abstract (Other academic) Published
Place, publisher, year, edition, pages
Schloss Dagstuhl Leibniz-Zentrum für Informatik GmbH, 2018
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-36972 (URN)
Conference
Dagstuhl Seminar 17471, Artificial and Computational Intelligence in Games: AI-Driven Game Design, November 19–24, 2017
Available from: 2018-12-14 Created: 2018-12-14 Last updated: 2020-03-27Bibliographically approved
Thue, D., Eladhari, M. P., McCoy, J. A., Preuß, M., Samothrakis, S., Short, E., . . . Young, R. M. (2018). Backstory Generation. Paper presented at Dagstuhl Seminar 17471, Artificial and Computational Intelligence in Games: AI-Driven Game Design, November 19–24, 2017. Dagstuhl Reports, 7(11), 118-119
Open this publication in new window or tab >>Backstory Generation
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2018 (English)In: Dagstuhl Reports, E-ISSN 2192-5283, Vol. 7, no 11, p. 118-119Article in journal, Meeting abstract (Other academic) Published
Place, publisher, year, edition, pages
Schloss Dagstuhl Leibniz-Zentrum für Informatik GmbH, 2018
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-36975 (URN)
Conference
Dagstuhl Seminar 17471, Artificial and Computational Intelligence in Games: AI-Driven Game Design, November 19–24, 2017
Available from: 2018-12-14 Created: 2018-12-14 Last updated: 2020-03-27Bibliographically approved
Eladhari, M. P. (2018). Bleed-in, Bleed-out A Design Case in Board Game Therapy. In: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message: . Paper presented at DiGRA '18, Turin, July 25-28, 2018.. Tampere: Digra
Open this publication in new window or tab >>Bleed-in, Bleed-out A Design Case in Board Game Therapy
2018 (English)In: DiGRA '18 - Proceedings of the 2018 DiGRA International Conference: The Game is the Message, Tampere: Digra , 2018, p. -12Conference paper, Published paper (Refereed)
Abstract [en]

The table-top play situation offers unique opportunities for approaching real-world personal problems in ways where the structures inherent in the problems can be deconstructed, examined, and understood. This paper presents design considerations from the ongoing development of a therapy board-game; how every-day issues can bleed in and out from framed play sessions, and how game rules in this context can benefit from being malleable. The paper also offers a tentative avenue towards how play sessions, in a combination of stances for the design of game mechanics with approaches to game mastering, can be constructed as safe-spaces, affording players to draw near deeply personal issues and find ways to support each other.

Place, publisher, year, edition, pages
Tampere: Digra, 2018
Series
Digra, ISSN 2342-9666
Keywords
bleed, case study, game design, mental health, reflective, table-top games, therapy, therapy board-games, well-being
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-36965 (URN)
Conference
DiGRA '18, Turin, July 25-28, 2018.
Available from: 2018-12-13 Created: 2018-12-13 Last updated: 2019-03-13Bibliographically approved
Koenitz, H., Roth, C., Meklar, E. D., Björk, S., Lankoski, P., Eladhari, M. P., . . . Medler, B. (2018). Methods, History, and Impact - Directions in Game Design Research. In: : . Paper presented at CHI Play 2018, workshop New Research Perspectives on Game Design and Development Education, Melbourne, October 28-31, 2018..
Open this publication in new window or tab >>Methods, History, and Impact - Directions in Game Design Research
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2018 (English)Conference paper, Oral presentation with published abstract (Other academic)
Abstract [en]

Research into the design aspect of games has proliferated since the early 1970s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development untiltoday, take stock of the current landscape, and consider future topics. This position paperdoes so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they consider which topics are already engaged, and what new ones might be necessary. In addition, the paperwill discuss the relationship between game design research and independent/industry practices as well as implications for game design education.

Keywords
Game design research, Game Studies, Design Research, user studies, pedagogy
National Category
Media and Communication Technology
Identifiers
urn:nbn:se:sh:diva-38168 (URN)
Conference
CHI Play 2018, workshop New Research Perspectives on Game Design and Development Education, Melbourne, October 28-31, 2018.
Available from: 2019-05-22 Created: 2019-05-22 Last updated: 2019-05-22Bibliographically approved
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