5. Friday, January 16, 2015
… to develop and implement a
game infused e-learning tool
to promote early access to
services with neglect and
abuse for young people on the
move in Europe
Mission. 5
6. Kids becoming aware and
capable of dealing with
situations of neglect and
abuse.
6
7. EU project: deal with these
matters harmonically and
effectively across EU.
7
28. Cards constitute a universe, not just characters and actions.
Also universal language. Developers, cards are objects –
classes, instances, extensions.
46. the greatest invention
of the video game era
was – and continues
to be – “single-play”.
Applied game’ customers often don’t get this.
Independence, absence.
48. An applied game (serious
game) is a game designed for
a primary purpose other than
pure entertainment.
Take this as a sort of definition. Hard to say which are not serious. Note
that in effort, style, problematic this changes little.
50. … not a game that is just
engaging, can’t stop playing it
but has no story,
no intended message
50
51. … not a collateral game
(say part of a viral campaign)
that promotes something as it
is sponsored by it.
51
52. An applied game (serious game)
is a game that teaches something
complex without declaring its
intentions.
Getting more specific.Teach can be read simply as “experience”.
53. You will need full game design skils – and more - to
create good games that teach something.
65. Friday, January 16, 2015
Category, competition,
avatar, war, reward, levels
Vs.
Inclusive, mentor, path,
story, transformation
A language change.
65
74. Emergence: a set of simple rules
acting on many elements. The
game is an emergent behaviour
Progression: a predefined set of
actions to be performed to
complete the game
74
90. Conservation of player learning: Players prefer to
use existing skills. Learning is an expensive activity
to be minimized when possible.
Corollary: Players get righteously upset when their
existing investment in learning is invalidated.
Something valuable was taken from them.
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