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Teaching “Applied” Game Design

초록

영어

It is common for student and entertainment game designers to have a prejudice towards serious games, because the goals of a serious game seem to compromise the designer’s ability to design a “fun” game. However, applied game design may present an opportunity for design innovation and design that is “more than fun”. This paper addresses an approach used to educate game designers about serious game design, which combines theory and conceptual design tools to help minimize the complexities of serious game design and maximize the creative freedom of the serious game designer.

목차

Abstract
 1. Introduction
 3. Applied Games
 2. Teaching Applied Game Design
  2.1. Formal Education for Game Designers
  2.1. Applied Game Design for Game Designers
 4. Vitruvius
 5. Tactical Forms
  5.1. A Definition
  5.2. Transmissive, Aggregative, Collaborative, and Adaptive
 6. AGD Scope Model
  6.1. 2CaT Analysis
  6.2. Content
  6.3. Context
  6.4. Transfer
 7. The AGD Scope Model in Practice
 8. Conclusion
 Acknowledgments
 References

저자정보

  • Micah M. Hrehovcsik HKU, University of the Arts Utrecht

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