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  1. Wuwu & Co

    When your iPad is lying down you can read or listen to this story about animals who live in a red house, during the coldest winter in 2000 years.. When you pick up the iPad, it becomes a window into a 3D rendition of the fictional world, and you need to move around to pan through the world. Each of the creatures in the house has a short story, and for each story you need to interact with the iPad to help solve the creature’s problem: shake it to get the snow down from a tree; shout into it to wake up Gregers’ siblings; or find a yellow color with the camera to turn on the lights in the dark winter night. Merete Pryds Helle has, alongside her work as a novelist, been a pioneer in the field of Danish digital literature or hybrid literature, and wrote several successful computer games in the 1990s. In this millennium she has been first to introduce danes to SMS novels, app novel (“The funeral”, 2011), an electronic calendar novel (“Mikkels mareridt”, 2014).

    Hannah Ackermans - 28.08.2015 - 13:11

  2. Taro at the Center of the Earth

    The Taro at the Center of the Earth iPad application is a digitized version of the popular Finnish childrens’ author Timo Parvela’s first book about the character Taro (2010). The story is about a little boy and a bear’s journey to the center of the Earth, and is delightfully illustrated by Jussi Kaakinen. Taro makes use of point-and-click adventure game conventions to create an experience which is still quite close to a print book, but it manages to evoke more of a sense of exploring a fictional space than turning print pages by its unusual use of the spatial screen space. The individual panes follow each other either seamlessly in horizontal or vertical directions, depending on the movements of Taro and his bear friend, so there is no strong division between parts of the work, as is the case with book pages. The scrolling illustrations, which are only partially under the user’s control, help the user to identify with Taro in his exciting adventure, perhaps allowing for a tighter experience of emotion and immersion in the story.

    Hannah Ackermans - 30.08.2015 - 15:07

  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