Laureline Chiapello

Laureline Chiapello
University of Québec in Chicoutimi | UQAC · Ecole des arts numériques de l'animation et du design (NAD)

Ph.D. in Design
Professor in Game Design, NAD-UQAC

About

20
Publications
4,738
Reads
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43
Citations
Introduction
Laureline Chiapello completed her Ph.D. from University of Montreal in Game Design, which was about video game design practice and teaching through a pragmatist lens. She is now professor in Game Design at NAD-UQAC, Canada. She does research in Video games and Design theories, and is a member of the PRAXIS lab.
Additional affiliations
August 2018 - present
University of Québec in Chicoutimi
Position
  • Professor
Description
  • Professor in game design, playability and storytelling
January 2013 - August 2018
Université du Québec en Abitibi-Témiscamingue
Position
  • Lecturer
Description
  • Usability and gameplay Scriptwriting for video games
September 2012 - December 2012
Université de Montréal
Position
  • Lecturer
Description
  • Video game prototyping
Education
September 2012 - November 2019
Université de Montréal
Field of study
  • Game Design

Publications

Publications (20)
Chapter
Full-text available
During the last decades, game design research has burgeoned, from Chris Crawford’s seminal, The art of game design in 1984, to recent publications such as O’Donnell’s (2014), Developer’s dilemma. In 2010, Djaouti, Sandovarrez and Jessel (2010) counted more than 35 publications (e.g., textbooks, scientific papers, professional magazine articles, etc...
Conference Paper
Full-text available
Donald Schön was one of the most influential scholars in the design field; his work was and still is among the most highly cited. But how and why do scholars cite Schön’s work? What do these citations do? In this paper, we present a content analysis of 63 texts published at the last two DRS conferences in an effort to understand the function of cit...
Conference Paper
Full-text available
Innovation and creativity seem to be mere buzzwords, but the quest for innovation and creativity by game companies is very real. This Ph.D. dissertation suggests adopting a new p erspective on these concepts by abandoning a managerial attitude and favoring a design approach. The design process of video games is under-studied, and this research aims...
Article
Using a transdisciplinary approach, this paper shows how creativity studies and game design research can complement each other and open new research avenues. In order to study the role of creativity in game designers’ practice, we first touch on the epistemological foundations of creativity studies and game design research. After presenting these d...
Article
The province of Quebec is seen as a center of “creativity” for video games and this concept is regularly used and valued. But the complexity of the socio-cultural phenomena leads us to question the meaning of this concept. What is creativity, who or what is creative? This paper uses a constructivist version the Four P’s framework (product, process,...
Article
A ludo mix occurs when a variety of media are organized around one or several central games. While this might be an opportunity to build worlds and create new intellectual properties, it is also a marketing strategy. These two perspectives are often contradictory, and are difficult for game designers to address: how to design games in a ludo mix? F...
Conference Paper
Full-text available
The design research community has been interested in its identity as an intellectual community for some time, and, as with design itself, critique is central to good scholarship. Building on recent citation analyses in the field, in this paper we examine two cases of critique in design research scholarship. We aim to contribute to the theory of sch...
Article
Full-text available
Donald Schon was one of the most influential scholars in the design field; his work was and still is among the most highly cited. But how and why do scholars cite Schon’s work? In this paper, we present a content analysis of 120 texts published at the last four DRS conferences in order to understand the function of citations of Schon’s work. We fin...
Article
Full-text available
Schön’s model of design as a reflective conversation with the situation is one of the most important models in design research, but it is not often criticized. This paper questions Schön’s vision of values by contrasting it with Dewey’s vision. It presents a case study from the video game industry to show the difference between Schön’s and Dewey’s...
Conference Paper
Full-text available
Schön's model of design as a reflective conversation with the situation is one of the most important models in design research, but it is not often criticized. This paper questions Schön's vision of values by contrasting it with Dewey's vision. It presents a case study from the video game industry to show the difference between Schön's and Dewey's...
Conference Paper
Full-text available
What do players “know” when they know how to play a game? This question was of high interest for a group of Quebecois video game designers crafting tutorials for “casual games”. This gaming trend opened video gaming to new groups of players, some of whom had no previous gaming knowledge. Teaching them how to play thus became a significant challenge...
Article
Full-text available
Alors que la pratique du design étend d’ores et déjà son champ d’action de l’architecture au graphisme en passant par le design industriel, voilà que vient s’ajouter un nouveau domaine d’intervention: le jeu vidéo. Cependant, si «design de jeux vidéo» réunit en une seule expression «design» et «jeux vidéo», les liens théoriques entre ces deux champ...
Article
Full-text available
This article aims to demonstrate the importance of video game designers as agent of progress. This work is based on a study whose main purpose is to better define casual games while using the video game designers' professional knowledge. During the course of the study, it became clear that the game design practices have been evolving over time. Due...
Conference Paper
Full-text available
This paper analyses creativity issues in the video game industry using Schön's work on " frames ". Specifically, " frame creation " is considered a key part of designers' creative process, and this concept will be discussed in relation to Schön's " constants " : practitioners' media, language, repertoire, appreciative systems, overarching theories...
Chapter
Social, casual and mobile games, played on devices such as smartphones, tablets, or PCs and accessed through online social networks, have become extremely popular, and are changing the ways in which games are designed, understood, and played. These games have sparked a revolution as more people from a broader demographic than ever play games, shift...
Conference Paper
Full-text available
While the casual game market is expanding, there are increasingly few research projects and explorations about the definition of this game style. Existing definitions are contradictory and some areas, like casual game design practice, remain under-explored. Using game designers' professional knowledge, this study aims to provide a new understanding...

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Projects

Projects (2)
Project
The goal of the project is to better understand Schön's work, its impact on design theories, and its value for video game design specifically.
Project
The video game industry is experiencing a rapid expansion. Video game designers are the cornerstone of an economy that supports millions of people across the world (Zackariasson & Wilson, 2012). Nevertheless, game studies continue to focus primarily on analyzing games themselves, or the players, but little research has been done on the creators. More specifically, game design practices are understudied (Kuittinen & Holopainen, 2009). My research addresses this gap by approaching the subject from a “design” point of view: I connect game design research with design research in general: architectural design, interior design, industrial design, graphic design, etc. (Bayazit, 2004; Bousbaci, 2008; Cross, 1981). My goal is to produce an accurate vision of video game design activity, allowing researchers to understand a wider range of phenomena in the video game area. It is also to enrich game design teaching, by clarifying a process that is still too often presented in mysterious and unclear ways to students. In the large spectrum of design theoretical models, my dissertation focuses on the ones inspired by pragmatist philosophy. From the first writings of Charles S. Peirce (1877, 1878) to the latest ones of John Dewey (2003 [1938]), the pragmatist philosophy offers an alternative to rationalist models (Biesta & Burbules, 2003). For Dewey, thinking, and the knowledge production associated with it, is not confined to the mind, but it is a practical and social process. This process includes transactions with the environment (physical and social), through actual actions (Joas, 1996). The creators of design models inspired by pragmatism included these critiques of rationality in their work, and they stopped perceiving designers as professional problem-solvers using theories elaborated for them by researchers. Designers have the capacity to produce valid knowledge through their practice, as they modify the environment and see new opportunities and new ways of transforming situations. Thus, their way of thinking is distinctive and deserves to be studied as such. Some key authors include Herbert A. Simon and his work The Science of the artificial (1996 [1969]), and Donald Schön and his seminal book The reflective practitioner (1983). My research weaves these different sources together in a new model of design activity that hopes to describe the current practice situation of video game designers.