reflective design of OPM

This note last modified March 4, 2024

  • emotional challenge
    • and balancing said emotional challenge
  • priming players for reflection

Khaled:

  • games should not have safe environments
  • games should not contain simplistic answers
  • Immersion is counter to reflection
  • Avoid stealth learning
  • Don’t design for everyone

Reflective Survey:

  • Game elements that surround the message, support the message
  • Games enable the intellectual exploration of various perspectives
  • Relating the message to the player increases its power
  • Respect the player’s intelligence with subtle messages, slowly built.

Urban Planning paper:

  • Text

    • how much text is appropriate in a game?
    • how to balance player annoyance with the game
    • should be meaningful, timely, and diegetic
  • Distance and relevance?

    • Identity?

It sounds like what you’re doing is embedded design…

  • Intermixing:
    • Balance on message and off message content
  • Obfuscating:
    • Use framing devices to divert focus away from the game’s message
  • Distancing:
    • Use fiction to increase the gap between player identity and persuasive content.