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Latham, G., 2023.

Graft-games: experiential prototyping for the exploration of crossovers between craft and gaming

Output Type:Conference paper
Presented at:EKSIG 2023: From Abstractness to Concreteness - experiential knowledge and the role of prototypes in design research
Publication:International Conference 2023 of the Design Research Society Special Interest Group on Experiential Knowledge (EKSIG) Conference Proceedings: From Abstractness to Concreteness – experiential knowledge and the role of prototypes in design research
Brief Description/Editor(s):Ferraris, S., Rognoli, V., Nimkulrat, N.
Venue:Department of Design, Politecnico di Milano, Italy
Publisher:Politecnico di MIlano
Dates:19/6/2023 - 20/6/2023
ISBN/ISSN:9788894167436
Pagination:pp. 848-863
Repository URL:www.eksig2023.polimi.it/?trk=public_post-text#proceedings

This paper presents an experimental prototyping approach, termed ‘grafting’, for investigating theoretical crossovers between craft practice and the play of video games. It presents a case study of prototype ‘graft- game’ Hazuki Knit, developed as a probe for exploring an emerging theoretical field of study that acknowledges embodied skill within the play of videogames aligning it with craft labour. In particular, it proposes a method of prototyping in which an existing game is directly grafted onto a craft activity in order to enable the direct observation of its impacts upon embodied and inarticulable actions of participants during grafted gameplay at a series of themed public events. Through discussion, it presents grafting as a method for interrogating the potentialities brought about through joining these two related yet distinct activities. Utilising key findings from a case study of prototype ‘graft-game’ Hazuki Knit conducted by the author between May 2018 and June 2019 this paper reveals that directly joining craft with a digital game can lead to high-risk gameplay that can negatively impact the quality of the craft output.