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| Summer 2010 Prototype | Platformer | Adobe Flash (Windows / Macintosh) |
Life is a never-ending struggle, full of rising and falling moods.Elude mirrors this struggle against the rising tide of depression, and the search for a path to happiness. Yet happiness remains elusive. Again and again, losing passion for anything in life, you plunge into depression. Only by continually calling out to the world can you find experiences that resonate, allowing you to ascend into happiness. For people who have never experienced it before, depression is difficult to understand. It is not simply sadness, as many may think; it is more akin to an all-encompassing hopelessness, a failure to connect to or derive meaning from the outside world. By tapping into the experiential aspects of the video game medium, Elude's metaphorical model for depression serves to bring awareness to the realities of depression by creating empathy with those who live with depression every day. Interestingly enough, the word "Elude" originates from the Latin word "e-ludere" which means "away from" and is itself derived from the "ludo" with the meanings "to play" and "to trick." Research Statement Elude aims to raise awareness for depression and to inform about this dangerous illness. It is specifically intended to be used in a clinical context as part of a psycho-education package to enhance friends' and relatives' understanding of people suffering from depression about what their loved ones are going through. Modeling what depression feels like by contrasting it with other mood states (normal and happy),Elude portrays depression metaphorically. The various parts of the game-world represent emotional landscapes that correspond to different moods with the gameplay changing according to mood changes. The core gameplay (i.e. "normal mood") happens in a forest filled with "passion" objects that resonate and act as power ups when one calls out to them. Only when infused with passion is it possible to overcome the obstacles on the way to the tree tops, where one reaches "happiness". | ![]() ![]() ![]() | ||||||||||||||||||
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Related Publications "Elude" - When it Comes to Playing "Opposite of Play"by Doris Rusch | Games for Health 2011 - Boston, MA | Lectures Healthy Microtalksby Corey Bohil (Michigan State University), Don Miller (Playpower.org), Ben Sawyer (Digitalmill), Doris C. Rusch (MIT) and Tadeusz Stach (Queen's University) | Game Developer's Conference 2011 - Serious Games Summit | Lectures The Art of Nailing Pudding To The Wall - Strategies on Modeling Abstract Concepts in Gamesby Doris Carmen Rusch | Meaningful Play 2010 | Academic Papers Metaphorical Game Design - a Chance for Independent Game Developers to Create Unique Experiencesby Doris C. Rusch | Media in Transition 6 | Lectures Games about LOVE and TRUST?: Harnessing the Power of Metaphors for Experience Designby D. C. Rusch and M. Weise | 2008 SIGGRAPH Conference Proceedings | Academic Papers Blog Posts Recent reviews of GAMBIT gamesPosted byPhilip Tan |News "Making A GAMBIT Game" Series Episode Ten "Interviews and Presentation"Posted byGeneroso Fierro |Videos "Making a GAMBIT Game" Series Episode Seven "The Research Consultant"Posted byGeneroso Fierro |Videos GAMBIT @ MIT MuseumPosted byMarleigh Norton |Events USC Provost Professor Henry Jenkins Interviews GAMBIT Outreach Coordinator, Generoso FierroPosted byGeneroso Fierro |Events At MIT summer program, visiting Singapore students push video game boundariesPosted byPhilip Tan |News "Making a GAMBIT Game" Series Episode One Premieres Today!Posted byGeneroso Fierro |Making a GAMBIT Game Press Mentions | |||||||||||||||||||
