Reflective Game Designers

Author(s):  
Seth Andrew Hudson

This chapter argues that the study of game design in higher education has the power to directly impact changes in the current culture of the computer game industry, doing so through the incorporation of reflective practice in coursework and teacher practice. Highlighting the unique challenges faced by computer game design faculty and programs, along with challenges students face when seeking employment post-graduation, the author frames questions of student culture and identity as they relate to discipline-specific traditions and the games industry. The discussion calls for the leveraging of the prior knowledge students have as players and many faculty have through industry experience, and concludes with recommendations for adopting reflective practice across computer game design in higher education.

2021 ◽  
Vol 10 (78) ◽  

Computer games, which cover a large part of today's entertainment world, are increasingly important in digital media. With the developments in technology, computer game design has moved to different dimensions in the game industry. From a visual point of view, the line between games and real life has become very thin. The fact that the visual features of computer games are creative, unique and innovative beyond the relationship with the genre and main elements of the games brings the concept design of the game to the fore. Concept designers who can blend creative ideas with visual designs are needed in the production of computer games. The fact that concept design, the idea and visual expression at the beginning of the projects are seen as the most important stage in the computer game industry and many business areas, carefully reveals the place of this field in the sector. During the preparation of this study, the limitation of the studies and texts on concept design was seen as a problem. scientific studies on the profession's perception of the concept of design in Turkey could not be found. It is hoped that this study, which examines the current perception of this profession, will serve as a reference to other researches and researchers and contribute to the raising of awareness about this field in the society. Keywords: Concept design, graphic design, job perception, concept art, computer game graphics


Author(s):  
Seth Andrew Hudson

This paper discusses the importance of, and presents a possible framework for, phenomenological research of game industry practice to enhance pedagogy in computer game design (CGD) education. Built around examples from one such study on the practices of game industry writers, the author provides background for the study in question, outlines the theoretical framework of the research design, and presents an overview of the findings. A discussion of possible impacts and further applications in other subdisciplines of game development follows.


2021 ◽  
pp. 155541202110495
Author(s):  
Faltin Karlsen

This article explores the relationship between monetisation models, game design and ethical considerations from the perspective of three different small-scale Norwegian game companies: an indie company, a freemium company and a premium company. The aim is to explore critically how small-scale game companies reason and act in the current economy. Interviews with game designers and CEOs form the empirical basis of the analysis. The motives and practices of the informants are categorised according to three ethical schools, namely, deontology, virtue ethics, and utilitarianism. The informants believe that freemium models and free games have made the computer game industry markedly more challenging to monetise. Their views on what is considered ethical monetisation varies between companies, most distinctly between the freemium company and the two others. Informants from the freemium company downplay ethical responsibilities, with reference to the huge number of existing free games and costumers unwilling to pay for games.


Games have become an important leisure activity for children and adults, and they are becoming an increasingly important part of our culture as a whole. This chapter gives readers an insight into the impact of computer games both culturally and economically. The chapter also considers the technical impact of computer games and how this might impact the gendered digital divide. For instance, it is often noted that playing computer games can be a gateway to computing careers due to increasing confidence and skills in computing as well as developing an interest in computers due to familiarity. Indeed, computer games and gaming might be an initial introduction for children to digital technologies generally. In turn, developing their confidence and skills in their usage of technology, leading to an increased utilisation and interest in a career in computer science and information technology. All issues are important when considering the gender divide in computer games.


Author(s):  
Michael Barlow

This chapter covers the emerging area of the use of commercial off-the-shelf (COTS) computer games for military, defense and security purposes. A brief background is provided of the historic link between games and military simulation, together with the size and scope of the modern computer game industry. Considerable effort is dedicated to providing a representative sample of the various defense and security usages of COTS games. Examples of current usage are drawn from a range of nations including the United States (U.S.), Australia, Denmark, Singapore and Canada. Coverage is broken into the three chief application areas of training, experimentation and decision-support, with mention of other areas such as recruitment and education. The chapter highlights the benefits and risks of the use of COTS games for defense and security purposes, including cost, acceptance, immersion, fidelity, multi-player, accessibility and rapid technological advance. The chapter concludes with a discussion of challenges and key enablers to be achieved if COTS games are to obtain their true potential as tools for defense and security training, experimentation and decision-support. Aspects highlighted include the dichotomy between games for entertainment and “serious” applications; verification, validation and accreditation; collaboration between the games industry and defense; modifiability, interoperability; quantifying training transfer; and a range of technological challenges for the games themselves.


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