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Proceedings ArticleDOI

That cloud game: dreaming (and doing) innovative game design

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TLDR
The application of a methodology for game genre and player experience innovation called "play-centric design" is described, shown in context as the primary design methodology for an experimental play project, Cloud, created by students from the USC School of Cinema-Television's Interactive Media Division.
Abstract
This paper describes the application of a methodology for game genre and player experience innovation called "play-centric design." This method is shown in context as the primary design methodology for an experimental play project, Cloud, created by students from the USC School of Cinema-Television's Interactive Media Division. The application of the play-centric design method throughout the project is detailed and explored as a potential model for innovating in the realm of overall player experience as opposed to traditional research focus on technology or subject matter innovation.

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Engineering emergence: applied theory for game design

TL;DR: In this article, the authors present two theoretic kaders voor het ontwerpen van games and beschrijft hoe game designers deze kunnen inzetten om het game on-twerpproces te stroomlijnen.
Journal ArticleDOI

Gamification: a framework for designing software in e-banking

TL;DR: This study presents a framework for software gamified in e-banking, taking a users' groups and a qualitative research approach, to check the users' design preferences in five cases of banking software gamification (Futebank, Dreams, Galaxy, Olympics, and Warrants).
Proceedings Article

Defining Game Jam.

TL;DR: An analysis of game jam descriptions and definitions in academic papers from 2006 to 2014 is presented and an advanced definition of game jams is proposed as a basis for future academic discussions and collaborations.
Journal ArticleDOI

Once More With Feeling: Game Design Patterns for Learning in the Affective Domain

TL;DR: In this paper, the authors studied how emotions are embedded in games and how games sustain affective learning in the affective domain and found that games can be designed for learning in affective domains.

Designing “Game Idea Generation” Games

TL;DR: According to workshop experiences and tentative results from a pilot study, idea generation games can be successful devices for creative work of game designers and feature special challenges which must be taken into consideration when designing such games.
References
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Book

Game design workshop : designing, prototyping, and playtesting games

TL;DR: In this article, the authors have discovered patterns in the way that novice game designers grasp game design and the mistakes they make as well as the methods to help them to create better games.
Book ChapterDOI

Emotional spectrum developed by virtual storytelling

TL;DR: A quantitative study to find out the emotional spectrum of Virtual Storytelling in comparison with movies, taking into consideration the Russell's emotional circumplex model, found that 14 videogames were capable of successfully eliciting emotions such as Surprise, Anger, Disgust and Fear.