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Published byAmi Sharp Modified over 9 years ago
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Making Games games authoring software for educational and creative use
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The problem Players want to create their own games Existing tools not suitable for children Media literacy needs to be extended to games
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The software Building conditionality into a simulation package Based on object manipulation Creating rule-based and interactive RPGs and action adventure games
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The research Describing a model of game literacy based on game authoring – will cover production, representation, language and audience Developing the pedagogies that can promote game literacy Developing an approach to participatory design with children’s technology
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Design partners 11-14 year olds in school, after- school and out of school setting Girls Children with print literacy problems
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Outcomes A game-authoring tool within a 3D environment A model of game literacy, developing the recent emphasis on digital and media literacies A pedagogic model, identifying how such literacies are taught and learned, formally and informally A model of technology design
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BUILDING ON PREVIOUS WORK Sharing Spaces – all narrative, no game Playground – all game, no narrative Textuality in Videogames: narrative and game systems in RPGs; dramatic engagement
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Progress to date Six-week course in media studies class Game analysis – developing a language for describing and interpreting games Group-based game design using loose template
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Issues to be grappled with How to enable extensive, successive re-drafting? How to play with the software? At what level of granularity should authoring take place? How should authoring process be sequenced?
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More issues How to provide a framework for game design without unduly restricting authors’ ideas? How to use genre? How to design balanced games? How to encourage consideration of player motivation?
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