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Jenn McNamara
VP Serious Games and Strategic Partnerships
 Custom serious games for clients
 Applications: training, assessment,
research, marketing
 Driven by MY observations and experiences
http://www.experimentswithsuccess.com
http://blog.minitab.com/blog/what-is-user-centered-design-and-why-is-it-important
https://www.cise.ufl.edu/~mssz/Design1/CEN3913-Lecture01-Design-ProcessDesign.html
https://www.mockplus.com/blog/post/the-dos-and-donts-of-usercentered-design
2018 ESA Essential Facts
https://pcbuildsonabudget.com/which-genres-needs-more-love
https://pinoytekkie.wordpress.com/2012/08/31/know-your-game-genre/
 1, 2, 3, shoot on 4
 Best 2 out of 3 wins
By Enzoklop https://upload.wikimedia.org/wikipedia/commons/6/67/Rock-paper-scissors.svg
 1, 2, 3, shoot on 4
 Best 2 out of 3
 Scissors cut paper
 Paper covers rock
 Rock crushes lizard
 Lizard poisons Spock
 Spock smashes scissors
 Scissors decapitates lizard
 Lizard eats paper
 Paper disproves Spock
 Spock vaporizes Rock
 Rock crushes scissorshttp://www.samkass.com
/theories/RPSSL.html
 1-2-3-throw on 4
 Loser becomes cheerleader for winner and
follows to next game
 Repeat until one champion
flickr.com/photos/gozalewis/4565833940
DESIGN ISSUES
http://www.theknowledgeguru.com/learning-game-design-game-elements
http://www.acagamic.com/uploads/2014/09/game-brainstorm.png
REQUIREMENTS ISSUES
Recommendations and Lessons Learned
http://www.kiang.net/blog/gaming-styles-and-the-class.html
http://reissprofile.pl/the-reiss-profile/#16-motives
 Must be in line with needs / expectations
 Artificial constraints remove iteration cycles
http://lifevesting.com
 Broaden analysis, include:
◦ Funding
◦ Timelines (artificial and real)
◦ IT infrastructure and support contractors
◦ Data needs / usage
◦ End-player attitudes towards:
 Games
 Specific game elements
 Client-centered doesn’t mean the client is
always right
 Let game designers’ expertise drive
recommendations
◦ Genre
◦ Specific game elements
 Employ focused testing and iteration as a design
process
 End-users
 Management
 Customers (Internal or External)
 Information Technology
 Other Vendors
 Human Resources
 Training and Development
 Marketing
 Parents
 …
 Pilot/soft launch
 Push with a marketing campaign
 Support other vendors or internal cost centers
 Have a plan for the data produced
 Plan for deployment
 Plan for maintenance
◦ Content
◦ Technology
Jenn McNamara
jmcnamara@breakawayltd.com
610 420 8812

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Client-Centered Serious Game Design

Editor's Notes

  1. So lets talk about those tools How many of you play games – what kind do you play?
  2. How did the experience differ between the first time you played rock paper scissors and this time? Different goals –get you to move, bond as a group, prime for learning Complexity of rules too much to follow? Did anyone ignore the new variations? Did anyone want to lose? Different people liked different play experiences with the same core game – when we design games. We have to remember the player might like something different than the designer.