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	<title>God at play - spiritual games - meaningful games&#187; Interactive Sermon Tool Prototype</title>
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	<description>Thoughts, feelings, and discoveries about creating meaningful and spiritual videogames</description>
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		<title>Interactive Sermon Tool Prototype</title>
		<link>http://www.godatplay.com/2009/05/interactive-sermon-tool-prototype/</link>
		<comments>http://www.godatplay.com/2009/05/interactive-sermon-tool-prototype/#comments</comments>
		<pubDate>Thu, 21 May 2009 22:01:11 +0000</pubDate>
		<dc:creator>godatplay</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[experiments]]></category>
		<category><![CDATA[intuition collective]]></category>
		<category><![CDATA[christian games]]></category>
		<category><![CDATA[sermon tool]]></category>
		<category><![CDATA[spiritual games]]></category>

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		<description><![CDATA[Over the past few months, I have received a vision for 3 types of interactive experiences. I just finished a prototype for one of them &#8211; an interactive tool that could be used to supplement a message to help visualize the concepts being discussed in the message.
I imagine this tool most often being used to [...]]]></description>
			<content:encoded><![CDATA[<p>Over the past few months, I have received a vision for 3 types of interactive experiences. I just finished a prototype for one of them &#8211; an interactive tool that could be used to supplement a message to help visualize the concepts being discussed in the message.</p>
<p>I imagine this tool most often being used to help visualize a sermon being delivered to a church congregation. The goal of the tool would be to present an environment that someone on the media team &#8211; a &#8220;player&#8221; if you will &#8211; can interact with.  The player would interact with the environment in a way that matched up with the speaker who is delivering the message.  One example would be if that speaker was telling a story.  The player would explore the environment and trigger events to match up with the timing and emphasis of the speaker&#8217;s story.  If the speaker was emphasizing a certain part of the story, the player could trigger events to help emphasize that part.  The final result would be an expression of the story experienced simultaneously through the mediums of virtual interactive experience (of which I consider computer games to be a subset) and oral tradition.</p>
<p>Here&#8217;s a run-through recording of the prototype.  It&#8217;s based on a story given to me by Chris Petrick, Perry Ross, and Richard Webb at <a title="Lutheran Church of Hope" href="http://www.lutheranchurchofhope.org" target="_blank">Lutheran Church of Hope</a>, with music and sound design by <a title="Paul Gratton of Finn Miles" href="http://www.finnmiles.com" target="_blank">Paul Gratton</a> (one of my partners from the <a title="Napkin Sketch collective" href="http://www.napkin-sketch.com">Napkin Sketch collective</a>), and voice acting by Julie Bull.</p>
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<p>Here&#8217;s a recording from the production room while I, err&#8230;.performed it during the last of 4 worship services at Lutheran Churh of Hope.  It kind of shows how the whole thing would fit into a traditional Christian church service. In this case, it was between two songs and presented on the screens. I imagine a &#8220;final version&#8221; being like this, but with a speaker telling the story live up on stage and a more developed interactive environment.</p>
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