Thematic Integration in Board Game Design

Thematic Integration in Board Game Design
Author: Sarah Shipp
Publsiher: Unknown
Total Pages: 0
Release: 2024
Genre: Board games
ISBN: 1003453767

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"Thematic Integration in Board Game Design examines the design and integration of theme from the standpoints of technical structure, narrative building, and the design process. This book presents multiple approaches to designing theme as well as developing and replacing themes in existing projects"--

Thematic Integration in Board Game Design

Thematic Integration in Board Game Design
Author: Sarah Shipp
Publsiher: CRC Press
Total Pages: 143
Release: 2024-01-29
Genre: Games & Activities
ISBN: 9781003831730

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Theme is often described as the "why" of a game. Themes help with rules comprehension by giving reasons for the mechanics. Themes can help set players’ expectations for what kind of experiences or emotions the game provides. Themes can also help to create the experience and provide atmosphere to the gameplay. Thematic Integration in Board Game Design examines the design and integration of theme from the standpoints of technical structure, narrative building, and the design process. This book presents multiple approaches to designing theme as well as developing and replacing themes in existing projects. The focus is on developing the design skill of mechanical integration of theme rather than developing creative writing skills. Multiple guides and exercises are included that designers can reference at various points in the design process. Key Features: • Fills a void in board game design theory by discussing theory-craft relating to theme in board game design • Presents practical theory for working designers or students • Focuses on developing the design skill of mechanical integration of theme rather than developing creative writing skills

Serious Games

Serious Games
Author: Bobbie Fletcher,Minhua Ma,Stefan Göbel,Jannicke Baalsrud Hauge,Tim Marsh
Publsiher: Springer Nature
Total Pages: 295
Release: 2021-10-04
Genre: Computers
ISBN: 9783030882723

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This book constitutes the refereed proceedings of the 7th Joint International Conference on Serious Games, JCSG 2021, as virtual event, in January 2022. The 17 full papers presented together with 3 short papers were carefully reviewed and selected from 28 submissions. JSCG 2021 is dedicated to serious games and its interdisciplinary characteristics combining game concepts and technologies required in the different application domains. Chapter "Design and Evaluation of a Serious Game to Supplement Pupils' Understanding of Molecular Structures in Chemistry" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

Teaching Science Creatively

Teaching Science Creatively
Author: Dan Davies,Deb McGregor
Publsiher: Routledge
Total Pages: 196
Release: 2016-08-05
Genre: Education
ISBN: 9781317437598

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How can you unlock your own creativity to help children learn science creatively? How do you bring the world of ‘real science’ into the classroom? Where does science fit in a creative curriculum? This second edition of Teaching Science Creatively has been fully updated to reflect new research, initiatives and developments in the field. It offers innovative starting points to enhance your teaching and highlights curiosity, observation, exploration and enquiry as central components of children’s creative learning in science. Illustrated throughout with examples from the classroom and beyond, the book explores how creative teaching can harness children’s sense of wonder about the world around them. With easily accessible chapters, it offers a comprehensive introduction to the core elements of creative science learning, supporting both teacher and child in developing scientific concepts and skills. The book explores key issues such as: • the links between scientific and creative processes • how to teach creatively, and for creativity • the role of play in early scientific learning • developing scientific understanding through drama (new) • using the outdoors in science • how theories of learning relate to children’s creative development • teaching science topics in innovative and creative ways – games, drama, role play, puppets, mini-safaris and welly walks! Stimulating and accessible, with contemporary and cutting-edge practice at the forefront, Teaching Science Creatively introduces fresh ideas to support and motivate both new and experienced primary teachers. It is an essential purchase for any professional who wishes to incorporate creative approaches to teaching science in their classroom.

Tabletop

Tabletop
Author: Drew Davidson,Greg Costikyan
Publsiher: Lulu.com
Total Pages: 207
Release: 2011
Genre: Education
ISBN: 9781257870608

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In this volume, people of diverse backgrounds talk about tabletop games, game culture, and the intersection of games with learning, theater, and other forms. Some have chosen to write about their design process, others about games they admire, others about the culture of tabletop games and their fans. The results are various and individual, but all cast some light on what is a multivarious and fascinating set of game styles.

Pattern Language for Game Design

Pattern Language for Game Design
Author: Christopher Barney
Publsiher: CRC Press
Total Pages: 301
Release: 2020-12-08
Genre: Computers
ISBN: 9781000259582

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Chris Barney’s Pattern Language for Game Design builds on the revolutionary work of architect Christopher Alexander to show students, teachers, and game development professionals how to derive best practices in all aspects of game design. Using a series of practical, rigorous exercises, designers can observe and analyze the failures and successes of the games they know and love to find the deep patterns that underlie good design. From an in-depth look at Alexander’s work, to a critique of pattern theory in various fields, to a new approach that will challenge your knowledge and put it to work, this book seeks to transform how we look at building the interactive experiences that shape us. Key Features: Background on the architectural concepts of patterns and a Pattern Language as defined in the work of Christopher Alexander, including his later work on the Fifteen Properties of Wholeness and Generative Codes. Analysis of other uses of Alexander’s work in computer science and game design, and the limitations of those efforts. A comprehensive set of example exercises to help the reader develop their own patterns that can be used in practical day-to-day game design tasks. Exercises that are useful to designers at all levels of experience and can be completed in any order, allowing students to select exercises that match their coursework and allowing professionals to select exercises that address their real-world challenges. Discussion of common pitfalls and difficulties with the pattern derivation process. A guide for game design teachers, studio leaders, and university departments for curating and maintaining institutional Pattern Languages. An Interactive Pattern Language website where you can share patterns with developers throughout the world (patternlanguageforgamedesign.com). Comprehensive games reference for all games discussed in this book. Author Chris Barney is an industry veteran with more than a decade of experience designing and engineering games such as Poptropica and teaching at Northeastern University. He has spoken at conferences, including GDC, DevCom, and PAX, on topics from core game design to social justice. Seeking degrees in game design before formal game design programs existed, Barney built his own undergraduate and graduate curricula out of offerings in sociology, computer science, and independent study. In pursuit of a broad understanding of games, he has worked on projects spanning interactive theater, live-action role-playing game (LARP) design, board games, and tabletop role-playing games (RPGs). An extensive collection of his essays of game design topics can be found on his development blog at perspectivesingamedesign.com.

Resources in Education

Resources in Education
Author: Anonim
Publsiher: Unknown
Total Pages: 824
Release: 1994
Genre: Education
ISBN: MINN:30000005557362

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Serves as an index to Eric reports [microform].

Storytelling for New Technologies and Platforms

Storytelling for New Technologies and Platforms
Author: Ross Berger
Publsiher: CRC Press
Total Pages: 133
Release: 2022-06-22
Genre: Computers
ISBN: 9781000596229

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Want to know what it’s like to write for a theme park attraction? Or an interactive toy? Or a virtual reality game? Wait – those tell stories? And there are jobs for people who write them? Thanks to technology, interactive products and live experiences can now engage us with memorable characters and exciting adventures that were once destined only for the cinema. Storytelling for New Technologies and Platforms: A Writer’s Guide to Theme Parks, Virtual Reality, Board Games, Virtual Assistants, and More is a handbook for writers, students, producers, teachers, scholars, career changers, early tech adopters, and just about anyone who loves story and technology. As a collection of articles from some of the best creative writers in their medium, this book will prepare content creators of tomorrow to tackle some of today's most exhilarating creative challenges found on a screen ... or off! Key Features: Expert advice from several industry professionals who have worked for some of the world’s biggest tech and interactive companies. Best practices that not only guide writers on how to apply their craft to new fields, but also prepare them for the common ambiguity they will find in corporate and start-up environments. Breakdown of platforms that shows how tech capabilities can fulfill content expectations and how content can fulfill tech expectations. Basic storytelling mechanics customized to today’s popular technologies, live experiences, and traditional game platforms.