Download or read book Affordance Theory in Game Design written by Hamna Aslam and published by Springer Nature. This book was released on 2022-06-01 with total page 97 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games, whether educational or recreational, are meant to be fun. How do we ensure that the game delivers its intent? The answer to this question is playtesting. However, a haphazard playtest process cannot discover play experience from various dimensions. Players' perceptions, affordances, age, gender, culture, and many more human factors influence play experience. A playtest requires an intensive experimental process and scientific protocols to ensure that the outcomes seen are reliable for the designer. Playtesting and players' affordances are the focus of this book. This book is not just about the playtest procedures but also demonstrates how they lead to the conclusions obtained when considering data sets. The playtest process or playtest stories differ according to the hypothesis under investigation. We cover examples of playtesting to identify the impact of human factors, such as age and gender, to examine a player's preferences for game objects' design and colors. The book details topics to reflect on possible emotional outcomes of the player at the early stages of game design as well as the methodology for presenting questions to players in such a way as to elicit authentic feedback. This book is intended mainly for game designers, researchers, and developers. However, it provides a general understanding of affordances and human factors that can be informative for readers working in any domain.
Download or read book Game Design and Affordance Theory written by Marvin Spahn and published by . This book was released on 2021 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt:
Download or read book Videogames and Agency written by Bettina Bódi and published by Taylor & Francis. This book was released on 2022-12-30 with total page 173 pages. Available in PDF, EPUB and Kindle. Book excerpt: Videogames and Agency explores the trend in videogames and their marketing to offer a player higher volumes, or even more distinct kinds, of player freedom. The book offers a new conceptual framework that helps us understand how this freedom to act is discussed by designers, and how that in turn reflects in their design principles. What can we learn from existing theories around agency? How do paratextual materials reflect design intention with regards to what the player can and cannot do in a videogame? How does game design shape the possibility space for player action? Through these questions and selected case studies that include AAA and independent games alike, the book presents a unique approach to studying agency that combines game design, game studies, and game developer discourse. By doing so, the book examines what discourses around player action, as well as a game’s design can reveal about the nature of agency and videogame aesthetics. This book will appeal to readers specifically interested in videogames, such as game studies scholars or game designers, but also to media studies students and media and screen studies scholars less familiar with digital games. The Open Access version of this book, available at http://www.taylorfrancis.com, has been made available under a Creative Commons Attribution-Non Commercial-No Derivatives 4.0 license.
Download or read book Practical Perspectives on Educational Theory and Game Development written by Marzullo, Fabio Perez and published by IGI Global. This book was released on 2021-06-25 with total page 252 pages. Available in PDF, EPUB and Kindle. Book excerpt: The video game market continues to increase, reaching millions of users on a variety of platforms and revealing how engaging and pervasive gaming can be. Games create engagement and offer both entertainment and a powerful way to understand and interact with the world. It is natural that educators see the potential of games as a learning tool that can support students who have difficulties learning and also reinvent it. Practical Perspectives on Educational Theory and Game Development is a critical scholarly resource that combines educational scenarios and game fundamentals in order to improve the way people learn and evolve. The book supports professionals with the creation of strategies for using gamification and game-based learning theory with effectiveness and measured results. Featuring a wide range of topics such as entrepreneurship, gamification, and traditional learning, this book is ideal for academicians, education professionals, curriculum designers, educational game developers, researchers, and students.
Download or read book Proceedings of 6th International Conference in Software Engineering for Defence Applications written by Paolo Ciancarini and published by Springer. This book was released on 2019-03-18 with total page 334 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents high-quality original contributions on new software engineering models, approaches, methods, and tools and their evaluation in the context of defence and security applications. In addition, important business and economic aspects are discussed, with a particular focus on cost/benefit analysis, new business models, organizational evolution, and business intelligence systems. The contents are based on presentations delivered at SEDA 2018, the 6th International Conference in Software Engineering for Defence Applications, which was held in Rome, Italy, in June 2018. This conference series represents a targeted response to the growing need for research that reports and debates the practical implications of software engineering within the defence environment and also for software performance evaluation in real settings through controlled experiments as well as case and field studies. The book will appeal to all with an interest in modeling, managing, and implementing defence-related software development products and processes in a structured and supportable way.
Download or read book Interdisciplinary Models and Tools for Serious Games Emerging Concepts and Future Directions written by Van Eck, Richard and published by IGI Global. This book was released on 2010-03-31 with total page 430 pages. Available in PDF, EPUB and Kindle. Book excerpt: "This book discusses the need for interdisciplinary awareness in the study of games and learning"--Provided by publisher.
Download or read book ECGBL 2020 14th European Conference on Game Based Learning written by Panagiotis Fotaris and published by Academic Conferences limited. This book was released on 2020-09-24 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt: These proceedings represent the work of contributors to the 14th European Conference on Games Based Learning (ECGBL 2020), hosted by The University of Brighton on 24-25 September 2020. The Conference Chair is Panagiotis Fotaris and the Programme Chairs are Dr Katie Piatt and Dr Cate Grundy, all from University of Brighton, UK.
Download or read book Game Design Theory and Practice Second Edition written by Richard Rouse III and published by Jones & Bartlett Learning. This book was released on 2004-08-30 with total page 730 pages. Available in PDF, EPUB and Kindle. Book excerpt: “Both burgeoning game designers and devoted gamers should consider [Game Design: Theory & Practice] an essential read.” — Computer Gaming World “Ultimately, in both theory and practice, Rouse’s Game Design bible gets the job done. Let us pray.” - Next Generation magazine In the second edition to the acclaimed Game Design: Theory & Practice, designer Richard Rouse III balances a discussion of the essential concepts behind game design with an explanation of how you can implement them in your current project. Detailed analysis of successful games is interwoven with concrete examples from Rouse’s own experience. This second edition thoroughly updates the popular original with new chapters and fully revised text.
Download or read book Games Design and Play written by Colleen Macklin and published by Addison-Wesley Professional. This book was released on 2016-05-19 with total page 372 pages. Available in PDF, EPUB and Kindle. Book excerpt: The play-focused, step-by-step guide to creating great game designs This book offers a play-focused, process-oriented approach for designing games people will love to play. Drawing on a combined 35 years of design and teaching experience, Colleen Macklin and John Sharp link the concepts and elements of play to the practical tasks of game design. Using full-color examples, they reveal how real game designers think and work, and illuminate the amazing expressive potential of great game design. Focusing on practical details, this book guides you from idea to prototype to playtest and fully realized design. You’ll walk through conceiving and creating a game’s inner workings, including its core actions, themes, and especially its play experience. Step by step, you’ll assemble every component of your “videogame,” creating practically every kind of play: from cooperative to competitive, from chance-based to role-playing, and everything in between. Macklin and Sharp believe that games are for everyone, and game design is an exciting art form with a nearly unlimited array of styles, forms, and messages. Cutting across traditional platform and genre boundaries, they help you find inspiration wherever it exists. Games, Design and Play is for all game design students, and for beginning-to-intermediate-level game professionals, especially independent game designers. Bridging the gaps between imagination and production, it will help you craft outstanding designs for incredible play experiences! Coverage includes: Understanding core elements of play design: actions, goals, rules, objects, playspace, and players Mastering “tools” such as constraint, interaction, goals, challenges, strategy, chance, decision, storytelling, and context Comparing types of play and player experiences Considering the demands videogames make on players Establishing a game’s design values Creating design documents, schematics, and tracking spreadsheets Collaborating in teams on a shared design vision Brainstorming and conceptualizing designs Using prototypes to realize and playtest designs Improving designs by making the most of playtesting feedback Knowing when a design is ready for production Learning the rules so you can break them!
Download or read book Security Enriched Urban Computing and Smart Grid written by Ruay-Shiung Chang and published by Springer Science & Business Media. This book was released on 2011-09-05 with total page 361 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the proceedings of the Second International Conference on Security-Enriched Urban Computing and Smart Grid, held in Hualien, Taiwan, in September 2011. The 35 revised full papers presented together with two invited papers were carefully reviewed and selected from 97 submissions. Among the topics covered are the internet of things, mobile networks, wireless networks, service-oriented computing, data-centric computing, voice over IP, cloud computing, privacy, smart grid systems, distributed systems, agent-based systems, assistive technology, social networks, and wearable computing.
Download or read book Design User Experience and Usability Designing Pleasurable Experiences written by Aaron Marcus and published by Springer. This book was released on 2017-06-28 with total page 772 pages. Available in PDF, EPUB and Kindle. Book excerpt: The three-volume set LNCS 10288, 10289, and 10290 constitutes the proceedings of the 6th International Conference on Design, User Experience, and Usability, DUXU 2017, held as part of the 19th International Conference on Human-Computer Interaction, HCII 2017, in Vancouver, BC, Canada, in July 2017, jointly with 14 other thematically similar conferences. The total of 1228 papers presented at the HCII 2017 conferences were carefully reviewed and selected from 4340 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 168 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this three-volume set. LNCS 10288: The 56 papers included in this volume are organized in topical sections on design thinking and design philosophy; aesthetics and perception in design; user experience evaluation methods and tools; user centered design in the software development lifecycle; DUXU education and training. LNCS 10289: The 56 papers included in this volume are organized in topical sections on persuasive and emotional design; mobile DUXU; designing the playing experience; designing the virtual, augmented and tangible experience; wearables and fashion technology. LNCS 10290: The 56 papers included in this volume are organized in topical sections on information design; understanding the user; DUXU for children and young users; DUXU for art, culture, tourism and environment; DUXU practice and case studies.
Download or read book Theory of Fun for Game Design written by Raph Koster and published by "O'Reilly Media, Inc.". This book was released on 2005 with total page 259 pages. Available in PDF, EPUB and Kindle. Book excerpt: Discusses the essential elements in creating a successful game, how playing games and learning are connected, and what makes a game boring or fun.
Download or read book Frontiers in Software Engineering Education written by Jean-Michel Bruel and published by Springer Nature. This book was released on 2020-08-11 with total page 401 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes invited papers from the First International Workshop on Frontiers in Software Engineering Education, FISEE 2019, which took place during November 11-13, 2019, at the Château de Villebrumier, France. The 25 papers included in this volume were considerably enhanced after the conference and during two different peer-review phases. The contributions cover a wide range of problems in teaching software engineering and are organized in the following sections: Course experience; lessons learnt; curriculum and course design; competitions and workshops; empirical studies, tools and automation; globalization of education; and learning by doing. The final part "TOOLS Workshop: Artificial and Natural Tools (ANT)" contains submissions presented at a different, but related, workshop run at Innopolis University (Russia) in the context of the TOOLS 2019 conference. FISEE 2019 is part of a series of scientific events held at the new LASER center in Villebrumier near Montauban and Toulouse, France.
Download or read book Mobile Game Design Essentials written by Dr. Claudio Scolastici and published by Packt Publishing Ltd. This book was released on 2013-11-21 with total page 521 pages. Available in PDF, EPUB and Kindle. Book excerpt: A step-by-step guide.This book is for all game developers, designers, and hobbyists who want to create assets for mobile games
Download or read book Game Design Theory written by Keith Burgun and published by CRC Press. This book was released on 2012-08-13 with total page 187 pages. Available in PDF, EPUB and Kindle. Book excerpt: Despite the proliferation of video games in the twenty-first century, the theory of game design is largely underdeveloped, leaving designers on their own to understand what games really are. Helping you produce better games, Game Design Theory: A New Philosophy for Understanding Games presents a bold new path for analyzing and designing games.
Download or read book Serious Games written by Bobbie Fletcher and published by Springer Nature. This book was released on 2021-10-04 with total page 295 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. Chapter "Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Download or read book Cases on the Assessment of Scenario and Game Based Virtual Worlds in Higher Education written by Kennedy-Clark, Shannon and published by IGI Global. This book was released on 2014-04-30 with total page 357 pages. Available in PDF, EPUB and Kindle. Book excerpt: The ever-growing creation of new internet technologies has led to a growing trend and use of scenario-based virtual environments and serious games in education. Along with these new technologies, there is an increasing interest in how students can be effectively assessed when using these virtual environments. Cases on the Assessment of Scenario and Game-Based Virtual Worlds in Higher Education is a comprehensive collection that provides aspects of assessment in virtual worlds combined with lessons learned from critical reflection. These case studies present successes, challenges, and innovations to be utilized as a framework for practitioners and researchers to base their own effective forms of scenario-based learning. This publication would be of particular interest to practice-based disciplines such as education, nursing, medicine, and social work.