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	<title>Creative Direction</title>
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	<link>http://blog.scad.edu/tthoma23</link>
	<description>Media should fulfill a human need to play.</description>
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		<title>Notes (Part 2) from &#8211; The Game Design Reader: A Rules of Play Anthology</title>
		<link>http://blog.scad.edu/tthoma23/2013/04/14/notes-part-2-from-the-game-design-reader-a-rules-of-play-anthology/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/04/14/notes-part-2-from-the-game-design-reader-a-rules-of-play-anthology/#comments</comments>
		<pubDate>Sun, 14 Apr 2013 08:57:21 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=62</guid>
		<description><![CDATA[The Game Design Reader: A Rules of Play Anthology - Katie Salen and Eric Zimmerman Part One - Cultural Models: Do You Want to Be the Blue Sonic or the Dark Sonic? &#8211; James Gee [2003] &#8211; Pg 610 &#8220;Cultural models, which cannot be stated in one definitive way, are stories or images of experiences that people [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Notes from &#8211; Character-Driven Game Design: Characters, Conflict, and Gameplay</title>
		<link>http://blog.scad.edu/tthoma23/2013/04/11/notes-from-character-driven-game-design-characters-conflict-and-gameplay/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/04/11/notes-from-character-driven-game-design-characters-conflict-and-gameplay/#comments</comments>
		<pubDate>Thu, 11 Apr 2013 03:00:49 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=57</guid>
		<description><![CDATA[Character-Driven Game Design: Characters, Conflict, and Gameplay - Perti Lankoski and Staffon Bjork Abstract: &#8220;&#8230;gameplay design patterns&#8230;related to how specific features in a character design can support gameplay.&#8221; Empirical evidence that characters are important for playing experience: Ermi, L. and Mayra, F. 2005 Fundamental Components of the Gameplay Experience: Analyzing Immersion Mallon, B. 2007. &#8220;Towards a Taxonomy of Perceived [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Notes from &#8211; Combat to Conversation: Towards a Theoretical Foundation for the Study of Games</title>
		<link>http://blog.scad.edu/tthoma23/2013/04/07/notes-from-combat-to-conversation-towards-a-theoretical-foundation-for-the-study-of-games/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/04/07/notes-from-combat-to-conversation-towards-a-theoretical-foundation-for-the-study-of-games/#comments</comments>
		<pubDate>Sun, 07 Apr 2013 10:46:39 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=54</guid>
		<description><![CDATA[Combat to Conversation: Towards a Theoretical Foundation for the Study of Games &#8211; Matthew S. S. Johnson &#8220;&#8230;narratology/ludology debate has followed its course&#8230;&#8221; &#8220;Persistence of treating these approaches as oppositional is now &#8216;particularly unproductive.&#8217; &#8211; David Ciccoricco.&#8221; &#8220;&#8230;I argue that not only is the debate weary, but that it has actually begun to stand in [...]]]></description>
		<wfw:commentRss>http://blog.scad.edu/tthoma23/2013/04/07/notes-from-combat-to-conversation-towards-a-theoretical-foundation-for-the-study-of-games/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Notes (Part 1) from &#8211; The Game Design Reader: A Rules of Play Anthology</title>
		<link>http://blog.scad.edu/tthoma23/2013/04/05/notes-part-1-from-the-game-design-reader-a-rules-of-play-anthology/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/04/05/notes-part-1-from-the-game-design-reader-a-rules-of-play-anthology/#comments</comments>
		<pubDate>Fri, 05 Apr 2013 07:43:12 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=48</guid>
		<description><![CDATA[The Game Design Reader: A Rules of Play Anthology - Katie Salen and Eric Zimmerman [2006] Part One - Player and Character: What is the complex relationships between game player and game character? &#8211; Pg 26 Notes from Page 27 Games are identity factories where characters are constructed and put to work. Games give us permission [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Notes from &#8211; Playing for Plot in the Lost and Portal Franchises/ What You Can&#8217;t See Is What You Don&#8217;t Get: Paradigms of Game World Visualization</title>
		<link>http://blog.scad.edu/tthoma23/2013/04/05/notes-from-playing-for-plot-in-the-lost-and-portal-franchises-what-you-cant-see-is-what-you-dont-get-paradigms-of-game-world-visualization/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/04/05/notes-from-playing-for-plot-in-the-lost-and-portal-franchises-what-you-cant-see-is-what-you-dont-get-paradigms-of-game-world-visualization/#comments</comments>
		<pubDate>Fri, 05 Apr 2013 06:30:27 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=45</guid>
		<description><![CDATA[Playing for Plot in the Lost and Portal Franchises &#8211; Jason Mittell &#8220;In the scholarly arguments over narrative and games, the puzzle genre is frequently hailed as the proof that gameplay trumps story via examples like Tetris, as the compelling mechanics of such games need no narrative frame to engage players. &#8230; &#8216;If I throw [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Notes from &#8211; Feelies: The Lost Art of Immersing the Narrative</title>
		<link>http://blog.scad.edu/tthoma23/2013/04/05/notes-from-feelies-the-lost-art-of-immersing-the-narrative/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/04/05/notes-from-feelies-the-lost-art-of-immersing-the-narrative/#comments</comments>
		<pubDate>Fri, 05 Apr 2013 06:01:44 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=43</guid>
		<description><![CDATA[Feelies: The Lost Art of Immersing the Narrative &#8211; Veli-Matti Karhulahti Feelies &#8211; the materialization of story world entities that are distributed with game packaging as props that support narrative elements in story-driven digital games. The map that comes with Skyrim for example. &#8220;The narrative support is suggested to function on global and local levels, [...]]]></description>
		<wfw:commentRss>http://blog.scad.edu/tthoma23/2013/04/05/notes-from-feelies-the-lost-art-of-immersing-the-narrative/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Notes from &#8211; Narratification: Unifying Narrative and Gameplay</title>
		<link>http://blog.scad.edu/tthoma23/2013/04/05/notes-from-narratification-unifying-narrative-and-gameplay/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/04/05/notes-from-narratification-unifying-narrative-and-gameplay/#comments</comments>
		<pubDate>Fri, 05 Apr 2013 05:39:06 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=41</guid>
		<description><![CDATA[Narratification: Unifying Narrative and Gameplay &#8211; Nils Sorensen and Mette Podenphant Narratification &#8211; process of implementing narrative elements into games. makes a game narrative more intentional and reflective. (term created by Nils and Mette to reference the above process.) &#8220;Narratives can be powerful vehicles for empathy and perspective and are therefore being used as arguementative [...]]]></description>
		<wfw:commentRss>http://blog.scad.edu/tthoma23/2013/04/05/notes-from-narratification-unifying-narrative-and-gameplay/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Survey of Other Sources</title>
		<link>http://blog.scad.edu/tthoma23/2013/04/01/survey-of-other-sources/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/04/01/survey-of-other-sources/#comments</comments>
		<pubDate>Mon, 01 Apr 2013 07:14:21 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Design]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[Ludonarrative Dissonance]]></category>
		<category><![CDATA[Ludonarrative Resonance]]></category>
		<category><![CDATA[Psychology]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Ludonarrative]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=26</guid>
		<description><![CDATA[Aside from blogs and online articles, I&#8217;m also gathering sources from many other places such as academic journals, books, and other theses. I&#8217;ve gathered quite a bit at the moment and have decided that I should probably start reading through what I have before adding more; though I feel like I&#8217;m still lacking in the [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ludonarrative References</title>
		<link>http://blog.scad.edu/tthoma23/2013/03/31/ludonarrative-references/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/03/31/ludonarrative-references/#comments</comments>
		<pubDate>Sun, 31 Mar 2013 12:13:30 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Ludonarrative Dissonance]]></category>
		<category><![CDATA[Ludonarrative Resonance]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Ludonarrative]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=21</guid>
		<description><![CDATA[Here&#8217;s a list of all the articles I came across in my search on ludonarrative dissonance: First and foremost is the original article by the man who coined the term - Clint Hocking(has been the creative director for both LucasArts and Ubisoft) - Clicknothing.typepad.com Next I&#8217;d like to follow up with a couple of articles by video game [...]]]></description>
		<wfw:commentRss>http://blog.scad.edu/tthoma23/2013/03/31/ludonarrative-references/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ludonarrative Resonance through Social Cognition and Psychology in Character Design for Games</title>
		<link>http://blog.scad.edu/tthoma23/2013/03/31/ludonarrative-resonance-through-social-cognition-and-psychology-in-character-design-for-games/</link>
		<comments>http://blog.scad.edu/tthoma23/2013/03/31/ludonarrative-resonance-through-social-cognition-and-psychology-in-character-design-for-games/#comments</comments>
		<pubDate>Sun, 31 Mar 2013 11:02:54 +0000</pubDate>
		<dc:creator>Tommy Thomas</dc:creator>
				<category><![CDATA[Ludonarrative Dissonance]]></category>
		<category><![CDATA[Ludonarrative Resonance]]></category>
		<category><![CDATA[Philosophy]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Ludology]]></category>
		<category><![CDATA[Ludonarrative]]></category>
		<category><![CDATA[Narrative]]></category>

		<guid isPermaLink="false">http://blog.scad.edu/tthoma23/?p=17</guid>
		<description><![CDATA[All I&#8217;ve really known for a while until recently is that I want to do a thesis that has to do with character design for games. I&#8217;m also very interested in psychology so if I could somehow marry the two into a thesis that would really get me motivated. I want to look at design [...]]]></description>
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		<slash:comments>0</slash:comments>
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