The goal of this half-day workshop is to explore the role of discomfort for transformative experiences in interactive narratives. We aim to build a community of scholars and practitioners interested in leveraging discomfort in interactive narratives to facilitate positive transformation. Last year’s ICIDS featured the art exhibition “Texts of Discomfort,” showcasing works which present their stories in discomforting ways: Texts that impose a state of loss and unsettle the reader’s historical, cultural, psychological assumptions, the consistencies of their tastes, values, memories.
Building on this and our ICIDS 2020 workshop "Transformative Experience Through Interactive Narratives," we want to probe further into the discomforting potential of interactive narratives to support transformation and unpack how initially negative emotional responses may ultimately result in reflection, insight, and meaningful experience. The overall topic is delivered in a hybrid format through a series of presentations combined with examples, exercises and discussions. The workshop will be hybrid, and you can join us live at ICIDS21 and virtually on our zoom server!
Participants are introduced to the concept of transformation through discomfort by means of presentations and experiential exercises. Drawing from game studies, empirical aesthetics and human-computer interaction, we will discuss how interactive narratives unsettle and transform. We also take stock of the different disciplinary terms and definitions to outline a preliminary conceptual map.
We will discuss existing interactive narratives that elicit discomfort in a Fishbowl format
(see call for participation).
The goal is to compile design conventions in interactive narratives that create discomfort and support reflection. Participants will showcase digital examples and then discuss their design and impact.
Participants will consider their own “disorienting dilemmas” that they would like to explore. Here, participants will examine socially relevant topics they would tackle with an interactive narrative transformative experience, and discuss what such an experience would look like. This portion might include crafting basic design documents of novel games.
See our call for participation!
Before the workshop, we ask attendees to submit a short abstract (500 words max.) outlining an example of a discomforting experience that they've either had with a game, or would like to design into a future game. As one prominent and strong example, we use Romero’s board game Train in which players focus on the task of filling trains to capacity only to learn afterwards about their (obsensibly, the player's) projected role in The Holocaust. Train creates a strong discomfort when players realize how willing they were loading the railcar, perhaps opening a reflective window into the Holocaust and the role of complicacy. Other examples include Molleindustria's game on the fast food industry, Pathologic 2, about the struggle with an outbreak or September 12th, a statement on the War on Terror. Join us online via zoom.
On the December 7th we will start at 1:30 pm (Eastern European Standard Time, GMT+2). Online on zoom and locally in Tallinn at the ICIDS conference.
The workshop will consist of four units, in which the participating experts will present, discuss, and build on their collective knowledge to create a better understanding of how discomfort can lead to transformation.
Transformation through discomfort - presentations and experiential exercises (1:30: ~45 minutes, including brief presentations from workshop coordinators)
Fishbowl format discussions of existing interactive narratives that elicit discomfort (2:30: ~45 minutes, inclusive of all attendees)
Exploring “disorienting dilemmas” to examine socially relevant topics (3:30: ~60 minutes, including brief presentations based on submitted abstracts; moderated by workshop coordinators)
During those sessions we will also consider guiding ethical frameworks and questions when employing discomfort.