Designing Games: Why and How
Artikel i övriga tidskrifter, 2008

Six different players negotiate the distribution of 11 jewels of nine different colors—in 60 seconds [1]. Teams of children are competing to get the right set of keys to open a treasure chest; is it morally right to encourage violent robbery of a wanted key? An old-fashioned dogfight game requires programmers to implement death—how does that feel? Designing a Myst-like adventure game in real life encourages the use of… grass. What is going on?

gameplay design

design methods

interaction design

Game design

Författare

Sus Lyckvi

Chalmers, Tillämpad informationsteknologi, Interaktionsdesign (Chalmers)

Interactions

1072-5520 (ISSN)

Vol. 15 6 6-12

Ämneskategorier

Didaktik

Data- och informationsvetenskap