A game of rhetoric: Creating an Interactive Plato’s Cave with Performers and AI in The Void

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Abstract

Games involve their own special brand of uncertainty. Uncertainty is chosen, an elective experience that adds to the fun and exhilaration of play. Described by game developer Greg Costikyan, games are 'a series of elaborate constructs that subject us to uncertainty - but in a fictive and non-threatening way' (Uncertainty in games, 2013, p.2). We are in need of non-threatening spaces to engage with the very real, often terrifying uncertainties we face in life, everything from hotly contested identity politics to helplessness in the face of environmental change. Like all designers of serious games, I am on the hunt for ways to express the troubling realities we inhabit in the medium of games in a way that is enjoyable in the moment, but also leaves players with something to think about when play is done.

Original languageEnglish
Title of host publicationBeyond Virtual Production
Subtitle of host publicationIntegrating Production Technologies
EditorsTully Barnett, Jason Bevan, Cameron Mackness, Zoë Wallin
Place of PublicationLondon
PublisherTaylor and Francis - Balkema
Chapter16
Pages192-202
Number of pages11
ISBN (Electronic)9781003449492
ISBN (Print)9781032582931
DOIs
Publication statusPublished - 2025

Keywords

  • Computer games
  • game-based learning
  • uncertainty
  • play

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