원문정보
보안공학연구지원센터(IJMUE)
International Journal of Multimedia and Ubiquitous Engineering
Vol.9 No.11
2014.11
pp.243-254
피인용수 : 0건 (자료제공 : 네이버학술정보)
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
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
참고문헌
자료제공 : 네이버학술정보
