![]() ![]() In reality, experiential design has many precedents in other areas of culture, like centuries of work in theater, particularly immersive theater, and other areas of the performing arts. The best experiential work can be entertaining, it can create authentic worlds, guide users, gently encourage interaction, reward exploration, and create emotional connections to help us learn more about own values - and some of the best video games are very much the same.Ī problematic perspective I often see is that “Experiential Design” is often written about in a way that frames it as something that is completely new. #Samorost 3 pollination puzzle professional#I wanted to help bridge that gap and bring to light some of the reasons I find video games a crucial area of study for improving experiential work in both professional work, and personal art+tech practice. It sometimes feels like someone trying to conduct an orchestra when their primary experience with music was playing the recorder in elementary school. I’ve recently started thinking a lot about how influential I find gaming and video games on my own practice of creative technology as Chief Creative Technologist at Fake Love (an experiential design company owned by the New York Times). In discussions with industry peers, I’ve also found that many don’t always share the perspective that video games can be easily mapped to experience design. The world of video games has matured quite a bit over the last decade, and there’s never been a better time to try out some new games for some fresh inspiration for experience design. If your answer is “Mario, when I was a kid” or a time-killing mobile game, I’ve got great news. If you work with creative technology or experience design, I’ve got a question for you: What was the last video game you played? □ (Originally published on Medium - re-publishing on my own site after a re-design) ![]()
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