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Game vaporware as design fictions

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Game vaporware as design fictions. / Coulton, Paul; Lindley, Joseph Galen.
Proceedings of Mindtrek 2016. New York: ACM, 2016. p. 341-349.

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNConference contribution/Paperpeer-review

Harvard

Coulton, P & Lindley, JG 2016, Game vaporware as design fictions. in Proceedings of Mindtrek 2016. ACM, New York, pp. 341-349, Mindtrek 2016, Tampere, Finland, 17/10/16. https://doi.org/10.1145/2994310.2994313

APA

Vancouver

Coulton P, Lindley JG. Game vaporware as design fictions. In Proceedings of Mindtrek 2016. New York: ACM. 2016. p. 341-349 doi: 10.1145/2994310.2994313

Author

Coulton, Paul ; Lindley, Joseph Galen. / Game vaporware as design fictions. Proceedings of Mindtrek 2016. New York : ACM, 2016. pp. 341-349

Bibtex

@inproceedings{f0badcf68fd34a9dbb95a835ba1f6df1,
title = "Game vaporware as design fictions",
abstract = "In this research we examine games, and games hardware, that can be classed as {\textquoteleft}Vaporware{\textquoteright}. More specifically software that was never written, or hardware that was never built, and consequently no one ever played. In particular we are considering such vaporware as examples of {\textquoteleft}Design Fiction{\textquoteright} as they once represented speculative visions of the future based on emerging technology. Vaporware is a term generally used to describe products that are announced to the general public but are never actually manufactured. Whereas design fiction is a term used to describe plausible {\textquoteleft}diegetic prototypes{\textquoteright} that are built, or suggested, to create an opportunity for discourse about possible technological futures. Whilst it could be argued vaporware games are simply failed products that were justifiably scrapped before joining the long lists of come-to-nothing games and consoles, by reviewing examples we offer an alternative view that they can serve as objects of discourse for exposing the potential futures of video games and thus could be considered in terms of design fiction. To add further weight to the argument that games can be useful as design fictions we then consider “Game of Drones”, an example of a design fiction that pivots around a game element, to illustrate how the deliberate use of design fiction can stimulate discourse around game futures (in this case the growing promotion of {\textquoteleft}gamified{\textquoteright} services as means of engaging users). Whilst the notion of designing games that will never be built may seem paradoxical in relation to the Games industry{\textquoteright}s predominantly commercial aims, we believe that the deliberate adoption of design fiction as a practice within game design would facilitate the emergence of meaningful discussions around future gaming without the frustrations induced by vaporware. ",
keywords = "Design Fiction, Speculative Design , Games, Vaporware, Design Futures",
author = "Paul Coulton and Lindley, {Joseph Galen}",
year = "2016",
month = oct,
day = "17",
doi = "10.1145/2994310.2994313",
language = "English",
pages = "341--349",
booktitle = "Proceedings of Mindtrek 2016",
publisher = "ACM",
note = "Mindtrek 2016 : 20th International Technology Conference ; Conference date: 17-10-2016 Through 19-10-2016",
url = "http://www.mindtrek.org/2016/",

}

RIS

TY - GEN

T1 - Game vaporware as design fictions

AU - Coulton, Paul

AU - Lindley, Joseph Galen

PY - 2016/10/17

Y1 - 2016/10/17

N2 - In this research we examine games, and games hardware, that can be classed as ‘Vaporware’. More specifically software that was never written, or hardware that was never built, and consequently no one ever played. In particular we are considering such vaporware as examples of ‘Design Fiction’ as they once represented speculative visions of the future based on emerging technology. Vaporware is a term generally used to describe products that are announced to the general public but are never actually manufactured. Whereas design fiction is a term used to describe plausible ‘diegetic prototypes’ that are built, or suggested, to create an opportunity for discourse about possible technological futures. Whilst it could be argued vaporware games are simply failed products that were justifiably scrapped before joining the long lists of come-to-nothing games and consoles, by reviewing examples we offer an alternative view that they can serve as objects of discourse for exposing the potential futures of video games and thus could be considered in terms of design fiction. To add further weight to the argument that games can be useful as design fictions we then consider “Game of Drones”, an example of a design fiction that pivots around a game element, to illustrate how the deliberate use of design fiction can stimulate discourse around game futures (in this case the growing promotion of ‘gamified’ services as means of engaging users). Whilst the notion of designing games that will never be built may seem paradoxical in relation to the Games industry’s predominantly commercial aims, we believe that the deliberate adoption of design fiction as a practice within game design would facilitate the emergence of meaningful discussions around future gaming without the frustrations induced by vaporware.

AB - In this research we examine games, and games hardware, that can be classed as ‘Vaporware’. More specifically software that was never written, or hardware that was never built, and consequently no one ever played. In particular we are considering such vaporware as examples of ‘Design Fiction’ as they once represented speculative visions of the future based on emerging technology. Vaporware is a term generally used to describe products that are announced to the general public but are never actually manufactured. Whereas design fiction is a term used to describe plausible ‘diegetic prototypes’ that are built, or suggested, to create an opportunity for discourse about possible technological futures. Whilst it could be argued vaporware games are simply failed products that were justifiably scrapped before joining the long lists of come-to-nothing games and consoles, by reviewing examples we offer an alternative view that they can serve as objects of discourse for exposing the potential futures of video games and thus could be considered in terms of design fiction. To add further weight to the argument that games can be useful as design fictions we then consider “Game of Drones”, an example of a design fiction that pivots around a game element, to illustrate how the deliberate use of design fiction can stimulate discourse around game futures (in this case the growing promotion of ‘gamified’ services as means of engaging users). Whilst the notion of designing games that will never be built may seem paradoxical in relation to the Games industry’s predominantly commercial aims, we believe that the deliberate adoption of design fiction as a practice within game design would facilitate the emergence of meaningful discussions around future gaming without the frustrations induced by vaporware.

KW - Design Fiction

KW - Speculative Design

KW - Games

KW - Vaporware

KW - Design Futures

U2 - 10.1145/2994310.2994313

DO - 10.1145/2994310.2994313

M3 - Conference contribution/Paper

SP - 341

EP - 349

BT - Proceedings of Mindtrek 2016

PB - ACM

CY - New York

T2 - Mindtrek 2016

Y2 - 17 October 2016 through 19 October 2016

ER -