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Information Architecture and Games

Owen Gibbs INF385e 4/5/2012. Information Architecture and Games. Subtopics. Increasingly immersive peripherals Game elements in websites Serious Games. Increasingly Immersive Peripherals. The Early Days. Gamers had to rely on their eyes and ears (and imaginations).

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Information Architecture and Games

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  1. Owen Gibbs INF385e 4/5/2012 Information Architecture and Games

  2. Subtopics • Increasingly immersive peripherals • Game elements in websites • Serious Games

  3. Increasingly Immersive Peripherals

  4. The Early Days • Gamers had to rely on their eyes and ears (and imaginations) http://upload.wikimedia.org/wikipedia/commons/thumb/3/33/Atari-2600-Joystick.jpg/465px-Atari-2600-Joystick.jpg

  5. Haptic Feedback • Introduced in 1976 – Sega’s Fonz • Early home use • Nintendo 64 • Sega Dreamcast • Sony Dual Shock built in haptics and created standard http://upload.wikimedia.org/wikipedia/commons/d/d1/Fonz_1976_sega_arcade.PNG

  6. Beyond Traditional Haptic:Philips amBX System • Short for “Ambient Experience” • Speakers w/ lights, “wallwasher,” rumble pad, and fans • Philips kits discontinued

  7. Extreme Immersion & the Future http://www.force-dynamics.com/401/ • Potential for integration of various forms of non-visual/auditory feedback. • Olfaction? Taste?

  8. Game Elements in Websites

  9. Badges • AKA Achievements • Popular in gaming (XBOX, PS3, Steam) • Becoming more popular on websites • They help with revenue (targeted ads), community building, better crowd-sourcing, and better comments

  10. Websites With Badges • Foursquare • Huffington Post • StackOverflow • Kongregate • Pub Scout (Team Beer)

  11. Project 27x • Design team at Vanguard tasked with redesigning Open an Account function • The old design was a serial process that “obscured the vision of the whole” • Looked to games, especially children’s games, for inspiration • Leveraged visual metaphors “to help tell the story of investing” and animations to focus users’ attention

  12. Project 27x (cont.) Kellie Rae Carter & Dominic La Cava, Gaming the Design: Using Game Design Techniques in the Realm of Investing, Figures 1 and 2

  13. Serious Games

  14. Games Aren’t Just for Fun • Games are being used for many purposes other than entertainment • Example Categories: • Advergames • Games-based learning • Games for health • Exergaming

  15. Dora the Explorer • 66 Dora the Explorer games on the Nick Jr. website. • Each game has a list of developmental skills associated with it: • CREATE with us • EXPLORE with us • COUNT with us

  16. A Local Example • Yan Zhang’s current research: “LIFEisGame: Learning of facial emotions using serious games” • Designed to help kids with Autism Spectrum Disorders learn facial expressions

  17. Questions?

  18. Sources • http://en.wikipedia.org/wiki/Haptic_technology • https://www.ambx.com/ • http://en.wikipedia.org/wiki/AmBX • http://www.pcworld.com/article/199362/15_ultimate_gamer_chairs.html • http://www.poynter.org/latest-news/media-lab/social-media/140653/how-badges-help-news-websites-build-community-make-money/ • Kellie Rae Carter & Dominic La Cava, Gaming the Design: Using Game Design Techniques in the Realm of Investing, Bulletin of the American Society for Information Science and Technology August/September 2009, Volume 35, Number 6 • http://en.wikipedia.org/wiki/Serious_game • http://www.ischool.utexas.edu/~yanz/research.html • http://www.nickjr.com/games/dora-the-explorer/all-themes/all-ages/index.jhtml

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