Skip to main content

Home/ FTW: Gaming for Learning/ Group items tagged design

Rss Feed Group items tagged

anonymous

Subtractive vs additive game design [Tale of Tales] - 0 views

  •  
    Michaël Samyn relates Arthur Schopenhauer quote to game design: "Happiness does not exist. There is only suffering. Sometimes the suffering is reduced a little. When this happens, we call it happiness." (via Tony Walsh)
Kellen Harkins

Opinion: Designing Rapture 28 28 - Edge Magazine - 0 views

  •  
    Article on the unusual game Journey.
prakharjuego

Game Development Studio | Game Design Studio | Juego Studios - 0 views

  •  
    Juego Studios excels in comprehensive game creation, offering unparalleled services in game design, artwork, AR, VR, the metaverse, and NFT realms.
anonymous

Youtube: The purpose and importance of music in videogames - 0 views

  •  
    Fascinating commentaries about the sound design, composition and music purposes in World of Warcraft.
anonymous

WoWinSchool / Writing and Literacy Lessons - 0 views

  •  
    Design a quest chain, based on your experience with other quests in the game. The chain must involve at least two different areas in the zone and have at least five steps. Write all the dialogue that the NPCs involved in the quest would say. Make sure you indicate the quest requirements and the steps involved in the quest. You can research quest chains using one of the online quest helper databases like WoWWiki, Thotbott, etc.
anonymous

Gamasutra - Features - Psychology is Fun - 0 views

  • oundationally, behaviorism offers us five foundational ingredients for a healthy and balanced reward schedule. Firstly, continuous reinforcement operates just as it sounds. We reinforce a player every single time they perform the behaviors that we'd like to see. We may even reinforce behaviors that get incrementally closer to what we'd like to see, what behaviorists call shaping.
  • Foundationally, behaviorism offers us five foundational ingredients for a healthy and balanced reward schedule. Firstly, continuous reinforcement operates just as it sounds. We reinforce a player every single time they perform the behaviors that we'd like to see. We may even reinforce behaviors that get incrementally closer to what we'd like to see, what behaviorists call shaping.
  • World of Warcraft, regardless of race or class selected. Learn to walk properly, kill efficiently, use skills, loot, sell, etc., and there's no dearth of praise, experience, and cash value. Yet, continuous reinforcement is the first to wear off, because players immediately notice once you've staunched the flow of reward.
  • ...5 more annotations...
  • fixed ratios, or fixed intervals, rewarding only after a set number of correct responses, or rewarding after a set amount of time, respectively.
  • compound reward schedules
  • until there's an extremity-themed reward at the tail end, behaviorism also calls this a chain
  • eeding concurrent reward schedules. They let our brain pick and choose the best way to reward itself. The key to generating fun in the brain of the player is to cater to them. They should always have options for how they want to stimulate themselves.
    • anonymous
       
      the pleasure principle - the design and characteristics of the reward, the pleaure and/or function
  • dopamine, has been shown to have less to do with pleasure than with appetite, or "seeking."
  •  
    "Pleasure first, and then, excuse from pain, shape every move that we will ever make -- so say the behaviorists"
anonymous

Can't play, won't play | Hide&Seek - Inventing new kinds of play - 0 views

  • What we’re currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience.
    • anonymous
       
      There's also the issue of play. Games offer play. Achievements and points are merely reward structures.
  • Games give their players meaningful choices that meaningfully impact on the world of the game.
  • They are the least important bit of a game, the bit that has the least to do with all of the rich cognitive, emotional and social drivers which gamifiers are intending to connect with.
  • ...4 more annotations...
  • but neither points nor badges in any way constitute a game
  • A world of badges and points only offers upwards escalation, and without the pain of loss and failure, these mean far less.
  • Gamification is an inadvertent con. It tricks people into believing that there’s a simple way to imbue their thing (bank, gym, job, government, genital health outreach program, etc) with the psychological, emotional and social power of a great game.
  • Gamification, as it stands, should actually be called poinstificatio
  •  
    What we're currently terming gamification is in fact the process of taking the thing that is least essential to games and representing it as the core of the experience.
  •  
    Another point here is the importance of "play" - games are designed to offer play in some form or another. Achievement structures are not play but an end object.
anonymous

Literary Analysis of Video Games - 1 views

  • These games can be addictive. They are designed for addiction, much like cigarettes. While there is a considerable amount of thought that goes into the historical accuracy of the images and characters, as well as the depth of the stories, it’s really about getting kids playing and then keeping them there. This is not “casual” gaming. This is the kind of things that makes you question what is real.
    • anonymous
       
      This is a standard trope coming from educators against gaming.
peter shaheen

Literacy Games | PBS KIDS - 0 views

  •  
    Fun literacy games for preschool, kindergarten and early gradeschool kids. PBS KIDS Literacy Games are vetted by teachers and educational experts and are designed to reinforce essential early learning skills through fun online activities.
prakharjuego

VR Game Development Company | Hire VR Game Developers - 0 views

  •  
    Enlist the expertise of our virtual reality game app development firm to craft exceptional games and applications, guided by our seasoned VR game developers. Feel free to reach out for a personalized quote.
prakharjuego

A Step-by-Step Guide to Creating a Mobile Game Experience - 0 views

  •  
    Discover how to create an engaging mobile game with our step-by-step guide. Learn about designing captivating gameplay, developing smooth graphics, and optimizing for various devices to bring your mobile gaming vision to life.
1 - 13 of 13
Showing 20 items per page