Search results for "Game design document"
showing 10 items of 10 documents
Other-Repetition as a Resource for Participation in the Activity of Playing a Video Game
2009
This article offers an empirically based contribution to the growing body of studies using Conversation Analysis (CA) as a tool for analyzing second/foreign language learning in and through interaction. Building on a sociointeractional view of learning as grounded in the structures of participation in social activities, we apply CA methods to examine the affordances offered by interaction during the activity of playing a video game for additional language learning. We focus on one type of interactional practice, lexical and prosodic repetition, as a recurring resource through which players attend to the game and collaboratively build their understanding and experience of game events. We arg…
Designing and evaluating collaboration in a virtual game environment for vocational learning
2008
Especially in vocational education, attention should be paid not only to the use of new technological solutions but also to collaborative learning and cooperative working methods in order to develop students' skills for their future jobs. This study involves a design experiment including the design process of a new game environment, description of the script developed for this game, as well as the empirical study with multiple data collection methods, data analysis, results and conclusions for further work. The aim of the study was twofold. Firstly, we aimed to develop a game environment to simulate the work context of a vocational design process, and secondly, to investigate how effective …
How Are Agile Methods and Practices Deployed in Video Game Development? A Survey into Finnish Game Studios
2013
Agile methods and practices are largely deployed in software engineering. Game development shares many features that have given rise to the emergence of agility in software engineering. There is, however, a lack of understanding of the extent to which agile methods and practices are actually deployed in video game development and with which impacts. This paper reports on a survey into Finnish game studios. It shows that Scrum and, to a lesser degree, XP and Kanban are frequently used in the game studios. The most positive impacts of agility concern communication, quality of video games, and finding fun and implementable features earlier.
Narrative Definitions for Game Design
2010
Enhancing the benefits of learning games by utilizing narratives or narrative elements is not a new idea. Many existing learning games utilize more or less story structures, virtual worlds, and various characters as a part of a story. Computer game genres, such as adventure games and role-playing games, have received a lot of attention in the field of serious games by researchers and game developers. Hence, the potential of narratives for learning support is already clearly recognized. However, narratives have not yet offered unambiguous solutions to the design of learning games. For example, more often than not the use of embedded stories does not lead to a desired outcome that is an enter…
Conquer the Net: An educational computer game to learn the basic configuration of networking components
2009
Advanced networking equipment is relatively expensive and student access to it is usually limited to scheduled times at computer laboratories within the university premises. Hence, it is important to make the most effective use of the time assigned and minimize the time that students spend in activities which can be performed outside the laboratory sessions. Familiarizing with the basic configuration commands is one such activity. We have developed a computer game to allow students to learn these in a motivating and pleasant environment. This game has been designed so that rules are easily learned and both cooperative and competitive learning are promoted. © 2009 Wiley Periodicals, Inc. Com…
Simulation as a game design tool
2009
In this paper we suggest using gameplay simulations on a logical event level as a design tool already in the early stages of the development process. The approach is centred on abstracting all unnecessary details of the gameplay to produce a highly simplified model of the game system. Compared to other kinds of intermediate design representations, such as sketches and prototypes, the simulations can reveal problems and opportunities in the longer term dynamics of possible gameplay. As an example we describe an implementation of a simulation model for the game Tower Bloxx using a simulation software package called DisCo.
Process control in the development of game-based learning environments
2009
This paper examines the development process of digital game-based learning environments (GBLE), focusing on the process control. The aim is to explore the alternatives to process control in GBLE development and provide guidelines for planning and carrying out process control in GBLE projects. This study is a part of the research project Human-Centered Design of Game-Based Learning Environments. The overall aim of the project is to construct a multidisciplinary and user-driven process for the development of digital GBLEs. The study was conducted according to the principles of development research and action research. The action research cycles consisted of four game development projects. The…
Game Mechanics in the Design of a Collaborative 3D Serious Game
2014
Background. This article investigates the potential of utilizing game mechanics in designing 3-D serious games for Computer-Supported Collaborative Learning (CSCL) and attempt to produce new information about designing collaborative serious games. Aim. This article has two aims: first, to clarify how theoretical knowledge of collaborative learning was related to game design in previous studies; and, second, to design a collaborative serious game based on theoretical knowledge of collaborative learning and game design. Results. The reviewed studies revealed the potential of using collaborative games in education. However, they showed that collaborative learning games were typically designed …
The Use of Game World Tasks Concepts in Higher Education
2016
The link between tasks presented in games and tasks used in higher education might have more in common than we think. Analysing how tasks work in games and applying those structures to higher education teaching can enable teachers to develop more creative, situated and exciting tasks for their students. In addition, it can improve communication and feedback. Analysis shows that tasks are an area where elements of gamification work. This article looks into the possibility of reproducing the flexibility and key components of game tasks in actual tasks in higher education. We look at the challenges and limitations and ways to solve them. Therefore, we analyse the concept of quest-logs in games…
Pelisuunnitteludokumentointi Jyväskylä Game Lab -peliprojekteissa
2017
Pelisuunnitteludokumentti (Game Design Document, GDD) on dokumentti pelisuunnittelusta, ja sen tarkoitus on organisoida pelin kehittämisprosessia monialaisen tiimin yhteistyönä. Sen pitäisi koota taiteellisen tuotteen visio ja kuvailla pelin ominaisuudet niin kattavasti että sitä voidaan käyttää luomaan ohjelmistotuote. Ongelmat GDD:ssä saattavat aiheuttaa projektitiimissä yhteisymmärryksen puutetta sekä uudelleentehtävää työtä ja yrityksessä investointien menetystä. Siten GDD:llä on olennainen rooli peliprojektin onnistumisessa. Jyväskylä Game Lab (JGL) oli projekti jonka tavoitteena on kehittää uusia koulutuksellisia metodeja pelikoulutukseen Jyväskylässä. Tämä tutkielma tutkii pelisuunni…