Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2–3, 2016, Proceedings

Research Article

An Adaptation Framework for Turning Real Life Events into Games: The Design Process of the Refugee Game

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  • @INPROCEEDINGS{10.1007/978-3-319-55834-9_28,
        author={Sacha Therkildsen and Nanna Bunkenborg and Lasse Larsen},
        title={An Adaptation Framework for Turning Real Life Events into Games: The Design Process of the Refugee Game},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 5th International Conference, ArtsIT 2016, and First International Conference, DLI 2016, Esbjerg, Denmark, May 2--3, 2016, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2017},
        month={3},
        keywords={Game design Agile development Board game Real life events},
        doi={10.1007/978-3-319-55834-9_28}
    }
    
  • Sacha Therkildsen
    Nanna Bunkenborg
    Lasse Larsen
    Year: 2017
    An Adaptation Framework for Turning Real Life Events into Games: The Design Process of the Refugee Game
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-319-55834-9_28
Sacha Therkildsen1, Nanna Bunkenborg1, Lasse Larsen1,*
  • 1: University of Southern Denmark
*Contact email: ljl@sdu.dk

Abstract

Many games are inspired by real life events. The presented adaptation framework is based on the design of a board game with a companion app that addresses the Syrian refugee crisis. The aim of the game is to allow players to simulate the experience of being a Syrian refugee traveling through Europe. We applied an agile development method and participatory design to achieve our ambition. In conclusion we found that turning real life events into board games can be advanced by the following game design adaptation framework, which balances four interrelated layers: (1) real life events (game fiction), (2) game system (formal game elements), (3) movement system (game mechanisms), and (4) meaning (player choice) which prioritise game over story.