scholarly journals TOG: A Model for Innovation-Centric Design in Games and Expressive Interactive Media

Author(s):  
Mirjam Palosaari Eladhari ◽  
Hartmut Koenitz

This paper describes an approach to facilitate innovation in game design by increasing the designers’ palette of playable and participatory computational expressions. The TOG model (Technology, Ontology, and Game Genre) can be used in teaching game design and related practices, but is also applicable to prototyping in professional settings. TOG is inspired by the processes of AI-based game design, and introduces the concept of the techno-artistic minimum. It was conceptualized when teaching a course on computational expression at Malta University. The main aim for teaching with the TOG model was to facilitate innovation by challenging aspiring game designers to think ‘outside the box’ and come up with unusual and innovate creative solutions. In addition, TOG can complement existing design methods such as MDA and DDT in the practice of professional game designers.

2017 ◽  
Vol 25 (4) ◽  
pp. 250-252
Author(s):  
Mark Chen

Purpose This paper aims to describe how a novice to game design pushed theory about what makes a good game. Design/methodology/approach The game in question was developed in Twine for an introductory undergraduate course in interactive media. Findings It featured very little player agency, which ironically served to give players a richer experience. Originality/value That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.


SISFORMA ◽  
2018 ◽  
Vol 4 (2) ◽  
pp. 38
Author(s):  
Nur Yanti ◽  
Ridwan Sanjaya ◽  
FX. Hendra Prasetya

Educational game is a digital game in its design using the elements of education and in it support teaching and learning by using technology that is interactive media. Generally an educational game has a fun look, an easy-to-use menu, as well as color combinations that are used that are GUI-based (Graphic User Interface) so as to create appeal to users. Because it is undeniable that the human brain tends to more quickly capture learning through visual images rather than writings. Therefore, graphic design of an educational game becomes one of the important points. Software applications become one of the solutions in making game design, one of which is a vector-based software applications. There are various software that can be used in accordance with the function and usefulness of each. But in general the way the software works almost same.


2009 ◽  
Vol 15 (3) ◽  
pp. 127-129
Author(s):  
Edward S. Mooney

The student work included in this article illustrates the various ways that students were able to think outside the box, or pen, as they solved this meaty problem.


2019 ◽  
Vol 14 (5) ◽  
pp. 241-245
Author(s):  
Eve Thrupp

Sometimes thinking outside the ‘box’ can help develop creative solutions by looking at situations from another point of view. Eve Thrupp shares her experience of developing a child-led intervention aimed at improving emotional resilience in primary school-aged children.


2019 ◽  
Vol 5 (02) ◽  
pp. 276-290
Author(s):  
Wahyu Untoro ◽  
I Putu Satwika ◽  
Anak Agung Ayu Putri Ardyanti ◽  
Wawan Sujarwo

AbstrakGame adalah salah satu cara yang dilakukan beberapa orang untuk merasakan kesenangan. Tidak hanya itu, game juga bermanfaat sebagai sarana untuk belajar. Game edukasi memiliki tujuan untuk dapat meningkatkan pemahamaan siswa agar tertarik belajar hal-hal baru, termasuk belajar mengenai pengenalan Budaya Bali ke masyarakat umum tanpa menghilangkan sisi edukasi sejarah. Museum Panca Yadnya adalah sebuah museum yang berada di kawasan Kebun Raya Eka Karya Bali. Menurut penelitian yang telah dilakukan sebelumnya, Kunjungan wisatawan tidak menentu ke objek wisata Kebun Raya Eka Karya. Oleh karena hal tersebut, peneliti merasa perlu untuk membuat sebuah game yang memperkenalkan museum Panca Yadnya kepada masyarakat umum. Dalam pembuatan game, salah satu metode yang digunakan adalah metode Luther-Sutopo dengan penambahan tahapan maintenance. Berdasarkan kombinasi metode perancangan game tersebut dibuatlah game Bedugul Forest yang mengangkat tema Museum Panca Yadnya Kebun Raya Eka Karya. Adapun setelah diuji kepada pengguna secara langsung, game Bedugul Forest mendapatkan penilaian rata-rata sangat baik dari semua aspek yang diujikan. Kata Kunci: Bali, Bedugul Forest, Game Edukasi, Museum, Multimedia AbstractGame is one of the ways that several people do to experience joy. Not only that, but games also helpful as a tool to study. Game education has an objective to improve students understanding to learn new things, including learning about the introduction of Balinese culture to the public without removing the historical education side. Panca Yadnya Museum is a museum in the area of Eka Karya Botanical Garden in Bali. According to the research had been done before, tourist visits to Eka Karya Botanical Garden have been uncertain. Because of this matter, researchers fell necessary to create a game that introduces the Panca Yadnya Museum to the public. In creating the game,  one of the methods used is the Luther-Sutopo method with the addition of the maintenance stage. Based on the combination of game design methods, the Bedugul Forest game has made which took up the theme of Panca Yadya Museum Eka Karya Botanical Garden. After tested to users directly, the Bedugul Forest game gets the average excellent judgment from all aspects that had tested. Keywords: Bali, Bedugul Forest, Education Game, Museum, Multimedia


2021 ◽  
Vol 22 (27/28) ◽  
Author(s):  
Marie-Luise Meier

Abstract: Using Cass Sunstein and Richard Thaler’s concept of nudge (2008), this article transforms Stuart Hall’s notion of preferred reading (1973) into the concept of preferred playing to create a new approach to textual analysis appropriate for video games as interactive media. Markers for preferred playing as an alternative to more traditional close reading are discussed together with concepts and insights from contemporary game studios and game design regarding the medium’s different layers.   Käesolev artikkel loob Stuart Halli (1973) eelistatud lugemise (preferred reading) käsitluse alusel eelistatud mängimise (preferred playing) kontseptsiooni, kasutades selleks Cass Sunsteini ja Richard Thaleri (2008) nügimise (nudge) mõistet, et luua uus lähenemine tekstianalüüsile, mis oleks sobiv videomängude kui interaktiivse meediumi analüüsiks. Koos mõistete ja uuendustega nüüdisaegsest ludoloogiast ja mängudisainist arutatakse eelistatud mängimise markereid kui alternatiivi levinumale lähilugemisele videomängu meediumi eri kihistuste uurimiseks. Artikli alguses on välja toodud varasemate kvalitatiivsete ja kvantitatiivsete lähenemiste problemaatika videomänguanalüüsis, mis on eriti märgatav siis, kui käsitletakse rassi, klassi ja soo kujutamist videomängudes. Kuna varasemates lähenemistes jääb tihti puudu objektiivsusest ning tihtipeale kujutatakse videomänge, vältimatult interaktiivset meediumit, ka liiga lihtsustatult, soovitan kaheosalist lähenemist videomänguanalüüsile. Alustuseks pakun ma potentsiaalsete tegevuste ja sündmuste kaardistamise videomängudes, võttes aluseks Fernández-Vara (2015) kontseptsiooni võimalusruumist (space of possibilities). Kuigi see aitab videomänge mõista terviklikena, ei piisa sellest siiski mängusiseste vaatepunktide ja ideoloogiate analüüsiks, sest need on tihti kodeeritud eelistama üht või teist valikut. Seetõttu loon ma Halli (1973) mõiste „eelistatud lugemine“ (preferred reading) alusel, koos selle alla kuuluvate vastanduva (oppositional) ja sobitava (negotiated) lugemise mõistetega, kontseptsiooni eelistatud mängimisest (preferred playing). Sel eesmärgil kasutan ma Thaleri ja Sunsteini (2008) terminit „nügimine“ (nudge), pakkudes välja, et videomäng ise markeerib ideaalse viisi enda mängimiseks. Eelistatud mängimine on seega domineeriv mängustiil, mis on tuletatud neist nügimistest, mida mäng mängijale esitab; vastanduv mängimine on mängustiil, mis tunneb need nügimised küll ära, kuid vastandub neile tahtlikult, näiteks lõhestava või etendusliku mängimise eesmärgil. Sobitav mängimine seevastu aga kaasab tihti eelistatud mängimist, kuid muudab seda vastavalt mängija soovidele. Selleks, et mõista, millised nügimised videomängudes moodustavad eelistatud mängimise, on vaja analüüsida videomängude erinevaid aspekte ja kihistusi. Nügimine on eriti tavapärane nn visuaalsete vaikesätete puhul, kuid esineb ka paljudes mängumehhaanika detailides, näiteks tasakaalustamises, keerukuses ja väljakutsetes, aga ka eesmärkides ja auhindades. Tähendusrikas tasemedisain ja žanri- ning narratiivielementide kasutamine kujundavad täiendavalt kujutluspilti ideaalsest teekonnast läbi videomängu sündmuste, mille põhjal saavad seega tuletada videomängu eelistatud mängimise nii mängijad ise kui ka ludoloogid. Kirjeldatud metodoloogia abil saab luua lähteteksti, analüüsimaks videomänge nii soo kujutamise osas kui ka näiteks rassi kujutamises, kuna alaesindatuse probleem on mõlema aspekti puhul tavapärane (Williams jt 2009). Kuna tegemist on kohandatava töövahendiga videomängude analüüsiks, saab seda vastavalt vajadusele kasutada ka koos teiste teoreetiliste lähenemistega.


Author(s):  
Cate Dowd

Future semantic learning systems for journalism should aim to integrate the values of the domain by using an ontological approach and a participatory design method like the Semantic CAT Method (Dowd). This method draws on game design and contextual approaches, as well as language structures. A focus on language and game design methods can work for semantic ends as well as modelling game-play. Ambiguity in design is also informative, but an ontology approach sorts language ambiguities, such as the same word with different connotations for journalism, social media, and public relations. It also helps to reveal domain characteristics that put journalism in a new light. The Trigger documents in the CAT Method include a focus on potential data and are scaffolded in participatory workshops. They include tasks for drawing and labelling typical scenarios in journalism, as well as UML diagrams for logic in processes, producing good results for an ontological base for journalism.


Author(s):  
Eka Prasetya Adhy Sugara ◽  
Mustika Mustika

National culture is a precious national heritage, so it must be preserved. The government continues to strive to preserve national culture, the introduction of national culture among students by implementing cultural learning curricula in schools. In addition, the government also holds events such as cultural festivals. However, the efforts made still have weaknesses such as Learning through textbooks is also considered boring and less attractive to students. The cultural festival program is only accessible for the surrounding community so creative solutions are needed as a medium for cultural learning in schools and a means to introduce a culture that can be reached by all people. One of the media that can be used is through games. Games that are currently very easy to play and very familiar in the community are onet games. The purpose of this study was to design the game Onet Wawasan Nusantara (OWA). One method that can be used to design a game is Digital Games Based Learning-Instructional Design (DGBL-ID) which consists of analysis, design, development, quality assurance and implementation stages. The method was chosen because it can integrate the cultural learning curriculum into the game, so that the game not only serves as an entertainment facility, but also has an educational element in it. The results of this study are game design that can be the basis for further game development. In the long run, if this game can be implemented and used by the community (Indonesia), it will be a creative solution that supports government efforts to maintain and preserve national culture.Keywords: edugame, national culture, DGBL-ID


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