Teaching Pervasive Game Design in a Zombie Apocalypse
Autor: | Michael A. Cowling, Theresa Jean Tanenbaum, Daniel L. Gardner |
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Rok vydání: | 2017 |
Předmět: |
Game art design
Game mechanics Video game development Pervasive game Multimedia Computer science 05 social sciences ComputingMilieux_PERSONALCOMPUTING 050301 education 020207 software engineering 02 engineering and technology computer.software_genre Game design Human–computer interaction 0202 electrical engineering electronic engineering information engineering Video game design Game Developer 0503 education Metagaming computer |
Zdroj: | CHI PLAY (Companion) |
DOI: | 10.1145/3130859.3131440 |
Popis: | Pervasive games have some unique properties that make them difficult to teach and challenging to design. The best examples of pervasive games are all now unplayable, having been specifically situated in both space and time. Pervasive games can be big, comprised of large player communities and covering sizable geographies. They can take a long time to play, sometimes lasting weeks or months. This makes them cumbersome to iteratively playtest and inaccessible to most student game designers, who must rely upon written accounts and sparse documentation to imagine the game experience. In this paper we describe and reflect on the process of teaching pervasive game design through a playful in-class exercise that we deployed in the Spring of 2016. We discuss how teaching pervasive games in this manner can not only provide students insight into this difficult design space, but can also create a unique context for designers to iteratively test new large-scale game ideas. |
Databáze: | OpenAIRE |
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