SUBOTRON arcademy /departure talk
Prof. Dominik Mieth
Professor for Game Design at Mediadesign University of Applied Sciences, Munich
The new generation of VR systems opens many new possibilities for video games. From a game design perspective new challenges emerge regarding how to engage the player. New and different possibilities of input and output have to be considered in comparison to traditional games on console and PC. The same is true for the analysis of virtual reality games. Two interesting aspects in this regard are the modes of interaction (including changes in the UX and interface design) and the general gameplay experience. An interesting aspect in this context is the sense of “being there” that is the main appeal and promise of VR. To get a better understanding of this new quality of VR experiences the lecture discusses the concepts of immersion, presence and flow. How are the “rules of engagement” of VR different from those for classic video games played on some form of monitor with a classic input device like keyboard and mouse? What can we learn from this for the design of new experiences for VR?
Dominik Mieth studied film, german language and literature and philosophy in Tübingen and Mainz focusing on screenwriting, narratology and ethics. After receiving his magister he went to work in game development. From 2006 to 2008 as account manager and assistant producer at ML Enterprises GmbH in Munich. From 2008 to 2012 as game designer and producer at the independent developer Coreplay GmbH where he oversaw design and production of projects like “Germany’s next Topmodel: The official Game 2009” or “Jagged Alliance: Back in Action”. He left Coreplay in 2012 to teach game design at the Mediadesign University of Applied Sciences. His lectures as a professor include design and documentation, game rules and mechanics and the history of game development.
Die Veranstaltungsreihe wird durch die Kulturabteilung der Stadt Wien und die Bundesstelle für die Positivprädikarisierung von Computer- und Konsolenspielen (BUPP) gefördert.
Mit freundlicher Unterstützung der Wirtschaftsagentur Wien
Mit freundlicher Unterstützung vom Zentrum für Angewandte Spieleforschung der Donau Universität Krems