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Research into the design aspect of games has proliferated since the early 1970s. Currently, early historical overviews appear and categorical divisions within the field become more pronounced. It is therefore timely to reflect on the development until today, take stock of the current landscape, and consider future topics. This position paper does so by bringing together seasoned and emerging scholars, as well as practitioners and industry insiders. Together, they consider which topics are already engaged, and what new ones might be necessary. In addition, the paper will discuss the relationship between game design research and independent/ industry practices as well as implications for game design education.
This manual focuses on the initial phase of a (digital) publishing process. It offers methods to critically examine the narrative structures of content and explore alternative conceptions of a publication. By raising the question of how modular publishing can be used as a way to create, edit and structure content it tries to resist a monolithic story line, and embraces multiple perspectives.
Educators in professional higher education experience difficulties addressing students’ self-awareness in their courses. The topic is often dismissed by students as ‘vague’ or ‘irrelevant’. This is detrimental for learning since knowing who you are and who you want to be is crucial: it guides behaviour and helps to feel balanced and in control. Support is needed to trigger students’ self-awareness and to make this process less demanding. In this paper we present guidelines for interactive triggers supporting students in developing their self-awareness. We asked students to discuss self-made photos in small groups and offered them three paper prototypes of triggers to work with. Questionnaire results and analysis of students’ discussions resulted in insights on how these triggers provoke distinct interaction and support self-awareness. Insights in advantages and disadvantages of the triggers can be used to design and implement innovative interactive systems that engage students in the process of developing self-awareness.