Designing Pro-Environmental Games

Designing Pro-Environmental Games PDF Author: Clayton Whittle
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

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Book Description
Climate change poses one of the most critical challenges of our time, necessitating systematic change and individual actions to combat the crisis. Games, both digital and analogue, have the potential to empower individuals as pro-environmental actors. However, academically driven, research-based serious games often have limited scope and audience, while commercially successful games lack valid research on incorporating environmental messaging. This dissertation aims to bridge the research-industry divide by conducting design workshops with game industry professionals through the United Nations Green Game Jam. The workshops introduce an evidence-based environmental game design framework, connecting environmental psychology and serious game design strategies. The objectives are to understand how designers interact with research-supported strategies, foster industry-research collaboration, and gain insights into advancements in serious game design. Four themes emerge from the investigation, reflecting the iterative design process, theoretical connections, comparisons with popular games, and the teams' shared understanding of relevant theories. The designs proposed through the workshop align strongly with evidence-based environmental education and serious game design theories, offering potential for empowering climate action. The dissertation follows a traditional structure, including a literature review on environmental education and serious game design theories, the creation process of the Environmental Game Design Playbook, workshop methodologies, data collection, and analysis approaches. The study's contributions include evidence of learning and agency among participants, insights into design processes, and a theoretical framework for mixed reality climate action games. These contributions have significant implications for industry and academic practice in pro-environmental game design.

Designing Pro-Environmental Games

Designing Pro-Environmental Games PDF Author: Clayton Whittle
Publisher:
ISBN:
Category :
Languages : en
Pages : 0

Get Book Here

Book Description
Climate change poses one of the most critical challenges of our time, necessitating systematic change and individual actions to combat the crisis. Games, both digital and analogue, have the potential to empower individuals as pro-environmental actors. However, academically driven, research-based serious games often have limited scope and audience, while commercially successful games lack valid research on incorporating environmental messaging. This dissertation aims to bridge the research-industry divide by conducting design workshops with game industry professionals through the United Nations Green Game Jam. The workshops introduce an evidence-based environmental game design framework, connecting environmental psychology and serious game design strategies. The objectives are to understand how designers interact with research-supported strategies, foster industry-research collaboration, and gain insights into advancements in serious game design. Four themes emerge from the investigation, reflecting the iterative design process, theoretical connections, comparisons with popular games, and the teams' shared understanding of relevant theories. The designs proposed through the workshop align strongly with evidence-based environmental education and serious game design theories, offering potential for empowering climate action. The dissertation follows a traditional structure, including a literature review on environmental education and serious game design theories, the creation process of the Environmental Game Design Playbook, workshop methodologies, data collection, and analysis approaches. The study's contributions include evidence of learning and agency among participants, insights into design processes, and a theoretical framework for mixed reality climate action games. These contributions have significant implications for industry and academic practice in pro-environmental game design.

Design and Development of Training Games

Design and Development of Training Games PDF Author: Talib S. Hussain
Publisher: Cambridge University Press
ISBN: 1107051746
Category : Computers
Languages : en
Pages : 571

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Book Description
Leaders in the field of serious games share practical guidelines and lessons learned from researching and developing learning games.

Interactivity, Game Creation, Design, Learning, and Innovation

Interactivity, Game Creation, Design, Learning, and Innovation PDF Author: Anthony Brooks
Publisher: Springer Nature
ISBN: 3030532941
Category : Computers
Languages : en
Pages : 796

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Book Description
This book constitutes the refereed post-conference proceedings of two conferences: The 8th EAI International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2019), and the 4th EAI International Conference on Design, Learning, and Innovation (DLI 2019). Both conferences were hosed in Aalborg, Denmark, and took place November 6-8, 2019. The 61 revised full papers presented were carefully selected from 98 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation.

Game Design Workshop

Game Design Workshop PDF Author: Tracy Fullerton
Publisher: CRC Press
ISBN: 1003858449
Category : Computers
Languages : en
Pages : 946

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Book Description
“Create the digital games you love to play.” Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition. Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game. This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers. Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

Game Design

Game Design PDF Author: Jim Thompson
Publisher: John Wiley & Sons
ISBN: 0471968943
Category : Computers
Languages : en
Pages : 193

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Book Description
Practical, complete coverage of game design basics from design process to production This full-color, structured coursebook offers complete coverage of game design basics, focusing on design rather than computer programming. Packed with exercises, assignments, and step-by-step instructions, it starts with an overview of design theory, then progresses to design processes, and concludes with coverage of design production. Jim Thompson, Barnaby Berbank-Green, and Nic Cusworth (London, UK) are computer game designers and lecturers in animation and computer game design.

Designing Games

Designing Games PDF Author: Tynan Sylvester
Publisher: "O'Reilly Media, Inc."
ISBN: 144933802X
Category : Computers
Languages : en
Pages : 416

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Book Description
Ready to give your design skills a real boost? This eye-opening book helps you explore the design structure behind most of todayâ??s hit video games. Youâ??ll learn principles and practices for crafting games that generate emotionally charged experiencesâ??a combination of elegant game mechanics, compelling fiction, and pace that fully immerses players. In clear and approachable prose, design pro Tynan Sylvester also looks at the day-to-day process necessary to keep your project on track, including how to work with a team, and how to avoid creative dead ends. Packed with examples, this book will change your perception of game design. Create game mechanics to trigger a range of emotions and provide a variety of play Explore several options for combining narrative with interactivity Build interactions that let multiplayer gamers get into each otherâ??s heads Motivate players through rewards that align with the rest of the game Establish a metaphor vocabulary to help players learn which design aspects are game mechanics Plan, test, and analyze your design through iteration rather than deciding everything up front Learn how your gameâ??s market positioning will affect your design

Guide on Simulation and Gaming for Environmental Education

Guide on Simulation and Gaming for Environmental Education PDF Author: John Taylor
Publisher:
ISBN: 9789231021459
Category : Environmental education
Languages : en
Pages : 129

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Book Description
Among various possible pedagogical approaches which favor the integration of an environmental dimension into educational processes, gaming and simulation seem particularly suitable to environmental education. Environmental games and simulations reproduce in a simplified and didactical manner the complex nature of concrete environmental problems. The game situation can take into account various factors as well as the values, interests, and behavioral patterns of different social actions (e.g., scientists, government officials, or the general public) which are likely to contribute to the generation and solution of environmental problems. Games and simulation provide the student-players with a framework which helps them to appraise situations in a multidisciplinary perspective, reveals the importance of balancing group values and interests in the solution of environmental problems, and prepares them for efficient decision making. This guide on the design of simulation and gaming aims at providing basic practical knowledge for the purpose of stimulating specialists in charge of curricula and materials development, as well as teachers, to adapt existing games and simulations to their particular situations or to develop original materials of a similar kind. The guide comprises two parts. The first develops fundamentals of gaming and simulation design; the second provides examples of games, including a specific game devised for generating other games. (CW)

A Guide to Designing Curricular Games

A Guide to Designing Curricular Games PDF Author: Janna Jackson Kellinger
Publisher: Springer
ISBN: 3319423932
Category : Education
Languages : en
Pages : 354

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Book Description
This book is a guide to designing curricular games to suit the needs of students. It makes connections between video games and time-tested pedagogical techniques such as discovery learning and feedback to improve student engagement and learning. It also examines the social nature of gaming such as techniques for driver/navigator partners, small groups, and whole class structures to help make thinking visible; it expands the traditional design process teachers engage in by encouraging use of video game design techniques such as playtesting. The author emphasizes designing curricular games for problem-solving and warns against designing games that are simply “Alex Trebek (host of Jeopardy) wearing a mask”. By drawing on multiple fields such as systems thinking, design theory, assessment, and curriculum design, this book relies on theory to generate techniques for practice.

Participatory Design Theory

Participatory Design Theory PDF Author: Oswald Devisch
Publisher: Routledge
ISBN: 1351615742
Category : Architecture
Languages : en
Pages : 269

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Book Description
In recent years, many countries all over Europe have witnessed a demand for a more direct form of democracy, ranging from improved clarity of information to being directly involved in decision-making procedures. Increasingly, governments are putting citizen participation at the centre of their policy objectives, striving for more transparency, to engage and empower local individuals and communities to collaborate on public projects and to encourage self-organization. This book explores the role of participatory design in keeping these participatory processes public. It addresses four specific lines of enquiry: how can the use and/or development of technologies and social media help to diversify, to coproduce, to interrupt and to document democratic design experiments? Aimed at researchers and academics in the fields of urban planning and participatory design, this book includes contributions from a range of experts across Europe including the UK, Belgium, the Netherlands, Italy, Denmark, Austria, Spain, France, Romania, Hungary and Finland.

Games and Education: Designs in and for Learning

Games and Education: Designs in and for Learning PDF Author:
Publisher: BRILL
ISBN: 9004388826
Category : Education
Languages : en
Pages : 238

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Book Description
We live in a time of educational transformations towards more 21st century pedagogies and learning. Games and Education explores new designs in and for learning and offer inspiration to teachers, technologist and researchers interested in changing educational practices.