Clara Fernández-Vara

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The Game Ontology Project (GOP) is creating a framework for describing, analyzing and studying games, by defining a hierarchy of concepts abstracted from an analysis of many specific games. GOP borrows concepts and methods from prototype theory as well as grounded theory to achieve a framework that is always growing and changing as new games are analyzed or(More)
Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. The MIT Faculty has made this article openly available. Please share how this access benefits you. Your story matters. ABSTRACT Performance studies deals with human action in context, as well as(More)
This paper deals with the basic spatial configurations in videogames from early games until today, focusing on how they position the player with respect to the playfield, and how they affect gameplay. The basic spatial configurations are defined by a few basic features (cardinality of gameplay, cardinality of gameworld and representation) which combined can(More)
The inclusion of a practicum is one of the main challenges in the game studies curriculum, especially when it comes to teaching professional practices to students. This paper presents how professional management methodologies (Scrum, in this case) can be related to models of Situated Learning, as we demonstrate through our case study, the Singapore-MIT(More)
The relationship between theatre and games has been repeatedly discussed but its possibilities have not been explored in enough depth. This paper goes beyond a theoretical proposal, and describes how Stanislavski's acting method (1959) served as the inspiration to design a game based on the Spanish classical theatre play, La Dama Boba (The Foolish Lady).(More)
Abstracting the fictional world to essential components is one of the first steps to design the system of a game. The amount of detail with which the fictional world is implemented as the system determines the level of abstraction of the simulation of the game [9]. This paper is a historical analysis of the design of a specific genre, adventure games, and(More)
In the problematic exploration of the narrative potential of videogames, one of the clearest aspects that bridge stories and games is space. This paper examines the different devices that videogames have used to incorporate stories through spatial design and what is known as environmental storytelling, focusing on the design elements that make the story(More)
This project tackles procedural generation of narrative puzzles found in adventure games. The challenge is not only generating the puzzles in games which traditionally only have one walkthrough, but also making the development process accessible to designers. Given that the goal is to make these games playable and easy to develop, the focus of this project(More)
Introduction This chapter explores how early videogames found ways to provide players with novel and complex gameplay experiences; in particular, how these experiences were structured and managed over time using innovative game design ideas. In abstract terms, we have called this concept segmentation of gameplay, and we have developed it in the context of(More)