Demo and Doctoral Consortium at DIS 2019

I presented my game Cook Your Way as a demonstration and also participated in the doctoral consortium at the Designing Interactive Systems (DIS) 2019 in San Diego, USA.

My participation at DIS 2019 resulted in two extended abstracts published in the conference proceedings. Here they are (click on the title to download a PDF):

Granzotto Llagostera, Enric. 2019a. “Cook Your Way: Political Game Design with Alternative Controllers.” In Companion Publication of the 2019 on Designing Interactive Systems Conference 2019 Companion, 25–28. DIS ’19 Companion. New York, NY, USA: ACM.

Granzotto Llagostera, Enric. 2019b. “Critical Controllers: How Alternative Game Controllers Foster Reflective Game Design.” In Companion Publication of the 2019 on Designing Interactive Systems Conference 2019 Companion, 85-88. DIS ’19 Companion. New York, NY, USA: ACM.


On Gamification and Persuasion

This paper was presented at the SBGames 2012, the Brazilian Symposium of Games and Digital Entertainment, and it can be downloaded here. Here is its abstract:

The discussion around gamification has been gaining
strength in recent years, and game scholars are
focusing on the term and the phenomena it describes.
The main goal of this paper is to contribute to this
discussion by understanding the gamification
phenomenon from the perspective of the persuasive
questions it poses, both as a discursive term and as
persuasive systems. The paper shortly reviews current
debates around the gamification term and present
definitions, as a basis for the analysis of gamification
and persuasion. A description of the rhetorics of
gamification is then made, discussing the positioning
of gamification in relation to video games and larger
cultural and societal contexts. Next, the persuasive
characteristics of gamification systems are analyzed
using concepts of persuasive technologies and
procedural rhetorics, highlighting the connections
between those characteristics and the gamification
rhetorics described.


Criticality in Game Design Practice

As a result of my research during my MSc in Games at the IT University of Copenhagen, I wrote this thesis discussing criticality as a productive stance for game creators, drawing from different fields such as popular education and social movements in Latin America and views of criticality in design, game design and play. The thesis can be downloaded here. Here is its abstract:

Games and play are currently seen as having relevant impacts in changing a variety of spheres of people’s lives, such as work, education, and political action. However, many times games and play are uncritically deployed, as if they existed in a social and political vacuum, ready to be used whenever appropriate. The present research explores the concept of criticality as a productive perspective for problematizing such efforts of changing the world through games and play, with a special focus on game design, bringing to the discussion views from outside the game studies and design domain.

Criticality in game design is two-fold. First, it can mean creating games and play centered on the idea of performing critique and challenging dominant hegemonic values, beliefs and conventions, maybe supporting or creating spaces for change. With that in mind, I investigate existing formulations of criticality in play and games, analyzing the most important elements of that relationship that can affect game design. Secondly, criticality in game design can refer to taking it as a guiding principle or stance during the design practice of game designers, informing design goals, processes and other aspects of game design, turning it into a critical activity itself. In order to understand how criticality can affect design practice, I review and analyze a diversity of critical approaches to design and game design.

Finally, a synthesis of the more relevant elements and themes raised in these detailed analysis is produced, aimed at providing insight and productive questions to the practice of game designers engaged in critical efforts.


Analysis of the representation of power in PeaceMaker

The paper discusses how the serious game PeaceMaker articulates specific rhetorics when aiming to create critical reflection in players about the Israel-Palestine conflict. It discusses game design and procedural rhetorics connecting them with Foucault’s ideas of power. This paper was presented at the SBGames 2009, the Brazilian Symposium of Games and Digital Entertainment, and it can be downloaded here and here is its abstract (Portuguese only).

Através da análise do jogo político PeaceMaker, procuramos descrever e analisar sua representação de poder, utilizando os conceitos de representação e retórica procedimentais de Bogost, a construção das mesmas através do conceito de simulação proposto por Frasca e as proposições sobre poder de Michel Foucault. Pretendemos assim mostrar os meios pelos quais esse jogo aborda seu objetivo de provocar reflexão crítica sobre o conflito Israel-Palestina, assim como situá-lo em relação às melhores práticas para o design de jogos políticos, os “games for change”, propostas por Swain.