Reflections on Elements of a Game Design Model Applied to Inclusive Digital Games

Author(s):  
Patricia da Silva Leite ◽  
Ana Paula Retore ◽  
Leonelo Dell Anhol Almeida
2021 ◽  
pp. 155541202110053
Author(s):  
Eduardo H Luersen ◽  
Mathias Fuchs

In this article, we describe three layers of ruins related to computer game technology: in a surface layer, we examine the imagery of ruins in digital games, highlighting game design tools for developing in-game ruination. Secondly, we approach the industrial design model of technological obsolescence as an infrastructural layer that intrinsically demands the production of new provisional spaces for material decay. Lastly, through a waste layer, we unfold the geopolitical dimension of technological obsolescence, calling attention to the transcontinental flows of electronic waste, which also underscores a geological stage of ruination. While exploring these different layers of ruins, we wish to perceive how game design models might relate to different forms of contemporary ruination, inquiring what such material traces have to say as strata of the complex deterioration processes of present-day media.


CounterText ◽  
2016 ◽  
Vol 2 (2) ◽  
pp. 217-235
Author(s):  
Gordon Calleja

This paper gives an insight into the design process of a game adaptation of Joy Division's Love Will Tear Us Apart (1980). It outlines the challenges faced in attempting to reconcile the diverging qualities of lyrical poetry and digital games. In so doing, the paper examines the design decisions made in every segment of the game with a particular focus on the tension between the core concerns of the lyrical work being adapted and established tenets of game design.


2012 ◽  
Vol 2 (2) ◽  
pp. 75-89 ◽  
Author(s):  
Ricardo Javier Rademacher Mena

In a previous work the author created the Education and Entertainment Grid by combining various taxonomies from the fields of play and learning. In this paper, a section of this grid known as the Entertainment Grid will be extended by including previously unused elements of Richard Bartle’s online player types and Robert Caillois’ play complexity. This Extended Entertainment Grid is then analyzed, revealing an interesting synergy between both men’s ideas. The main work of this paper, the Updated Entertainment Grid, is then created as a result of this analysis. This grid can be used by teachers as an interesting introduction and application of these taxonomies, by researchers interested in better understanding digital games and their players, and by designers interested in using the grid as part of their game design process.


Author(s):  
Bob De Schutter

Considering the popularity of digital games among older adults and the challenge of population ageing, this article identified a need for an integrated game design framework aimed at older audiences. An analysis of the literature on play in later life demonstrated how the literature is dominated by two themes, i.e., the benefits of playing digital games and the issue of accessibility. While this underlying model has been demonstrated to contribute to successful designs, it also risks reducing games to its motivational characteristics and ageing to cognitive and physical decline. The author therefore reviewed the literature on game design and later life to develop a design approach that considers the multi-faceted nature of ageing as well as the intrinsic value of digital games. The resulting “Gerontoludic Design Framework” sets meaningful play as the intended outcome of game design for older adults, identifies iterative player-centered design as its preferred design approach, and extends the MDA framework by suggesting age-specific aesthetics and mechanics.


Author(s):  
Daniela Ramos ◽  
Bruna Santana Anastácio ◽  
Gleice Assunção da Silva ◽  
Clarissa Venturieri ◽  
Naomi Stange ◽  
...  

In addition to entertainment, games have been recognized as enhancers of cognition and associated with increased motivation in the school learning context. The possibility of immersion and active player participation is considered a distinguished aspects of game design. Therefore, this study proposed the application of Brain School’s digital games using tablets during a school year, with weekly interventions of 50 minutes in a class of the second year of elementary school. Twenty-five students were analyzed with an average of eight years old. At the end of the interventions, the evaluation was carried out through individual interviews. The results revealed that most of children felt motivated to participate in the games activities. However, there was no association between level of motivation and cognitive skills investigated (attention and problem solving), nor between preferred games and cognitive skills trained. However, qualitative data showed that children liked using games and acknowledged that the activity contributed with the exercise of their abilities. In general, this research contributed to reinforcing the importance of the diversification of methodological strategies which include the use of digital games in education.


Gamification ◽  
2015 ◽  
pp. 1296-1311
Author(s):  
Valentijn Visch ◽  
Ingrid Mulder ◽  
Wessel Bos ◽  
Richard Prins

The persuasive game, Travelling Rose, aims to enhance walking activities of elderly residents living in neighbourhoods characterized by a low socioeconomic status. The game consists of a wooden pass-on box containing user-reports and instructions on how to find a companion, how to generate a surprise together, how to give this surprise a fellow neighbourhood member, and how to pass on the Travelling Rose box. The persuasive catch of the Travelling Rose is present when the companions are generating the surprise and are instructed to take a walk in the neighbourhood for easing social communication and flourishing creative ideas. In this chapter, the design process leading to the final version of the Travelling Rose is described, involving user studies, concept testing, and iterative prototyping. Secondly, the final prototype is presented and framed using the theoretical Persuasive Game Design model.


Author(s):  
Guaracy Silveira

Guided by the principles of digital game design, the author proposes a reformulation of the pedagogical objectives and focuses of the pedagogical graduate courses, especially in relation to internship and training stages, in a problem-solving model based on digital games intending to shift the formation of future teachers from an abstract model to a real-life-based problem, thus proposing guidelines for an interdisciplinary project. The chapter summaries this proposal enlisting the necessary structural changes needed to achieve this goal to guide those wishing to adjust their pedagogical projects in a way to insert the digital games as educational devices in their courses without having to remodel the entire existing course. An introduction to the problem is made, its theorical background presented, followed by a contextualization of the Brazilian educational area with the proposition delineated and a conclusion.


2019 ◽  
Vol 3 (1) ◽  
pp. 25-41 ◽  
Author(s):  
Ioanna Iacovides ◽  
Anna Cox ◽  
Dominic Furniss ◽  
Katarzyna Stawarz ◽  
Charlene Jennett ◽  
...  

Digital games are an engaging medium that have previously been used for communicating research to a variety of audiences. However, there is an opportunity for engaging people more deeply by involving them in creating games. This article reports on a game design competition, based on participatory design principles and game jam practices, which challenged university students to design games within the context of a research project. Based on their interpretations of research on human error in health care, teams created four games to be disseminated online to a wider public audience. We outline the competition format and reflect on the extent to which it was successful.


2015 ◽  
Vol 2015 ◽  
pp. 1-11 ◽  
Author(s):  
Yen-Ru Shi ◽  
Ju-Ling Shih

How to design useful digital game-based learning is a topic worthy of discussion. Past research focused on specific game genres design, but it is difficult to use when the target game genre differs from the default genres used in the research. This study presents macrodesign concepts that elucidates 11 crucial game-design factors, including game goals, game mechanism, game fantasy, game value, interaction, freedom, narrative, sensation, challenges, sociality, and mystery. We clearly define each factor and analyze the relationships among the 11 factors to construct a game-based learning design model. Two application examples are analyzed to verify the usability of the model and the performance of these factors. It can assist educational game designers in developing interesting games.


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