Abstract
In this chapter, we enter the discussion of the design of artefacts, their representational possibilities and approaches connected with our profiles and contexts. We present the representation divided into three main categories—symbolic, enactive and mimetic —from which we then build a discussion on the different impacts they have on interaction. The artefact analysis gets deeper with the analysis of the pleasure motives and stimuli and its correlation with the different types of interaction with representation . All is supported by illustrative examples, made of situations, diagrams and pictures.
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- 1.
“Elina Brotherus: ‘El arte es la única ocupación que permite al adulto seguir jugando’”, El País, 21 June 2019, Gloria Crespo MacLennan. https://elpais.com/cultura/2019/06/20/babelia/1561029777_123564.html (6 August 2019).
- 2.
“Mods” is the term used for games, or game excerpts, still playable, changed by users. The “mod makers” are the tools offered to make these changes in some games.
- 3.
Fodor put forward a theory called “language of thought hypothesis”, which would work as compositional structure, language-like, capable of ordering thoughts.
- 4.
In the first decade of 2000, the conferences “Virtual Storytelling” and “Technologies for Interactive Digital Storytelling and Entertainment” were organized as intercalated bi-annual series. Then, by the end of the decade, they merged into the “International Conference on Interactive Digital Storytelling”. More recently, the Narrascope has focused more into the narrative design and ELO on the specifics of interactive fiction.
- 5.
Consists of inserting points, badges and leader boards (the PBL) in tasks and activities.
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Zagalo, N. (2020). Artefacts and Representation. In: Engagement Design. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-030-37085-5_5
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