Progetto Ustica is an experiment in "civically-engaged game design" and addresses the Ustica Massacre ("Strage di Ustica"), where 81 people lost their lives as an air-to-air missile hit a civilian aircraft in 1980. Progetto Ustica has been developed as part of an Action Research effort with the objective of preserving and transmitting the historical memory of the event. With this post-mortem essay, we reflect on the game design challenges that Progetto Ustica faced, we introduce different conceptualizations of "memory" emerging from our design practice, and we synthesize some lessons learned (implications for design) towards other "civically-engaged games" for socio-cultural heritage.
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Zeventien dagen na de Olympische Spelen vonden in Rio de Janeiro de Paralympische Spelen plaats. Rio had met betrekking tot de Paralympische Spelen voor het bid een concept ontwikkeld rondom het thema 'Live your Passion'. Daarbij zouden de Paralympische Spelen gebruikt worden om economische, stedelijke en sociale ontwikkeling in Brazilië te stimuleren. Het plan maakte deel uit van de visie van de Braziliaanse regering om te investeren in sport als katalysator voor sociale integratie. De intentie was om de Paralympische Spelen te gebruiken om een meer inclusieve samenleving te creëren. Dit hoofdstuk beschrijft de Paralympische Spelen en de investeringen die daarmee gepaard gingen, de beleving van het publiek bij de Spelen die uiteindelijk tot ‘The People’s Games’ werden gedoopt en uitzonderlijke atletische prestaties tijdens ‘The Best Games ever’. Tot slot wordt de legacy, de nalatenschap, met betrekking tot het vergroten van de toegankelijkheid voor mensen met een beperking beschreven.
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Over the past decade, journalists have created in-depth interactive narratives to provide an alternative to the relentless 24-hour news cycle. Combining different media forms, such as text, audio, video, and data visualisation with the interactive possibilities of digital media, these narratives involve users in the narrative in new ways. In journalism studies, the convergence of different media forms in this manner has gained significant attention. However, interactivity as part of this form has been left underappreciated. In this study, we scrutinise how navigational structure, expressed as navigational cues, shapes user agency in their individual explorations of the narrative. By approaching interactive narratives as story spaces with unique interactive architectures, in this article, we reconstruct the architecture of five Dutch interactive narratives using the walkthrough method. We find that the extensiveness of the interactive architectures can be described on a continuum between closed and open navigational structures that predetermine and thus shape users’ trajectories in diverse ways.
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