More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism.

This article presents our work-in-progress game Sea of Paint, aimed at exploring concerns around contemporary machine-learning-based AI technologies. It is a narrative-driven game with dialogues and a custom-made text-to-image system as its core mechanics. We identify our design approach as non-ludo...

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Detalles Bibliográficos
Publicado en:Humanities (2076-0787) Vol. 14; no. 4; pp. 88 - 101
Autores principales: Zhou, Hongwei, Meng, Fandi, Kosolapova, Katherine, Wadrip-Fruin, Noah
Formato: Artículo
Publicado: MDPI Apr2025
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Apr2025
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        atl: More than Interactivity: Designing a Critical AI Game Beyond Ludo-Centrism.
      aug:
        au:
          Zhou, Hongwei
          Meng, Fandi
          Kosolapova, Katherine
          Wadrip-Fruin, Noah
        affil:
          Computational Media, University of California, Santa Cruz, CA 95064, USA
          School of Electronic Engineering and Computer Science, Queen Mary University of London, London E1 4NS, UK
          Computer Science, University of California, Santa Cruz, CA 95064, USA
      su:
        Artificial intelligence
        Machine learning
        Imaging systems
        Games
        Audiovisual materials
      sug:
        subj:
          Artificial intelligence
          Machine learning
          Imaging systems
          Games
          Audiovisual materials
      keyword:
        critical AI
        critical design
        game design
        ludo-centrism
        text-to-image
      ab: This article presents our work-in-progress game Sea of Paint, aimed at exploring concerns around contemporary machine-learning-based AI technologies. It is a narrative-driven game with dialogues and a custom-made text-to-image system as its core mechanics. We identify our design approach as non-ludo-centric, as in, de-emphasizing the importance of mechanical interactions. We argue that contemporary game design language has largely been ludo-centric, where audiovisual and narrative aspects are framed as having somewhat static and complementary roles to rules and mechanics: as context, content, or smoothening and juicing up interactions. Although we do not believe that game design writ large has been ludo-centric, given the diversities of games in both commercial and experimental spaces, we still argue that the entanglement of design decisions across a game's different aspects have been under-discussed. By presenting our project, we demonstrate how the interrelations across mechanical, narrative and visual aspects help us communicate our critical AI themes more effectively, and explore their potentials more thoroughly.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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          year: 2025
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