Values between Systems

Author(s):  
Miguel Sicart

In this chapter the authors define ethical gameplay as a consequence of game design choices. The authors propose an analytical model that defines ethical gameplay as an experience that stems from a particular set of game design decisions. These decisions have in common a design method, called ethical cognitive dissonance, based on the conscious creative clash between different models of agency in a game. This chapter outlines this method and its application in different commercial computer games.

2011 ◽  
Vol 480-481 ◽  
pp. 956-961
Author(s):  
Chai Gang ◽  
Xiao Yu Huang

This paper studies the application of computer games in the popularization of forestry science knowledge and proposes a method of 3D game development based on Virtools platform, which creates 3D models in 3ds max and Maya, and then realizes the game functions in Virtools. This paper designs and develops a 3D game for the popularization of forestry science, gets a better balance between knowledge and game play, and enhances the users' interaction experience by adding the gamepad, which has great reference and practicability value. Computer games will play an increasingly important role in the popularization of forestry science.


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.


2008 ◽  
Vol 5 (2) ◽  
pp. 1-9
Author(s):  
Cheryl Seals ◽  
◽  
Jacqueline Hundley ◽  
Lacey Strange Montgomery ◽  
◽  
...  

Author(s):  
James Berg

This chapter describes challenges involved in the development of Dragon Age™: Inquisition, in particular, problems arising from the size of the game world, as well as combat mechanics and player classes and playstyles. It shows how GUR directly contributed to game design decisions, for example, in terms of menu and UI design.


Author(s):  
Panote Siriaraya ◽  
Valentijn Visch ◽  
Arnold Vermeeren ◽  
Michaël Bas

Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners. 


Author(s):  
Angela Dowling ◽  
Terence C. Ahern

This chapter examines the effects of a game-like environment on instructional activity design and learning outcomes in a middle school general science class. The authors investigated if science content can be designed and successfully delivered instructionally using a game-like learning environment. The authors also wanted to investigate if by utilizing a game-design method could class and student engagement be increased. The results indicated that the instructional design of the unit using a game-like environment was successful and students exhibited learning. The authors also address the challenges inherent in utilizing this instructional strategy.


2020 ◽  
Vol 142 (8) ◽  
Author(s):  
Anand Balu Nellippallil ◽  
Pranav Mohan ◽  
Janet K. Allen ◽  
Farrokh Mistree

Abstract In this paper, we extend our previous work on a goal-oriented inverse design method to carry out inverse robust design by managing the uncertainty involved. The extension embodies the introduction of specific robust design goals and new robust solution constraints anchored in the mathematical constructs of Error Margin Indices (EMIs) and Design Capability Indices (DCIs) to determine “satisficing” robust design specifications across analytical model-based process chains. Contributions in this paper include the designer’s ability to explore satisficing robust solution regions when multiple conflicting goals and multiple sources of uncertainty are present. Using the goal-oriented inverse design method, robust solutions are propagated in an inverse manner. We demonstrate the efficacy of the method and the associated robust design functionalities using an industry-inspired hot rolling and cooling process chain example problem for the production of a steel rod. In this example, we showcase the formulation of multiple mechanical property goals for the end product using the robustness metrics and the exploration of satisficing robust solutions for material microstructure after the cooling process using the robust solution constraints. The robust solutions thus identified are communicated in an inverse manner using the design method to explore satisficing robust solutions for the microstructure generated after the hot rolling process. Using the example, we demonstrate the robust co-design of material, product, and associated manufacturing processes. The method and the associated design constructs are generic and support the formulation and inverse robust design exploration under uncertainty of similar problems involving a sequential, analytical model-based flow of information across process chains.


Arts ◽  
2020 ◽  
Vol 9 (4) ◽  
pp. 103
Author(s):  
Pippin Barr

Film adaptation is a popular approach to game design, but it prioritizes blockbuster films and conventional “game-like” qualities of those films, such as shooting, racing, or spatial exploration. This leads to adaptations that tend to use the aesthetics and narratives of films, but which miss out on potential design explorations of more complex cinematic qualities. In this article, I propose an experimental game design method that prioritizes an unconventional selection of films alongside strict game design constraints to explore tensions and affinities between cinema and videogames. By applying this design method and documenting the process and results, I am able both to present an experimental set of videogame film adaptations, along with potentially generative design and development themes. In the end, the project serves as an illustration of the nature of adaptation itself: a series of pointed compromises between the source and the new work.


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