Dit proefschrift presenteert twee theoretische kaders voor het ontwerpen van games en beschrijft hoe game designers deze kunnen inzetten om het game ontwerpproces te stroomlijnen. Er bestaan op dit moment meerdere ontwerptheorie¨en voor games, maar geen enkele kan rekenen op een breed draagvlak binnen de game industrie. Vooral academische ontwerptheorie¨en hebben regelmatig een slechte reputatie. Het eerste kader dat game designers inzicht biedt in spelregels en hun werking heet Machinations en maakt gebruik van dynamische, interactieve diagrammen. Het tweede theoretische kader van dit proefschrift, Mission/Space, richt zich op level-ontwerp en spelmechanismen die de voortgang van een speler bepalen. In tegenstelling tot bestaande modellen voor level-ontwerp, bouwt Mission/Space voort op het idee dat er in een level twee verschillende structuren bestaan. Mission-diagrammen worden gebruikt om de structuur van taken en uitdagingen voor de speler te formaliseren, terwijl space-diagrammen de ruimtelijke constructie formaliseren. Beide constructies zijn aan elkaar gerelateerd, maar zijn niet hetzelfde. De verschillende wijzen waarop missies geprojecteerd kunnen worden op een bepaalde ruimte speelt uiteindelijk een belangrijke rol in de totstandkoming van de spelervaring.
DOCUMENT
Sustainability has become an important blueprint to achieve a better future for all, and as part of this process, nations are called to accelerate an energy transition towards clean energy solutions. However, an often-neglected pillar is educating individuals on the benefits and challenges of energy efficiency and renewable energy, especially among young people. Their support and willingness to use clean energies will be a significant driver in short, medium and long term. However, reality shows that attention from youth on these issues has not been sufficient yet. Formal education settings become therefore a key place to educate youth in the energy transition. In search of innovative approaches, game-based learning is gaining popularity among scholars and practitioners; it can contribute to content development of complex issues by integrating insights from different disciplines in an interactive, fun and engaging manner.In this context, we would like to present “the We-Energy Game” as an innovative educational strategy which makes use of game-based learning to create understanding on the challenges in the provision of affordable energy from renewable sources for an entire town. During the game, players negotiate, from their respective roles, which energy source they want to employ and on which location, with the goal to make a village or city energy neutral. The game has been played by students in higher education institutions in The Netherlands.In addition to introducing the game, a study is presented on the effects of the game on students´ awareness on the energy transition, self-efficacy -the feeling that they can contribute to a sustainable energy transition in their towns by themselves- and collective efficacy -the feeling that they can contribute to a sustainable energy transition in their towns together with their community-. For that purpose, we conducted a survey with 100 bachelor (Dutch and international) students aged between 18 and 30 years old, at Hanze University of Applied Sciences, before and after playing the game. We also conducted a group discussion with a smaller group of students to understand their opinion about the game. From the survey, results reveal an increase in awareness about the energy transition, as well as (slightly higher) collective efficacy compared to self-efficacy. From the group discussion, findings reveal that the game makes students reflect on the complexity of the process and need for collaboration among different stakeholders. It also shows how educational games have still a long way to go to achieve the high levels of engagement of commercial games, despite the fact that students still preferred to have this type of interactive practice rather than a traditional class characterized by a unidirectional transmission of information. Different implications must be taken into account for educators when interested in implementing game-based learning in class, including immediate feedback, appropriate length of gameplay during class, and time for a reflection and critical thinking after playing the game.
DOCUMENT
This paper introduces the design and results of an applied game jam integrated in a game design and development curriculum, which took place February 2016 at HKU University of the Arts Utrecht in the Netherlands. The game jam followed a four-phased structure over the course of four days. Forty-five participants shared their demographics, baseline competency, attitude towards game jams, and learning expectations in a pre-jam questionnaire. In a post-jam questionnaire they assessed their collaboration and learning outcomes. Results are generally positive, although some measures of collaboration constructs were unreliable. Nevertheless, a game jam is in principal a format worthy of introduction into formal game design and development education. Several implications and next steps are discussed.
DOCUMENT
This paper introduces the design and results of an applied game jam integrated in a game design and development curriculum, which took place February 2016 at HKU University of the Arts Utrecht in the Netherlands. The game jam followed a four-phased structure over the course of four days. Forty-five participants shared their demographics, baseline competency, attitude towards game jams, and learning expectations in a pre-jam questionnaire. In a post-jam questionnaire they assessed their collaboration and learning outcomes. Results are generally positive, although some measures of collaboration constructs were unreliable. Nevertheless, a game jam is in principal a format worthy of introduction into formal game design and development education. Several implications and next steps are discussed.
LINK
Binnen dit onderzoek is gekeken of het mogelijk is het creatieve denkproces van een hoogbegaafde leerling inzichtelijk te maken voor de leerkracht door middel van het spelen van een digitale game
DOCUMENT
Design and development practitioners such as those in game development often have difficulty comprehending and adhering to the European General Data Protection Regulation (GDPR), especially when designing in a private sensitive way. Inadequate understanding of how to apply the GDPR in the game development process can lead to one of two consequences: 1. inadvertently violating the GDPR with sizeable fines as potential penalties; or 2. avoiding the use of user data entirely. In this paper, we present our work on designing and evaluating the “GDPR Pitstop tool”, a gamified questionnaire developed to empower game developers and designers to increase legal awareness of GDPR laws in a relatable and accessible manner. The GDPR Pitstop tool was developed with a user-centered approach and in close contact with stakeholders, including practitioners from game development, legal experts and communication and design experts. Three design choices worked for this target group: 1. Careful crafting of the language of the questions; 2. a flexible structure; and 3. a playful design. By combining these three elements into the GDPR Pitstop tool, GDPR awareness within the gaming industry can be improved upon and game developers and designers can be empowered to use user data in a GDPR compliant manner. Additionally, this approach can be scaled to confront other tricky issues faced by design professionals such as privacy by design.
LINK
Serious games foster the acquisition of complex problem-solving skills. Assessment of such skills should be in line with instruction, and within a serious game environment its content validity should equal face-to-face assessment. Research on assessment in serious gaming has remained rather scarce. This article shows how assessment can be implemented in serious gaming in a way that assures content validity. The core of the authors’ validation method entails mapping learning activities (as contained in the game scenario) on performance indicators and outputs (as derived from formal attainment levels). They present how they have elaborated and applied the method for an assessment game for ICT managers in secondary vocational education. They describe the procedure and extent to which this assessment is content-valid compared to face-to-face assessment.
LINK
Inequality of opportunity is high on the European education agenda. Equipping teachers to be able to identify and address inequality requires them to develop sensitivity, multi-perspectivity and agency, and these are complex attributes that require personal experiences and deep reflection.Recognizing this complexity, five Master’s students chose this challenge for their collective graduate research project. Following the principles of design research and inspired by Bourdieu’s ideas on different forms of capital, they developed a card game that helps both beginning and experienced teachers reflect on the hidden mechanisms of inequality, particularly on the effects of socio-economic status (SES), and it stimulates them to address these mechanisms.The impact of the card game – both in terms of outcomes and its driving mechanisms – is now the subject of a study, funded by the Centre of Expertise Urban Education of the Amsterdam University of Applied Sciences. The preliminary results are promising: especially identifying with low SES pupils and feeling the accumulation of negative experiences raises teachers’ awareness.In our presentation we first play the game with you and then discuss the results and possible implications and applications.
DOCUMENT
Game User Research is an emerging field that ties together Human Computer Interaction, Game Development, and Experimental Psychology, specifically investigating the interaction between players and games. The community of Game User Research has been rapidly evolving for the past few years, extending and modifying existing methodologies used by the HCI community to the environment of digital games. In this workshop, we plan to investigate the different methodologies currently in practice within the field as well as their utilities and drawbacks in measuring game design issues or gaining insight about the players' experience. The outcome of the workshop will be a collection of lessons from the trenches and commonly used techniques published in a public online forum. This will extend the discussion of topics beyond the workshop, and serve as a platform for future work. The workshop will be the first of its kind at CHI, tying together HCI research and Game User Research.
DOCUMENT
Collaboratively editing game worlds and the underlying asset version management techniques present us with many challenges when using a traditional Version Control System (VCS). This paper suggests a new method that will aid in the tracking, branching, and selection of asset versions within a game development pipeline. A prototype has been developed which demonstrated im-provements in both productivity and usability providing greater visibility of incremental asset changes and alterations to their relationships which equated to approximately a 30% better user experience when compared to an existing industry VCS.
DOCUMENT