This document discusses gamification and what makes games fun. It provides perspectives from experts on gamification and game design. Key elements that make games fun according to experts include choice, learning through problem solving, and experiencing emotions like flow. The document lists elements from different game design frameworks like competition, discovery, narrative, and challenge. It concludes by combining similar elements into a final list that makes a game fun, including growth, choice, competition, identity, story, emotion, and flow.
The #1 Skill for Game Designers and How to Practice ItRoberto Dillon
The presentation I gave at the Korea Games Conference 2014, discussing the importance of having a proper communication methodology in game design (specifically the AGE and 6-11 Framework, which are also integrated in the One Page GDD format proposed by Stone Librande).
The #1 Skill for Game Designers and How to Practice ItRoberto Dillon
The presentation I gave at the Korea Games Conference 2014, discussing the importance of having a proper communication methodology in game design (specifically the AGE and 6-11 Framework, which are also integrated in the One Page GDD format proposed by Stone Librande).
Chapter 8 and Chapters 6 & 7 (McHale)
The relationship between social commerce and e-commerce, the law of social advertising, and the children's online privacy protection act (COPPA)
Chapter 8 and Chapters 6 & 7 (McHale)
The relationship between social commerce and e-commerce, the law of social advertising, and the children's online privacy protection act (COPPA)
We think in stories. Narratives are tools we use to make sense of the world, both in life and in games. Seeing how all stories work in a similiar way, and how all gameplay loops share their structure with stories, we will explore the similarities and look for tools that will help us design better games. This talk, inspired by John Yorke's book "Into the Woods. How stories work and why we tell them", and based on over ten years of experience in the industry, aims to present a consistent narrative-driven approach to game design.
A talk from Digital Dragons 2018
"Flipped, Agile, Gamiformed Pedagogy for Game Design" By Bill Guschwan - Seri...SeriousGamesAssoc
Bill Guschwan speaks about "Flipped, Agile, Gamiformed Pedagogy for Game Design" at the 2012 Serious Play Conference
ABSTRACT:
I define a serious game methodology that I use at Columbia College to teach introduction to programming and the senior capstone game design class. I define "gamiform" as a method that constrains, facilitates, and motivates user behavior around a goal. Gamiforming as applied to education is a set of serious game techniques using the guiding philosophy that education is a form of life with a goal. One gamiforming technique guides student behaviour by constraining the space around a pedagogical goal. Another gamiform technique facilitates face-to-face contact through in-class quizzes and peer-to-peer discussions. For software teams, Scrum meetings are situated around a fictional campfire in order to increase energy of the team. Another gamiforming technique facilitates creativity by using the McCarthy technology protocols, which emphasize emotional alignment and self-awareness. Gamiform is an appropriation of Ludwig Wittgenstein's "lebensform" and science fiction’s "terraform".
Designing for Creativity and Kindness in GamesMirjam Eladhari
Invited talk given at Vaasa Game Days on the 9th of December 2015.
Content:
- Overview, slide 2
- Case Study 1, Pataphysic Institute Prototype. Background for coming research avenues. slide 8
- Games for Co-creation, Games made in C2Learn project, slide 32,
- Case Study 2, 4Scribes. A Story making game making use of computational creativity techniques for aiding narrative coherence. Slide 39
- Case Study 3, Mind Shadows. A game of kindness. Slide 76
- Make Game Design Part of your Life. Tips, tricks & tools for indie devs. Slide 88
This slideshow was presented for Richfield Public Schools district staff development and presents the next step in integration of embodiment research and Learning Acceleration through learning by design for classrooms, training, and professional development.
Since the narrative has a fundamental role for engagement in games, the design of the gameplay cannot underestimate a prerequisite of aesthetic coherence: the player's actions in the game can't conflict with those of avatar in the story.
Because of this, the theme of the game, which is the semantic nucleus of experience, must be the permanent reference of design.
In this game design talk, Vincenzo Santalucia, game/narrative designer of the official game of Netflix series Suburra, tells about the approach and the design process followed to construct a ludonarrative experience as much as possible recognizable and coherent.
by Pietro Polsinelli - We will go through real world cases of applied application design and development - games for health and educational games. There is a common pattern in applied game design: the customer puts in enthusiastic but rough ideas, and the game designer’s work is to refine the provided concepts, come up with new ones and bind the concept with mechanics and loops that result in consistent game play. We will go through several applied game design process in order to give a how-to first guide and we'll give directions for other cases.
From basement to boardroom, fantasy role playing game Dungeons & Dragons has become a cultural icon for the millions who play, and big business in the publishing world. This talk takes you on a journey into the world of D&D and how playing it can help you strategize like a level 20 wizard.
2. Background :
A lot has been said about gamification recently
Tony Ventrice has
two responses to this discussion
• "Gamification" as a term is
indeed opportunistic and vague.
• Games have a lot to offer, and
the current form of gamification
isn't a bad place to start.
3. Issue :
What Makes a Game Fun?
• Raph Koster says…
Fun is the act of mastering a problem mentally.
• Jesse Schell says …
A game is a problem-solving activity, approached
with a playful attitude.
A common conclusion on the game design side :
“Choice” and “Learning”
4. But, choices and solutions
doesn't defined a game
• FarmVille and Foursquare are evidence that
people are willing to call something a "game"
even if the decisions are vapid and the learning
is simplistic.
5. Once Again : What Makes a Game Fun?
Roger Marc Nicole
Mihaly
Caillois LeBlanc Lazzaro
• Sensation • emotion • flow
• Competition
• Fellowship
• Role Playing • Fantasy
• Narrative
• Altered
• Challenge
Perception • Discovery
• Expression
• Chance
• Submission
6. Final List : for make a game fun
Tying all element Final List
Learning / Challenge / Discovery Growth
Role Playing / Expression Choice
Competition Competition
Fellowship Identity
Fantasy / Narrative Story
Emotion Emotion
Flow Flow
Note : Just some renaming and a little shifting of shared similarities
배경 : 최근 gamification 에 관하여 언급이 많이 되고있다 . ‘ Tony Ventrice’ 는 이 논의에 대한 두 가지 응답을 가지고 있다 . 하나는 gamification 이란 용어는 정말로 기회적이고 , 모호하다는 것과 게임은 제공되어지는 많은 것이 있고 , gamification 의 현재의 형태는 시작하기에 나쁘지 않다 .
논제 : 게임을 재미있게 만드는 것은 무엇인가 ? Raph Koster 가 말하길 “ Fun 은 정신적으로 문제를 숙달하는 부분이다 .” 라고 했고 , Jesse Schell 가 말하길 “게임은 즐거운 태도로 접근하여 문제를 해결하는 활동이다 .” 이라고 했다 . 두 사람의 말로 예전에는 game design 측면에서 결론은 선택과 학습이었다 .
그러나 선택과 해결을 게임이라고 정의할 수는 없다 . 팜빌과 포스퀘어는 사람들이 심지어 결정 또는 선택이 흥미롭지 않고 , 학습이 단순한 경우에도 ‘게임’이라고 할 의사가 있다는 증거이다 .
다시 한번 : 게임을 재미있게 만드는 것은 무엇인가 ? Roger Caillois : 경쟁 , 역할 놀이 , 바뀐 지각 , 기회 Marc LeBlanc : 감각 , 유대감 , 환상적 , 묘사적 , 도전 , 탐험 , 표현 , 항복 Nicole Lazzaro : 감정 Mihaly : 흐름
최종 리스트 : 게임을 재미있게 만들기 위한 노트 : 단순히 조금 다시 이름을 짓고 , 유사한 것끼리 공유하여 이동시켰다 .