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Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
Design of Serious Games & Gamification
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Design of Serious Games & Gamification

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Generation Y, the demographic born between 1980 and 2000, has not only grown up in a digital world. They are also enthusiastic online gamers, driving the growth of an industry that Gartner reckons …

Generation Y, the demographic born between 1980 and 2000, has not only grown up in a digital world. They are also enthusiastic online gamers, driving the growth of an industry that Gartner reckons will be worth $112 billion globally by 2015. These consumers are rapidly becoming employees as well—by 2015, they’ll form the majority of the US working population. And they like to be communicated with, both when shopping and at work, via the game-like mechanisms they plainly love (http://www.accenture.com/us-en/outlook/Pages/outlook-journal-2013-why-gamification-is-serious-business.aspx).

This is an extended version of my presentation about Game Design & Gamification, where I made it during "Design of Serious Games" Class @Tallinn University on behalf of my team mates.

Thanks to Martin Sillaouts and Iván Martínez-Ortiz.

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Transcript

  • 1. Design of Serious Games #GameBasedLearning #gamification #coursenotes
  • 2. Agenda • Definitions • Serious Game Examples • Game Design App: eAdventure • A Serious Game Prototype • Resources
  • 3. What is a «Serious Game»?  Designed for a primary purpose other than pure entertainment. *  E.g.: education, defense, healthcare, scientific exploration, emergency management, city planning, engineering, religion, politics, … ** * http://en.wikipedia.org/wiki/Serious_game ** www.slideshare.net/martinsillaots/gbl
  • 4. What is «Gamification»? The use of game thinking and game elements in a non- game context to engage users and solve problems. * * http://en.wikipedia.org/wiki/Gamification
  • 5. Other Definitions * • Game‐Based Learning (GBL) – branch of serious games that deals with applications that have defined learning outcomes • Digital Game-Based Learning • Edutainment – entertainment + education – form of entertainment designed to educate as well as to amuse * www.slideshare.net/martinsillaots/gbl
  • 6. Serious Game Examples freerice.com www.travelpod.com/traveler-iq www.kongregate.com/games/Coolio_Niato/light-bot www.lumosity.com e-adventure.e-ucm.es/repository/index.php?lang=en_en_utf8 geoguessr.com www.hoodamath.com/games/briker2.html
  • 7. <e-Adventure> The <e-Adventure> platform is a research project aiming to facilitate the integration of educational games and game-like simulations in educational processes in general and Virtual Learning Environments (VLE) in particular. It is being developed by the e-UCM e-learning research group at Universidad Complutense de Madrid, with three main objectives: • Reduction of the development costs for educational games • Incorporation of education-specific features in game development tools • Integration of the resulting games with existing courseware in Virtual Learning Environments e-Adventure project website : http://e-adventure.e-ucm.es
  • 8. Designing Serious Games A SERIOUS GAME PROTOTYPE
  • 9. DISHION: IMPOSSIBLE FOOD PROTOCOL • Join us for a journey around the world and experience different cuisines! • This is an interactive adventure game which is aiming to provide cultural information about countries like local cuisine, city views, flags etc.
  • 10. Educational Objective • The player will identify 5 to 10 types of ingredients which are necessary for making a meal from the pre- defined country during the game.
  • 11. Self Evaluation Most important requirements • The game promotes self-learning • The player can easily start and quit the game • The player could use the game without reading a manual • Simple navigation and controls for a great user experience • The game is fun to play
  • 12. Resources (Course) • Gamification Course by Kevin Werbach, University of Pennsylvania with Coursera, online course preview: https://class.coursera.org/gamification-002/lecture/index
  • 13. Resources (Books) • The Gamification of Learning and Instruction, Karl M. Kapp. • Fundamentals of Game Design, Ernest Adams
  • 14. Thanks to: Martin Sillaouts: linkedin.com/in/martinsillaots Iván Martínez-Ortiz: linkedin.com/in/imartinezortiz Birgit Kirsimägi: linkedin.com Tallinn University: www.tlu.ee Tallinn University Summer School: summerschool.tlu.ee

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