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  1. Ruben and Lullaby

    Ruben And Lullaby is an interactive iPhone app/game that engages the user in a relationship between two lovers. Loyer labels this and similar projects as 'opertoons', stories that you can play. Ruben And Lullaby allows the user to shift focus between people, changing a characters mood by shaking or stroking. While the work is presented in black and white, the screen changes color based on the mood of the characters while also playing a responsive jazz soundtrack in the background. Annotated by Mike Scoggins.

    (Source: Description from the Electronic Literature Exhibition catalogue)

    Meri Alexandra Raita - 05.02.2012 - 16:31

  2. The Reading Glove

    The Reading Glove is the first component of a research program called the TUNE Project (Tangible, Ubiquitous, Narrative Environment). Karen and Josh Tanenbaum describe TUNE as a story, a space, a game, and a research instrument that investigates questions of interactive narrative, player modeling, adaptivity, and tangible embodied interaction.

    The Reading Glove itself has gone through several iterations. Version 1.0 consisted of a wearable RFID-enabled glove and tagged objects that allowed readers to experience an interactive narrative by picking up objects that have been augmented with story fragments.  There is a video of Reading Glove 1.0 and details of the design process on our blog.

    Jill Walker Rettberg - 07.04.2012 - 14:22

  3. Grow-A-Game

    Tiltfactor is delighted to be able to share some design methods with the public. Developed as part of the Values at Play project, the Grow-A-Game cards are widely in use in both K-12 and University classrooms. Using Grow-A-Game, groups of people brainstorm novel game ideas wich prioritize human values. While no prior game design experience is necessary, both experienced designers and those new to the field will have fun making games. In response to consumer demand, our team has created three distinct sets of the cards, with each version designed specifically to meet the needs of a particular user group. Apprentice, designed for 10+ beginners, as well as educators to use in classrooms and after school programs, focusing on digital game examples; Classic, designed for general users or those without much experience with digital games who are interested in exploring values-conscious design; Expert, geared toward advanced students for expert designers. This version is intended to complement more conventional brainstorming methods and without example games to modify. (Source: http://www.tiltfactor.org/game/grow-a-game/)

    Nikol Hejlickova - 25.10.2016 - 15:34