The document discusses using game mechanics to design serious games. It provides statistics on the widespread popularity of gaming worldwide and defines key terms like gamification, game-based learning, and serious games. Good games are said to have four components: a goal, core dynamics, mechanics, and elements. Game mechanics drive player perception and engagement. Effective mechanics vary interaction, complexity, encourage risk-taking, and use feedback loops. Design principles for serious games include using a simplified subset of the real domain and encouraging active, critical learning through practice and experimentation.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
LAFS PREPRO Session 2 - Game DocumentationDavid Mullich
I do not have enough information to answer those questions. The document provided details on game documentation created during pre-production but did not mention the pre-production problem or recommendations from Extra Credits.
This document summarizes the BA in Games Design program at Brunel University. It highlights the program's unique focus on game design theory and application, investment in industry-standard facilities, and strong employment outcomes. Students are taught by veteran game developers and industry pioneers. The degree focuses on applying theory to practice through ongoing game projects. Graduates gain experience that prepares them for careers in the diverse games industry or related fields like media and technology.
This document outlines the key components of a game concept, including a description of the game idea, players' roles, gameplay modes, genre, target audience, hardware platform, competition/collaboration modes, game world, unique selling points, and marketing strategy. It provides examples of different genres that may involve physical, economic, conceptual, tactical, logistic, exploration, or logic challenges. It also distinguishes between hardcore and casual gaming audiences and lists common business models and platforms. The overall purpose is to guide students in developing their own game concepts by addressing these essential elements.
“Intoduction To Game Development ”
This sesion will be covering some aspects of the theory and practice of game development and design .
- For those who are intersted in game development , This session will should be enough to get you started .
Video game design and programming course for the Master in Computer Engineering at the Politecnico di Milano. http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
The document outlines the game design process, including concept, production, and design team stages. The concept stage involves developing the initial idea, genre, target audience, and player role. In production, prototypes are created during preproduction, followed by full production iterations. The design team roles include lead designer, game designer, level designer, UI designer, writer, art director, and audio director. Competences needed for game design are also listed, such as imagination, technical skills, analysis, aesthetics, research, writing, and drawing.
LAFS PREPRO Session 2 - Game DocumentationDavid Mullich
I do not have enough information to answer those questions. The document provided details on game documentation created during pre-production but did not mention the pre-production problem or recommendations from Extra Credits.
This document summarizes the BA in Games Design program at Brunel University. It highlights the program's unique focus on game design theory and application, investment in industry-standard facilities, and strong employment outcomes. Students are taught by veteran game developers and industry pioneers. The degree focuses on applying theory to practice through ongoing game projects. Graduates gain experience that prepares them for careers in the diverse games industry or related fields like media and technology.
This document outlines the key components of a game concept, including a description of the game idea, players' roles, gameplay modes, genre, target audience, hardware platform, competition/collaboration modes, game world, unique selling points, and marketing strategy. It provides examples of different genres that may involve physical, economic, conceptual, tactical, logistic, exploration, or logic challenges. It also distinguishes between hardcore and casual gaming audiences and lists common business models and platforms. The overall purpose is to guide students in developing their own game concepts by addressing these essential elements.
This document discusses a game and web specialist providing a document on an unspecified topic. The specialist hopes the document is useful. The CEO of Alurkria, Kika Syafii, signs off thanking the reader.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
The document discusses the formal elements of games, which include players (their numbers, roles, and styles of play), objectives, procedures/rules, resources, conflict, boundaries, and outcomes. It covers these elements in detail through examples and diagrams. The class will have a workshop applying these concepts after a short break.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
Gameplay is defined as the specific interactions players have with a game through its rules and mechanics. Key aspects of gameplay that impact the player experience include playability, satisfaction, learning, efficiency, immersion, motivation, emotion, and socialization. Game mechanics are the rules and constraints that guide gameplay to create a fun experience. Common game mechanics include turns, action points to control player actions each turn, and capture/eliminate mechanics to remove opponents from play.
Game design document template for serious gamesAntoine Taly
This document outlines a game design document template for serious games. It includes sections for an overview of the game concept, genre, target audience, and pedagogical objectives. It also includes sections for gameplay and mechanics, the story and setting, levels, and the user interface. The gameplay and mechanics section describes the rules of the game world and how the different elements interact. The levels section outlines each level, including objectives and critical paths. The interface section details the visual display, control schemes, audio components, and help system.
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:KyivRalf C. Adam
This document discusses different types and stages of game design documentation. It begins with a vision statement created early in development to establish a shared vision. A high concept document is used for pitching and includes key features and gameplay. The game design document fully describes all planned features and serves as the foundation for development. A product breakdown structure provides an overview of all features and assets. Detailed production documents are created during development to define individual features for implementation. The document provides tips for effective documentation, such as keeping it concise, using visuals, and being precise in descriptions.
This document discusses game elements and the design of computer games. It defines what constitutes a game and lists common game elements such as play, goals, rules, challenges, and actions. It also distinguishes traditional games from computer games and describes various game classifications, structures, and components. Game structure is broken down into game mechanics, gameplay modes, and the user interface. A number of interaction models, camera modes, and menu/screen types are also outlined.
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
A video game proposal is a brief document that aims to convince managers and investors to fund a new game idea. The proposal covers key elements at a high level, including the game title, genre, platform, narrative or objective, character and environment designs, gameplay mechanics, and features. It may include comparisons to other successful games. The goal is to attract backing for the idea before fully developing the design. Managers provide feedback that can strengthen the proposal. If approved, the full design process can begin.
This document outlines the course objectives, content, schedule, and learning methods for a course on designing computer games. The course will cover topics like game definition, elements, design stages, roles, gameplay, mechanics, balancing, characters, and storytelling. It will involve gamified learning through missions, levels and XP that can be earned through game analyses, ideas, roles, concepts, prototypes and presentations. The schedule lists daily topics over the weeklong course, which will include teacher presentations, quizzes, workshops and student work. Learning materials and examples will be sourced from online game design resources and the Time Mesh history game.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
This document discusses level design for computer games. It covers the nature of level design, including the space, initial conditions, challenges, and aesthetics. It also discusses universal level design principles such as tutorial levels, varying progression, rewarding players, and punishing less. Genre-specific principles for different game types are also outlined. Common level layouts including linear, parallel, ring, network, hub-and-spoke, and combined are defined. Finally, the level design process from planning to testing is summarized.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
This document defines and discusses various video game genres. It explains that genres can be defined by gameplay theme, graphical theme, game structure, or mechanics. Common genres include action, adventure, role-playing games, sports, simulation, platform, and puzzle. Each genre is then discussed in more detail, providing examples of subgenres and representative game titles. Students are assigned a poster activity to define and provide examples for the listed genres.
The document discusses various game mechanics such as functional space, objects and attributes, actions, rules, skills, and the role of chance in games. It provides examples of different types of mechanics like physics, progression, and economy systems. The document also covers topics like discrete versus continuous mechanics, designing core mechanics early, and different prototyping techniques for testing mechanics.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
This presentation is basically a manual on how to use the paper Designing Game Feel, A Survey, which is available here: https://arxiv.org/abs/2011.09201
Abstract:
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design. We analysed over 200 sources and categorised their content according to design pur- poses. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing, which determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs level design. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player’s reaction. The presented framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
Gamification uses game mechanics and design principles to engage learners and motivate behavior in non-game contexts like education. It works by rewarding learners intrinsically when they experience wanting and liking through feedback. To design effective gamified learning, one should understand the audience, clearly define goals and objectives, provide frequent feedback on progress, reward effort through incremental rewards and adaptive systems, and incorporate elements of chance, peer interaction, and surprise. An iterative process of testing assumptions early allows for improvement.
This document discusses a game and web specialist providing a document on an unspecified topic. The specialist hopes the document is useful. The CEO of Alurkria, Kika Syafii, signs off thanking the reader.
Game design is the art of applying design and aesthetics to create a game for entertainment or for educational, exercise, or experimental purposes. Increasingly, elements and principles of game design are also applied to other interactions, in the form of gamification.
The document discusses the formal elements of games, which include players (their numbers, roles, and styles of play), objectives, procedures/rules, resources, conflict, boundaries, and outcomes. It covers these elements in detail through examples and diagrams. The class will have a workshop applying these concepts after a short break.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
Gameplay is defined as the specific interactions players have with a game through its rules and mechanics. Key aspects of gameplay that impact the player experience include playability, satisfaction, learning, efficiency, immersion, motivation, emotion, and socialization. Game mechanics are the rules and constraints that guide gameplay to create a fun experience. Common game mechanics include turns, action points to control player actions each turn, and capture/eliminate mechanics to remove opponents from play.
Game design document template for serious gamesAntoine Taly
This document outlines a game design document template for serious games. It includes sections for an overview of the game concept, genre, target audience, and pedagogical objectives. It also includes sections for gameplay and mechanics, the story and setting, levels, and the user interface. The gameplay and mechanics section describes the rules of the game world and how the different elements interact. The levels section outlines each level, including objectives and critical paths. The interface section details the visual display, control schemes, audio components, and help system.
Anatomy of a Modern Game design Document - Ralf Adam, Vera Frisch - 4C:KyivRalf C. Adam
This document discusses different types and stages of game design documentation. It begins with a vision statement created early in development to establish a shared vision. A high concept document is used for pitching and includes key features and gameplay. The game design document fully describes all planned features and serves as the foundation for development. A product breakdown structure provides an overview of all features and assets. Detailed production documents are created during development to define individual features for implementation. The document provides tips for effective documentation, such as keeping it concise, using visuals, and being precise in descriptions.
This document discusses game elements and the design of computer games. It defines what constitutes a game and lists common game elements such as play, goals, rules, challenges, and actions. It also distinguishes traditional games from computer games and describes various game classifications, structures, and components. Game structure is broken down into game mechanics, gameplay modes, and the user interface. A number of interaction models, camera modes, and menu/screen types are also outlined.
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
A video game proposal is a brief document that aims to convince managers and investors to fund a new game idea. The proposal covers key elements at a high level, including the game title, genre, platform, narrative or objective, character and environment designs, gameplay mechanics, and features. It may include comparisons to other successful games. The goal is to attract backing for the idea before fully developing the design. Managers provide feedback that can strengthen the proposal. If approved, the full design process can begin.
This document outlines the course objectives, content, schedule, and learning methods for a course on designing computer games. The course will cover topics like game definition, elements, design stages, roles, gameplay, mechanics, balancing, characters, and storytelling. It will involve gamified learning through missions, levels and XP that can be earned through game analyses, ideas, roles, concepts, prototypes and presentations. The schedule lists daily topics over the weeklong course, which will include teacher presentations, quizzes, workshops and student work. Learning materials and examples will be sourced from online game design resources and the Time Mesh history game.
Learn how to design a game with Seth Sivak, CEO of Proletariat. This deck covers Basic game design skills, how to analyze an entertainment experience, and tips on how to leverage common user behaviors.
This document discusses level design for computer games. It covers the nature of level design, including the space, initial conditions, challenges, and aesthetics. It also discusses universal level design principles such as tutorial levels, varying progression, rewarding players, and punishing less. Genre-specific principles for different game types are also outlined. Common level layouts including linear, parallel, ring, network, hub-and-spoke, and combined are defined. Finally, the level design process from planning to testing is summarized.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
This document defines and discusses various video game genres. It explains that genres can be defined by gameplay theme, graphical theme, game structure, or mechanics. Common genres include action, adventure, role-playing games, sports, simulation, platform, and puzzle. Each genre is then discussed in more detail, providing examples of subgenres and representative game titles. Students are assigned a poster activity to define and provide examples for the listed genres.
The document discusses various game mechanics such as functional space, objects and attributes, actions, rules, skills, and the role of chance in games. It provides examples of different types of mechanics like physics, progression, and economy systems. The document also covers topics like discrete versus continuous mechanics, designing core mechanics early, and different prototyping techniques for testing mechanics.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
This presentation is basically a manual on how to use the paper Designing Game Feel, A Survey, which is available here: https://arxiv.org/abs/2011.09201
Abstract:
Game feel design is the intentional design of the affective impact of moment-to-moment interaction with games. In this paper we survey academic research and publications by practitioners to give a complete overview of the state of research concerning this aspect of game design. We analysed over 200 sources and categorised their content according to design pur- poses. This resulted in three different domains of intended player experiences: physicality, amplification, and support. In these domains, the act of polishing, which determines game feel, takes the shape of tuning, juicing, and streamlining respectively. Tuning the physicality of game objects creates cohesion, predictability, and the resulting movement informs level design. Juicing is the act of polishing amplification and it results in empowerment and provides clarity of feedback. Streamlining allows a game to act on the intention of the player, supporting the execution of actions in the game. These three design intents are the main means through which designers control minute details of interactivity and inform the player’s reaction. The presented framework and its nuanced vocabulary can lead to an understanding of game feel that is shared between practitioners and researchers as highlighted in the concluding future research section.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
Gamification uses game mechanics and design principles to engage learners and motivate behavior in non-game contexts like education. It works by rewarding learners intrinsically when they experience wanting and liking through feedback. To design effective gamified learning, one should understand the audience, clearly define goals and objectives, provide frequent feedback on progress, reward effort through incremental rewards and adaptive systems, and incorporate elements of chance, peer interaction, and surprise. An iterative process of testing assumptions early allows for improvement.
The document describes the development of a serious game to teach group decision-making skills to emergency managers. The game aims to embed learning in its mechanics by distributing crucial information among players, requiring cooperation. An evaluation found that groups playing the prototype made inefficient decisions and performed worse than individuals, replicating real-world group dynamics, suggesting the game provides a valid environment for skills training. Further work is needed to develop the full online multiplayer version and integrate it into the overall training program.
A Primer On Play: How to use Games for Learning and ResultsSharon Boller
Discover the power games have to produce learning and business results. View the latest research and case studies on game-based learning and gamification. See a demo of Knowledge Guru, a game engine your team can use to quickly build your own games.
Digital Learning Game Design: Lessons from the TrenchesSharon Boller
Learning games - and gamification of learning - are hot trends. What does it REALLY take to produce a learning game, and how do you produce a good one? This presentation outlines 6 lessons learned with links to games that offer examples for the lessons learned.
This document provides an overview of edugaming. It defines edugaming as using games and game mechanics to make learning more engaging. It discusses why the US should focus on digital games for learning, noting they help develop skills employers seek like problem solving. Experts cited discuss game mechanics that motivate learning, like goals and feedback. Examples are provided of different types of edugames like quiz games, journey games, and alternate reality games. Places to find edugames are also listed. The document concludes by noting intersections between edugaming and mobile learning.
Create Tabletop Games to Foster Organizational LearningKarl Kapp
How can a simple game transform your learning efforts?
The CIA uses tabletop games to teach intelligence gathering, overcoming collection obstacles, and collaboration. The Harvard Business Review describes board games as a microcosm of business training that can help leaders and managers build the skills needed to operate effectively in the real world. In fact, board games have been used formally for teaching business concepts since at least the 1960s with the introduction of the MIT Beer Distribution game.
Many instructional designers, course developers, and training managers struggle to create engaging learning programs that get results. At the ATD LearnNow: Game Design workshop, you’ll learn how to design a tabletop game that can help transform your live instruction into a powerful, memorable learning experience.
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
What is a Game Designer (And Why Do You Need One)? - Douglas WhatleySeriousGamesAssoc
What does a game designer really do. And, more importantly, how do they make the products better. How does a designer contribute and what how do you work with them to solve your problem.
Beyond Gamification: designing the player journeyAmy Jo Kim
This document discusses gamification and designing player journeys. It defines key gamification concepts like core activities, progress mechanics, and dynamics that create patterns over time. These elements guide and motivate a player's journey from novice to master. Case studies are used to illustrate how focusing on intrinsic motivations and social engagement can create successful gamification designs. The document concludes with questions game designers should consider around vision, player styles, mastery, progress metrics and engagement loops.
The document discusses gamification and provides an overview of key concepts. It defines gamification as applying game elements to non-game contexts to encourage engagement and behavior change. The document outlines important game concepts that can be employed, such as points, badges, leaderboards, and dynamics, mechanics and components of games. It also discusses how to develop a gamified system, including defining objectives, target behaviors, player types, activity cycles and tools. Potential pitfalls of gamification are explored, such as over-emphasizing points, legal/ethical issues and exploiting users.
Gamification is the process of taking a non-game activity that already exists and integrating game mechanics into it to motivate participation, engagement, and loyalty. The document describes how in 2005, managers in the Southern Alberta Renal Program engaged gamification techniques by creating business planning games to establish staffing baselines and schedules. This involved managers providing quantitative feedback on customized gameboards and rules being established to achieve goals like matching staffing levels to time intervals. It demonstrates how gamification was applied successfully over a decade before the term became popularized.
Gamification: A New Way to Influence BehaviorAndy Petroski
9/17/13 IABC Harrisburg presentation
Many slides thanks to Charles Palmer (http://www.slideshare.net/charlespalmerhu)
Gamification is the concept of applying game techniques to non-game environments. It emerged from customer loyalty programs based primarily on number of purchases.
In the past few years, marketers have expanded upon early customer loyalty programs and applied techniques from games (like story, levels, competition, leaderboards, challenges, etc.) to increase customer engagement, loyalty and, ultimately, purchases & satisfaction.
Unlike basic marketing techniques that depended on purchase frequency or amount to trigger rewards, gamification is often a more frequent reward system with ongoing rewards coming in the form of what is traditionally gameplay feedback.
Beyond marketing, gamification is being used to motivate learners in education and impact behavior change in healthcare.
The document summarizes and compares the game features of two cognitive training games: Protect BTS and Wii Big Brain Academy. It analyzes the games' interaction mechanics, progression mechanics, and contextualization. Both games use progression challenges and rewards to motivate players. However, Wii Big Brain Academy provides more enriched gameplay through its school narrative, character customization, social features, and variety of mini-games, which may better support players' psychological needs and facilitate intrinsic motivation according to self-determination theory. Future work could involve more rigorous analysis of how specific game mechanics impact engagement and motivation for cognitive improvement.
Game Design Workshop at Naresuan University discusses game design. It explains that designing successful games requires multi-disciplinary teams, including producers, designers, artists, programmers, level designers, sound engineers and testers. Game design is an iterative process involving playtesting, evaluation and revision. The document also discusses key aspects of game systems, including components, dynamics and mechanics. It provides definitions and examples of different types of players, from hardcore to casual gamers. Finally, it explores the concept of evocative objects and how we think with the objects we interact with.
This document discusses gamification in enterprise software. It begins by comparing key attributes of games versus work, then defines gamification as using game mechanics to engage users in solving problems. Examples of gamified systems like Nike+ and LinkedIn are provided. The document advocates gamifying enterprise software to engage digital native employees. It presents a player-centered design framework involving knowing players, identifying missions, understanding motivation, applying mechanics, and managing/measuring outcomes. Game mechanics like points, leaderboards, and badges are explained. The benefits of gamification in enterprises are increasing engagement and motivation.
1) Dr. Joe Totherow discusses three options for using games for instructional goals: creating gamified activities, leveraging commercial games, and designing instructional games.
2) Important concepts in designing effective instructional games are ensuring the motivation - intrinsic or extrinsic - directs learners to the instructional content, and balancing the feasibility of a project with its expected impact.
3) Recommendations include starting with clear instructional objectives that map to interesting game mechanics, keeping early games simple, and prototyping mechanics for reuse across contexts.
The gaming industry is huge, and it can keep its audience consumed for hours, days and even weeks. Presentation shows how it all started, some best and worst practices and main principles of gamification.
First Seminar about game design and game development: introduction to formal elements of the games, different game genres based on their mechanics and some concepts about gamification
The document discusses the key concepts of gamification including defining gamification, the player journey, dynamics, mechanics, aesthetics, and social actions. It provides examples of how game techniques can be applied to increase engagement in real-world activities and services. The document also outlines key questions to consider when designing a gamified system, such as defining the vision, understanding player motivations, how players can master skills and see progress, and ongoing engagement throughout the player journey.
Similar to Using Game Mechanics to Design Serious Games (20)
Watch this expert-led webinar to learn effective tactics that high-volume hiring teams can use right now to attract top talent into their pipeline faster.
How to Leverage AI to Boost Employee Wellness - Lydia Di Francesco - SocialHR...SocialHRCamp
Speaker: Lydia Di Francesco
In this workshop, participants will delve into the realm of AI and its profound potential to revolutionize employee wellness initiatives. From stress management to fostering work-life harmony, AI offers a myriad of innovative tools and strategies that can significantly enhance the wellbeing of employees in any organization. Attendees will learn how to effectively leverage AI technologies to cultivate a healthier, happier, and more productive workforce. Whether it's utilizing AI-powered chatbots for mental health support, implementing data analytics to identify internal, systemic risk factors, or deploying personalized wellness apps, this workshop will equip participants with actionable insights and best practices to harness the power of AI for boosting employee wellness. Join us and discover how AI can be a strategic partner towards a culture of wellbeing and resilience in the workplace.
Building Meaningful Talent Communities with AI - Heather Pysklywec - SocialHR...SocialHRCamp
Speaker: Heather Pysklywec
Digital transformation has transformed the talent acquisition landscape over the past ten years. Now, with the introduction of artificial intelligence, HR professionals are faced with a new suite of tools to choose from. The question remains, where to start, what to be aware of, and what tools will complement the talent acquisition strategy of the organization? This session will give a summary of helpful AI tools in the industry, explain how they can fit into existing systems, and encourage attendees to explore if AI tools can improve their process.
Your Guide To Finding The Perfect Part-Time JobSnapJob
Part-time workers account for a significant part of the workforce, including individuals of all ages. A lot of industries hire part-time workers in different capacities, including temporary or seasonal openings, ranging from managerial to entry-level positions. However, many people still doubt taking on these roles and wonder how a temporary part-time job can help them achieve their long-term goals.
Accelerating AI Integration with Collaborative Learning - Kinga Petrovai - So...SocialHRCamp
Speaker: Kinga Petrovai
You have the new AI tools, but how can you help your team use them to their full potential? As technology is changing daily, it’s hard to learn and keep up with the latest developments. Help your team amplify their learning with a new collaborative learning approach called the Learning Hive.
This session outlines the Learning Hive approach that sets up collaborations that foster great learning without the need for L&D to produce content. The Learning Hive enables effective knowledge sharing where employees learn from each other and apply this learning to their work, all while building stronger community bonds. This approach amplifies the impact of other learning resources and fosters a culture of continuous learning within the organization.
Start Smart: Learning the Ropes of AI for HR - Celine Maasland - SocialHRCamp...SocialHRCamp
Speaker: Celine Maasland
In this session, we’ll demystify the process of integrating artificial intelligence into everyday HR tasks. This presentation will guide HR professionals through the initial steps of identifying AI opportunities, choosing the right tools, and effectively implementing technology to streamline operations. Additionally, we’ll delve into the specialized skill of prompt engineering, demonstrating how to craft precise prompts to enhance interactions between AI systems and employees. Whether you’re new to AI or looking to refine some of your existing strategies, this session will equip you with the knowledge and tools to harness AI’s potential in transforming HR functions.
Becoming Relentlessly Human-Centred in an AI World - Erin Patchell - SocialHR...SocialHRCamp
Speaker: Erin Patchell
Imagine a world where the needs, experiences, and well-being of people— employees and customers — are the focus of integrating technology into our businesses. As HR professionals, what tools exist to leverage AI and technology as a force for both people and profit? How do we influence a culture that takes a human-centred lens?
The Rules Do Apply: Navigating HR ComplianceAggregage
https://www.humanresourcestoday.com/frs/26903483/the-rules-do-apply--navigating-hr-compliance
HR Compliance is like a giant game of whack-a-mole. Once you think your company is compliant with all policies and procedures documented and in place, there’s a new or amended law, regulation, or final rule that pops up landing you back at ‘start.’ There are shifts, interpretations, and balancing acts to understanding compliance changes. Keeping up is not easy and it’s very time consuming.
This is a particular pain point for small HR departments, or HR departments of 1, that lack compliance teams and in-house labor attorneys. So, what do you do?
The goal of this webinar is to make you smarter in knowing what you should be focused on and the questions you should be asking. It will also provide you with resources for making compliance more manageable.
Objectives:
• Understand the regulatory landscape, including labor laws at the local, state, and federal levels
• Best practices for developing, implementing, and maintaining effective compliance programs
• Resources and strategies for staying informed about changes to labor laws, regulations, and compliance requirements
AI Considerations in HR Governance - Shahzad Khan - SocialHRCamp Ottawa 2024SocialHRCamp
Speaker: Shahzad Khan
This session on "AI Considerations in Human Resources Governance" explores the integration of Artificial Intelligence (AI) into HR practices, examining its history, current applications, and the governance issues it raises. A framework to view Government in modern organizations is provided, along with the transformation and key considerations associated with each element of this framework, drawing lessons from other AI projects to illustrate these aspects. We then dive into AI's use in resume screening, talent acquisition, employee retention, and predictive analytics for workforce management. Highlighting modern governance challenges, it addresses AI's impact on the gig economy as well as DEI. We then conclude with future trends in AI for HR, offering strategic recommendations for incorporating AI in HR governance.
9. $24,271,294,000
China 2016 Video-Game Revenue
$23,459,093,000
U.S. 2016 Video-Game Revenue
Source: Big Fish Games
China and the U.S. are amongst the global leaders in
video game revenue.
10. GAMIFICATION
Application of elements of
game play to a non-game
situation (e.g., points, time,
badging, rewards).
Gamification has motivational
components, not always learning
components.
11. GAME-BASED
LEARNING
A method of learning
that uses games to
enhance the learning
experience with defined
learning outcomes. It
balances subject matter
with gameplay.
12. SERIOUS GAME
A game designed with a
purpose other than
entertainment. Can also
be considered a type of
game-based learning.
“Serious” is generally
used to refer to video or
more complex games
(e.g., LeapFrog, etc.)
13. Deconstruct the fun in any good game,
and it becomes clear that what makes
it enjoyable is the built-in learning
process.
- Jessica Trybus, New Media Institute
14. To progress in a game is to learn.
ENCOURAGE
DISCOVERY
FORCED TO
INTERACT
ACTIVELY
ENGAGED
IMMEDIATE
FEEDBACK
MOTIVATED CONSTANT
DECISION-
MAKING
Games > Gamification
16. GOOD GAMES HAVE FOUR COMPONENTS
Game
Goal
The Game Goal is the win state or the objective of the game.
This is any achievement or activity that ends the game.
22. …it is the mechanics of a game – not
the theme – that make it fun.
- Zichermann and Cunningham
Mechanics drive perception and engagement.
23. RELATIONSHIP
Game Mechanics should
have an appropriate
relationship to the content
and other components of the
game design.
Source: YouTube-Designing Digitally
24. INTERACTION
Vary the length, difficulty, and
completion time of your
interactions or challenges.
Configure interactions or
challenges based on the
actions and behaviors you’re
tracking or looking to change
through the game (i.e.
interactions + relationships).
Source: YouTube-DinerDash
25. COMPLEXITY
Interaction of Game
Mechanics determines the
complexity of the game
and the level of player
interaction in the game.
vs.
Source: (top) Propietary, (bottom) YouTube-Designing Digitally
26. RISK TAKING
Encourage failure – failure
is a good thing. Allow
players to start from the
last saved area when they
fail. This encourages them
to take risks, explore, and
try new things.
27.
28. FEEDBACK LOOPS
Game players rarely
know all the rules.
Game Mechanics should
encourage a player to
explore and learn
through the use of
feedback mechanisms or
feedback loops.
29. FEEDBACK LOOPS
player performs
an action
the action
causes an
effect
the
player
receives
feedback
the player
performs
another
action
using what
they’ve
learned
35. 4 principles of a well-designed game
SUBSET PRINCIPLE
Takes place in a simplified subset
of the real domain. It should omit
unimportant details so that players
can focus on the simulation
aspects relevant to the learning
objective.
ACTIVE, CRITICAL LEARNING
PRINCIPLE
Environment must encourage
active and critical learning. Players
do not “watch” examples, but
rather think, act, and experience
consequences.
PROBING PRINCIPLE
A cycle of doing something,
reflecting on this action, and
forming a hypothesis to re-
experiment (using feedback loops).
PRACTICE PRINCIPLE
Players get a lot of practice in
context (where practice is not
boring). This keeps players
engaged and encourages them to
develop good habits.
39. Don’t forget to complete the survey!
Find me at…
@taiken_names
linkedin.com/in/TaraAiken
taikentraining@gmail.com
Slideshare.net/TaraAiken
focuson17.com/resources
40. RESOURCES
◇ http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
◇ James Paul Gee, What Video Games Have to Teach Us about Learning and Literacy
◇ https://en.wikipedia.org/wiki/Game_mechanics
◇ http://www.lostgarden.com/2006/10/what-are-game-mechanics.html
◇ https://www.quora.com/How-do-I-define-the-core-mechanics-of-a-game
◇ http://gamedesigntools.blogspot.com/2012/04/core-progressive-game-mechanics.html
◇ https://www.gamedesigning.org/learn/basic-game-mechanics/
◇ Sharon Boller and Karl M. Kapp, Play to Learn: Everything You Need to Know About Designing Effective Learning Games
◇ https://www.learningsolutionsmag.com/articles/1337/gamification-game-based-learning-serious-games-any-
difference
◇ https://www.td.org/Publications/Newsletters/Learning-Circuits/Learning-Circuits-Archives/2011/02/Barriers-to-
Adopting-Games-in-Corporate-Environments
41. VIDEO RESOURCES
◇ Video Links:
◇ Diner Dash: https://www.youtube.com/watch?v=sflKaX8Un98
◇ Designing Digitally:
https://www.youtube.com/watch?v=iT3KOqcgoe4&list=PLP1WrNbxRvD2nCqZN0AeJ3QpKPra4q7T4&index=8
◇ Designing Digitally:
https://www.youtube.com/watch?v=Ef_vAih13pU&index=10&list=PLP1WrNbxRvD173BJCSjBi4tLxfG0qwzY9
◇ Uncharted 4: A Thief’s End: https://www.youtube.com/watch?v=_r3YTwDJoqw <note: graphic scenes>
◇ Super Mario Bros.: https://www.youtube.com/watch?v=KeZCtI0XuwM
Editor's Notes
Introduce Self and Background
Name/Company
Fell into Instructional Design
Management/Strategic Side – Company, locally and nationally
Technology and Media = ID Sweet Spots
Gamer (video games mostly, etc.)
What I am “Not
Not an author
Not a business owner
(just like you)
Overview
Goal: (objective review)
Dynamic: (expectations/win-state/what to do to accomplish goal)
Mechanics (rules/how to achieve the goal)
Elements (visuals, arrangements, themes)
Power of games overall; consumer/gaming industry
Quick hit serious games (vs. game-based?) vs. gamification
Why serious games/game-based learning perform better than gamification
Potential: Hit on how they can impact almost any learning objective
The world’s population stands at about 7.1 billion. (17% of the world’s population are gamers)
Source: https://venturebeat.com/2013/11/25/more-than-1-2-billion-people-are-playing-games/
I perceive Gamification as motivational components, not learning components.
Every good game has a built-in learning process, weather it’s intended that way or not.
We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate and actively engage us in the learning process.
Why a serious game is more effective than gamification! And why games work so well and can achieve almost any learning objective.
Ludology is the study of games and gaming, especially video games.
Terminology in gaming differs from source to source. Game Mechanics to one designer or developer, could mean something different to another.
This information has been pulled from a wealth of game and educational game resources
All four components must work together!
In this session, we’re primarily focusing on Game Mechanics. Because…
Mechanics drive perception.
Mechanics drive engagement.
**You can have a great game goal, but if you have bad rules (mechanics), the game won’t be engaging.
Don’t just create a rule to create it, connect it to the goal, learning objectives, or behavior you want to change.
Source: Designing Digitally: https://www.youtube.com/watch?v=Ef_vAih13pU&index=10&list=PLP1WrNbxRvD173BJCSjBi4tLxfG0qwzY9
Too difficult, and the game becomes impossible. Too easy, and the game is boring.
Video Source: https://www.youtube.com/watch?v=sflKaX8Un98
Example: Diner Dash
The interactions she takes emulate reality. The interactions start out simple, and enough of a challenge to achieve – but get more complicated as you progress through the levels.
Bottom Video Source: https://www.youtube.com/watch?v=iT3KOqcgoe4&list=PLP1WrNbxRvD2nCqZN0AeJ3QpKPra4q7T4&index=8
Example: Uncharted
Anytime you die, you begin very closely to where you last left out (frequent checkpoints).
(Note: This game is also a great example of Game Elements and use of storytelling in games)
Mario example:
Mario jumps across the mushroom and runs into the piranha plant. Mario dies and play begins again from last checkpoint. When player approaches piranha plant again, player times Mario’s jump to avoid the piranha plant.
There are NO INSTRUCTIONS that explain this at the start of the game!! Learning is achieved through feedback loops!
We don’t need more time in the classroom to learn how to think and perform in the face of real-world challenges. We need effective, interactive experiences that motivate and actively engage us in the learning process.
Why a serious game is more effective than gamification! And why games work so well and can achieve almost any learning objective.
The most critical aspect is not the technology, which is the focus of many when thinking about games. Rather, the most critical aspect is the design.
Example: Smoothie Making game for Life Time Fitness (LifeCafe’s) created for $0 in Articulate Storyline (presented last year at Focus On Learning).
Active, Critical Learning Principle – There are little to no instructions or tutorials at the beginning of a well-designed online or video game. You provide the user “just enough” to get started, and let them discover the rest.
Source: James Paul Gee, author of What Video Games Have to Teach Us about Learning and Literacy , describes 36 learning principles that well-designed games embody. http://www.newmedia.org/game-based-learning--what-it-is-why-it-works-and-where-its-going.html
GREAT GAMERS MAKE GREAT GAME DESIGNERS – So Play Games to Better Design Games!
Don’t think about how you can create your own game from scratch (this can get overwhelming for beginners or smaller teams).
Think about games you love to play (board games, puzzles, video games, etc.) and play them. As you play, begin to break down what you see in them (themes, goals/game dynamics, rules, mechanics, story, etc.) and bring those components into your next game design.