top of page

Direct and Indirect Gaming

To start our friday lectures we looked into direct and indirect gaming categories. Below are my notes:

 

We were asked in the following workshop to re-invent twister. We were asked to do this with direct and indirect gaming in mind, however a lot of the design elements are simply rules of playing the game and the direct/indirect gaming elements didn't seem to apply much in my eyes. I also found in the discussion of these topics afterwards all of the other groups seemed to simply add in whatever they wanted to see in twister and there was no mention of the direct/indirect gaming elements at all, so I felt quite confused. I had messaged our lecturer after the lesson and asked if there were further resources I could look at to help me better understand the topic but he didn't have any suggestions for me. We still answered the questions and wrote some bullet points. This document is linked to the button below.

The workshop exercise confused me. If we were re-designing twister then we could have discussed all sorts of factors, such as making it accessible for disabled people using their arms or tracking eye movements, making the players hold positions for a certain amount of time or even having an electronic mat in which the coloured circles change position every few rounds. Unfortunately where I was trying to correlate this to direct and indirect gaming I found that I was so much less creative with the process and I couldn't link it together. These terms are some that I may avoid in the future.

bottom of page