Combining storytelling tradition and pervasive gaming: Props
1University of Oulu, Faculty of Science, Department of Information Processing Science, Information Processing Science
|Online Access:||PDF Full Text (PDF, )|
|Persistent link:|| http://urn.fi/URN:NBN:fi:oulu-201311261931
|Publish Date:|| 2014-01-17
|Thesis type:||Master's thesis
Background: Stories told are becoming more immersive and a new type of storytelling has been emerging during the last two decades with the rise of digital media and Web 2.0. What is perceived as gaming and the span of gaming events are expanding with pervasive gaming and possibilities brought by technological convergence and ubiquitous computing. Maybe there is room for slight shift back to the old charm of a more intimate storytelling event where everyone is present in one form or another when the story is told. Context and Objective: During this master’s thesis work pervasive gaming and storytelling were fused in a game called Props. It is a storytelling pervasive game that spans between two realities of 3D virtual and real environment. The game is located in a stage that has representation in two cities, the one in real life and the one in virtual reality. Method: This thesis describes the design science research development and empirical evaluation of Props storytelling pervasive game. Props was evaluated by staging game play events on different occasions. Data gathered varied depending what game event was in question. Props was tested on four occasions in total. First two tests were during the early development. These test events were audio taped. Props was introduced during children’s story hour, where the event was observed and small questionnaire was dealt to the participating performers. The third game event was during six workshop sessions with adolescent school kids who were guided by amateur performers. During that event the participating adolescent were dealt qualitative questionnaires. These events were also videotaped. Related exploratory literature review has been concurrent during the yearlong development and has been revisited whenever new topics have arisen. Results and Conclusions: It is possible to combine storytelling tradition and pervasive gaming. Setting of the game, numbers of participants and guidance have a big role in how adolescent throw themselves into storytelling and improvisational acting when it is mediated by a game like Props.
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