Doing things with games: social impact through play
No titles -- An overview of designing for social impact -- Engagement design and serious play -- Educational games -- Changing the body and mind -- Defining newsgames and its compliments -- Persuasive play -- Empathy games -- Designing for communities of play -- Human computation, community action a...
Gespeichert in:
1. Verfasser: | |
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Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Boca Raton ; London ; New York
CRC Press, Taylor & Francis Group
[2020]
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Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Zusammenfassung: | No titles -- An overview of designing for social impact -- Engagement design and serious play -- Educational games -- Changing the body and mind -- Defining newsgames and its compliments -- Persuasive play -- Empathy games -- Designing for communities of play -- Human computation, community action and other social impact -- Prototyping, ethics and testing -- Thinking about implementation -- Implementation tools "Lindsay Grace's Doing Things with Games: Social Impact Through Play provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. This text serves as the ultimate guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design"-- |
Beschreibung: | Includes bibliographical references and index |
Beschreibung: | xiii, 253 Seiten Illustrationen |
ISBN: | 9781138367265 9781138367272 |
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Datensatz im Suchindex
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adam_text | Contents Acknowledgment, xi Author, xiii Section I Understanding Chapter 1 ■ An Introduction____________________________ 3 1. 1 WHY USE SOCIAL IMPACT PLAY? 3 1.2 INTERACTIVES, TOYS, AND GAMES 5 1.3 WHAT S NEXT 8 1.4 BOOK OVERVIEW 8 REFERENCES 10 2 ■ An Overview of Designing for Social Impact 11 2.1 WHAT IS PLAY? 14 2.2 WHAT IS A GAME? GOAL, OBSTRUCTION, AND MEANS 15 2.2.1 Competition 18 2.2.2 Implements 18 2.2.3 Territory 19 2.2.4 Inventory 19 2.2.5 Rules 19 Chapter 2.3 UNDERSTANDING GAMES, RHETORIC, AND MECHANICS 20 2.4 GAMES AND RHETORIC 22 2.5 CONCEPT STATEMENTS AND GAME DESIGN DOCUMENTS 24
vi ■ Contents 2.6 GAME DESIGN DOCUMENTING 26 2.7 PRACTICE WHAT YOU VE LEARNED 29 REFERENCES Chapter 29 3 ■ Engagement Design and Serious Play___________ 31 3.1 SERIOUS PLAY IS NOT ORDINARY LIFE 35 3.2 MAKING SERIOUS ISSUES PLAYFUL 36 3.3 DESIGNING WITH PURPOSE-DRIVEN GAME VERBS 39 3.4 GAMES DESIGN AS THE PROBLEM AND SOLUTION 41 3.5 GAME DESIGN MODELS 44 3.5.1 Playcentric Design 44 3.5.2 MDA: Mechanics, Dynamics, Aesthetics 45 3.5.3 Affirmative Design 45 3.5.4 Critical Design 46 3.6 STORYTELLING 47 3.7 WHAT ABOUT FUN? 50 3.8 THE RHETORICS 52 3.8.1 Progress 53 3.8.2 Fate 54 3.8.3 Power 55 3.8.4 Identity 56 3.8.5 Imaginary 57 3.8.6 Self 59 3.8.7 Frivolous 59 3.9 PRACTICE WHAT YOU VE LEARNED REFERENCES 62 ■ Educational Games____________ ______ 65 FEEDBACK SYSTEMS AND ASSESSMENT 67 Chapter 4 44 62 4.2 GAMES AS EDUCATIONAL SYSTEMS 68 4.3 GAMES AS TEACHERS 69 4.4 VIEWING PLAYERS AS STUDENTS 72 4.5 FEEDBACK SYSTEMS AS DESIGN MODEL 73
Contents ■ vii 4.6 KNOWING INPUT AND OUTPUT 74 4.7 INFORMATION GAMES 74 4.8 ASSESSMENT GAMES 75 4.9 MIXING INFORMATION AND ASSESSMENT GAMES 75 4.10 INFO GAMES: INFORMATION THROUGH PLAY 78 4.11 FIRST STEPS IN DESIGNING WITH EDUCATIONAL GOALS 79 4.12 PRACTICE WHAT YOU VE LEARNED 81 REFERENCES 82 Section II Application Chapter 5 ■ Changing the Body and Mind_______ 5.1 85 DEMOGRAPHICS, TECHNOGRAPHICS, AND PSYCHOGRAPHICS 86 5.2 TECHNOGRAPHICS 88 5.3 PSYCHOGRAPHICS 90 5.4 GAMES TO AFFECT BEHAVIOR 92 5.5 PERSUASIVE PLAY 93 5.6 EXERG AMES: PHYSICAL HEALTH THROUGH GAME PLAYING 95 5.7 GAMES TO AFFECT MENTAL HEALTH 96 5.8 NEUROSCIENCE, MEDITATION, AND HABIT 97 5.9 THE NEGATIVE EFFECTS OF MENTAL HEALTH AND GAMES 98 5.10 PRACTICE WHAT YOU VE LEARNED 99 REFERENCES 99 Chapter 6 ■ Defining Newsgames and Its Complements 101 6.1 DESIGNING NEWSGAMES 104 6.2 THE MODEL-DRIVEN TOY 104 6.3 THE PLAYABLE SIMULATION 107 6.4 PLAY BY ANALOGY AND ABSTRACTION 109 6.5 THE GRAND FEATURE: AAA GAMES ABOUT NEWS 112
viii ■ Contents 6.6 WHERETO BEGIN AND WHAT TO DO 113 6.7 INDEPENDENT GAMES AND NEWS 117 6.8 THE CHALLENGE OF LUDO-LITERACY 118 6.9 PRACTICE WHAT YOU VE LEARNED 120 REFERENCES Chapter 121 7 ■ Persuasive Play____________________________ 123 7.1 ANALOG GAMES HISTORY 124 7.2 DIGITAL PERSUASIVE PLAY 127 7.3 WHY GAMES? 129 7.4 ADAPTING THE LIMITATIONS OF GAME DESIGNS 131 7.5 SIMULATION 136 7.6 CRITICAL PLAY AND CRITICAL DESIGN 138 7.7 PROCEDURAL RHETORIC 139 7.8 ASSESSING IMPACT 141 7.9 PRACTICE WHAT YOU VE LEARNED 143 REFERENCES 143 8 ■ Empathy Games______________________ 145 8.1 SCALING EMOTION 147 8.2 SHIFTING PERSPECTIVE 148 8.3 TELLING STORIES 150 8.4 COOPERATING EMPATHY 152 8.5 THE PROBLEMS WITH EMPATHY DESIGN 153 8.6 CONTINUITY, ABUSE, AND PLAYER TRUST 156 8.7 VIRTUAL REALITY AS AN EMPATHY MACHINE 157 8.8 PRACTICE WHAT YOU VE LEARNED 158 Chapter REFERENCES Chapter 159 9 ■ Designing for Communities of Play___________ 161 9.1 BIG GAMES 162 9.2 LOCATION-BASED PLAY 166 9.3 ALTERNATE REALITY GAMES 167
Contents ■ ix 9.4 AUGMENTED REALITY 170 9.5 INTERSTITIAL GAMES 171 9.6 CROWD GAMES 174 9.7 DESIGNING FOR COMMUNITIES OF PLAY 174 9.8 PRACTICE WHAT YOU VE LEARNED 177 REFERENCES 177 Chapter 10 ■ Human Computation, Community Action, ___________ and Other Social Impacts_________________ 179 10.1 HUMAN COMPUTATION GAMES 179 10.2 DESIGNING HUMAN COMPUTATION GAMES 183 10.3 SOCIAL IMPACT PLAY ART 188 10.4 CONCLUSION 196 REFERENCES 196 Section III Implementation Chapter Ո ■ Prototyping, Ethics, and Testing_____________201 11.1 PROTOTYPES: HOW AND WHEN TO TEST YOUR IDEAS 202 11.2 METHODS FOR PROTOTYPING 206 11.3 ETHICS: WHERE (NOT TO GO) 208 11.4 TESTING 210 11.5 PLAYTESTING 210 11.6 USER TESTING 213 11.7 EFFECT AND AFFECT ANALYSIS 213 11.8 DESIGNING FOR EFFECT AND AFFECT ANALYSIS 215 11.9 PRACTICE WHAT YOU VE LEARNED 216 REFERENCES 217 Chapter 12 ■ Thinking about Implementation_____________219 12.1 ANALOG OR DIGITAL? 220 12.2 ANALOG VS DIGITAL 220 12.2.1 Distribution 221
x ■ Contents 12.3 COMPUTATION NECESSITY 223 12.4 DURABILITY 223 12.5 MAINTENANCE 225 12.6 COST AND AUDIENCE 226 12.7 HYBRID: ANALOG AND DIGITAL 228 12.7.1 Implementation 228 12.7.2 Analog Game Considerations 228 12.8 DIGITAL IMPLEMENTATION 229 12.8.1 Play Perspective 230 12.8.2 Play Hardware and Software 230 12.8.3 Design Requirements 230 12.8.4 Distribution 230 12.8.5 Complexity 231 12.9 PRACTICE WHAT YOU VE LEARNED 231 Chapter 13 ■ Implementation Tools_______________________ 233 13.1 GAME Ul, UX, AND WIREFRAMING 234 13.2 ART TOOLS 236 13.3 3D MODELING AND ANIMATION 238 13.4 AUDIO TOOLS 240 13.5 PROTOTYPING TOOLS 241 13.6 PRODUCTION DEVELOPMENT TOOLS 243 13.7 ANALOG GAME IMPLEMENTATION 244 INDEX, 247
Lindsay Grace’s Doing Things with Games: Social Impact Through Play provides a contemporary foundation in designing games to change player interests, activities or opinions. It is structured in 3 no-nonsense sections: understanding, application, and implementation. This text serves as the ultimate guide to designing playful experiences with impact driven goals. It focuses on the needs of media professionals, project leadership, indie game designers and students. This book covers design for both digital and non-digital play, ranging from the scale of 2-player card games to large-scale online games. Key Features: • Provides a contemporary guide to designing playful experiences for beginner to intermediate practitioners across a variety of impact driven goals. • Provides design and implementation strategies for social impact games, educational games, advertising games, games for health, empathy games, persuasive play, newsgames, human computation, playful cities, gamification, community experiences and more. • Provides advice and examples in prototyping, testing, evaluation, ethical consideration, implementation, and release, offering foundation in integrating game design with impact analysis. • Provides a wide ranging set of first-hand examples and separate case studies in engagement design through play. • Provides a quick start guide on creating a variety of social impact engagements across a wide variety of subjects and aims. Lindsay Grace is Knight Chair of Interactive Media and an associate professor at the University of Miami School of Communication. He is Vice President
of the Higher Education Video Game Alliance, and founded the American University Game Lab and Studio, which completed hundreds of thousands of dollars in purpose driven play designs annually. Clients included the US National Institutes of Mental Health (NIMH), the Educational Testing Service (ETS), The World Bank, VOX Media and others. His personal creative work has received awards and recognition from the Games for Change Festival, the Digital Diversity Network, the Association of Computing Machinery’s digital arts community, Black Enterprise and others. This work has been selected for showcase internationally including New York, Paris, Sao Paolo, Singapore, Chicago, Vancouver, Istanbul, and more. Lindsay curated or co-curated the Blank Arcade exhibits (2015-2019), Smithsonian American Art Museum’s SAAM Arcade (2014-2017), the Games for Change Civic and Social Impact (2017) and others. He has given talks and keynotes at the Game Developers Conference (GDC), SXSW, the Games for Change Festival, the Online News Association, the Society for News Design, Smithsonian Institutes, and many other industry events. His opinions on games have been offered by CNN, Al-Jazeera, National Public Radio and others. He has been teaching games and interactive media design for more than a decade.
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discipline | Allgemeines Sport Informatik |
format | Book |
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spelling | Grace, Lindsay Verfasser aut Doing things with games social impact through play Lindsay Grace, Knight Chair of Interactive Media, University of Miami, School of Communication Boca Raton ; London ; New York CRC Press, Taylor & Francis Group [2020] xiii, 253 Seiten Illustrationen txt rdacontent n rdamedia nc rdacarrier Includes bibliographical references and index No titles -- An overview of designing for social impact -- Engagement design and serious play -- Educational games -- Changing the body and mind -- Defining newsgames and its compliments -- Persuasive play -- Empathy games -- Designing for communities of play -- Human computation, community action and other social impact -- Prototyping, ethics and testing -- Thinking about implementation -- Implementation tools "Lindsay Grace's Doing Things with Games: Social Impact Through Play provides a contemporary foundation in designing social impact games. It is structured in 3 parts: understanding, application, and implementation. This text serves as the ultimate guide to designing social impact games, particularly focused on the needs of, media professionals, indie game designers and college students. It serves as a guide for people looking to create social impact play, informed by heuristics in game design"-- Computerspiel (DE-588)4010457-6 gnd rswk-swf Spiel (DE-588)4056218-9 gnd rswk-swf Spiel (DE-588)4056218-9 s Computerspiel (DE-588)4010457-6 s DE-604 Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031594836&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Regensburg - ADAM Catalogue Enrichment application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031594836&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Grace, Lindsay Doing things with games social impact through play Computerspiel (DE-588)4010457-6 gnd Spiel (DE-588)4056218-9 gnd |
subject_GND | (DE-588)4010457-6 (DE-588)4056218-9 |
title | Doing things with games social impact through play |
title_auth | Doing things with games social impact through play |
title_exact_search | Doing things with games social impact through play |
title_full | Doing things with games social impact through play Lindsay Grace, Knight Chair of Interactive Media, University of Miami, School of Communication |
title_fullStr | Doing things with games social impact through play Lindsay Grace, Knight Chair of Interactive Media, University of Miami, School of Communication |
title_full_unstemmed | Doing things with games social impact through play Lindsay Grace, Knight Chair of Interactive Media, University of Miami, School of Communication |
title_short | Doing things with games |
title_sort | doing things with games social impact through play |
title_sub | social impact through play |
topic | Computerspiel (DE-588)4010457-6 gnd Spiel (DE-588)4056218-9 gnd |
topic_facet | Computerspiel Spiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031594836&sequence=000001&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=031594836&sequence=000003&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
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