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Game Design

Game Design. Digital game-based learning. Need. Obsession with playing variety of games Digital game-based learning Student involvement in own learning Future career choices as creative-minded game designers/developers Proactive training prior to higher education offerings. Research.

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Game Design

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  1. Game Design Digital game-based learning

  2. Need • Obsession with playing variety of games • Digital game-based learning • Student involvement in own learning • Future career choices as creative-minded game designers/developers • Proactive training prior to higher education offerings

  3. Research • Contributors • A.S. Douglas • William Higginbotham • Ralph Baer, “Father of Video Games” • Steve Jobs and Steve Wozniak • Video Game Systems • Odyssey • Atari • Nintendo • Sega Genesis • Playstation • Xbox • Wii • Game Development Schools • Public School Education

  4. Development • 1952 – AS Douglas wrote Noughts & Crosses, first documented video game, as part of his doctoral dissertation • 1958 – William Higginbotham built first interactive computer game, Tennis for Two • 1962 – Steven Russell, MIT, created Spacewar! • 1968 – Ralph Baer applied for first patent; sold to Magnavox • 1972 – Magnavox created first home game console, Odyssey, with 12 games • 1975 – PONG created by Atari; 1976 – Steve Jobs and Steve Wozniak developed games for Atari; 1977 – Atari 2600 created • 1980 – Pac-Man, created by Namco, in Japan, debuts in US • 1981 – Nintendo created Donkey Kong, introducing “Mario” • 1982 – Microsoft produced Flight Simulator • 1985 – AlexeyPajitnov, mathematician, developed Tetris • 1989 – Will Wright, created Sim City and other similar Sim games followed • 2000 – Sony releases Playstation 2, the first console using DVD technology • 2002 – US Army releases Army, recruitment tool which becomes #1 action game

  5. Commercialization • Production • Story conception • Writers and artists create storyboard, detailed sketches of game sequencing, outlining all possible outcomes • Character development; computer animation; 3-D environment creation • Custom code, computer language, applied • Manufacturing • Packaging • Marketing • Distribution

  6. References Baytak, A., Land, S. M., & Smith, B. K. (2011). Children as educational computer game designers: An exploratory study. The Turkish Online Journal of Educational Technology, (10), 4, 84-92. Retrieved from http://www.eric.ed.gov/PDFS/EJ946614.pdf Bertozzi, E., & Lee, S. (2007). Not just fun and games: digital play, gender and attitudes towards technology. Women's Studies in Communication, 30(2), 179+. Retrieved from http://go.galegroup.com.ezp.waldenulibrary.org/ps/i.do?id=GALE%7CA171212302&v=2.1&u=minn4020&it=r&p=PPFA&sw=w Fryer, W. (2005). Sad to see the textbook lobby resort to personal attacks in the HB4 discussion. Moving at the Speed of Creativity. Retrieved from http://www.speedofcreativity.org/2005/04/08/sad-to-see-the-textbook-lobby-resort-to-personal-attacks-in-the-hb4-discussion/ Gunter, G. A., Kenny, R. F., & Vick, E. H. (2007). Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games. Educational Technology Research & Development. History of gaming. (2011). The Video Game Revolution. PBS.org. Retrieved from http://www.pbs.org/kcts/videogamerevolution/history/timeline_flash.html Hong, J. C., Cheng, C. L., Hwang, M. Y., Lee, C. K., & Chang, H. Y. (2009). Assessing the educational values of digital games. Journal of Computer Assisted Learning, 25(5), 423-437. Maciuszek, D., & Martens, A. (2010). Patterns for the design of educational games. Educational Games: Design, Learning, and Applications. 263-279.

  7. References (cont’d) Macklin, C. (2012). Games are art: How making games makes us better people. NAEA 2012 New York Convention. Retrieved from http://www.arteducators.org/news/national-convention/national-convention (http://www.arteducators.org/news/convention/fri_mar2.pdf) Rogers, E. M. (2003). Diffusion of innovations (5th ed.). New York, NY: Free Press. Shelton, B., & Scoresby, J. (2011). Aligning game activity with educational goals: following a constrained design approach to instructional computer games. Educational Technology Research & Development, 59(1), 113-138. doi:10.1007/s11423-010-9175-0. Sørensen, B. H. (2010). Concept of educational design for serious games. Learning. Zin, N. A. M., & Seng, Y. W. (2010). History educational games design. 2009 International Conference on Electrical Engineering and Informatics, (01), 269-275. doi: 10.1109/ICEE.2009.5254775

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