Advances in Game Design and Development Research


Caroline Martell (Editor)

Series: Computer Science, Technology and Applications
BISAC: COM012040

Learning games have long been used in adult education, and are particularly common in business education. This has brought up the question on how to design effective learning games, often to emphasize some particular aspect. Despite famous game-designer Costikyan’s characterization of game-design as an art, rather than an engineering discipline, such studies all seem to look for a recipe for unraveling how to design effective learning games. This book discusses topics on game design and developmental research.

Some of the topics include game design and development curricula for digital literacies and 21st century learning; the role of metaphors in game-based learning processes; illustrative, iterative, interdisciplinary and design-oriented use of learning games in university teaching; the relationship between game volatility, house edge and prize structure of gambling games and what it tells us about gambling game design; and a gaming system for shoulder rehabilitation. (Imprint: Nova)

Table of Contents

Table of Contents


Chapter 1 – Creative Thinking in K-12 Education: Game Design and Development Curricula for Digital Literacies and 21st Century Learning (pp. 1-24)
Cesar C. Navarrete (Curriculum & Instruction in Learning Technologies, College of Education, University of Texas at Austin, Austin, TX, USA)

Chapter 2 – What Role do Metaphors Play in Game-Based Learning Processes? (pp. 25-56)
Thomas Duus Henriksen, Ph.D. (Associate Professor, PhD, Aalborg University, Denmark)

Chapter 3 – Illustrative, Iterative, Interdisciplinary and Design-Oriented Use of Learning Games in University Teaching (pp. 57-72)
Thomas Duus Henriksen, Ph.D. and Tine Rosenthal Johansen, Ph.D. (Aalborg University, Denmark, and others)

Chapter 4 – Four Categories of Design Challenges to Building Game-Based Businesses (pp. 73-86)
Thomas Duus Henriksen and Christian Harpelund (Aalborg University, Denmark, and others)

Chapter 5 – Integrating Learning Games in Higher Education – From Technical to Organisational Obstacles (pp. 87-96)
Steffen Löfvall and Thomas Duus Henriksen (Copenhagen Business School, Denmark, and others)

Chapter 6 – Bridging the Gap between Active Videogames and Motor Play: Structural Proposal about Shared Criteria for Active Videogames Classification (pp. 97-108)
Vicente Navarro and Carina González (Universidad de La Laguna, Spain)

Chapter 7 – Procedural Content Generation for Games Using Grammatical Evolution and Attribute Grammars (pp. 109-120)
James Vincent Patten and Conor Ryan (Biocomputing and Developmental Systems Research Group, Department of Computer Science and Information Systems, University of Limerick, Ireland)

Chapter 8 – The Relationship between Game Volatility, House Edge and Prize Structure of Gambling Games and What It Tells Us about Gambling Game Design (pp. 121-146)
Nigel E. Turner and Jing Shi (Centre for Addiction and Mental Health, Toronto, ON, Canda, and others)

Chapter 9 – A Gaming System for Shoulder Rehabilitation (pp. 147-168)
Chun-Ming Chang and Yen-Ching Chang (Department of Applied Informatics and Multimedia, Asia University, Taiwan, and others)

Chapter 10 – Analysis and Evaluation of Users’ Progress in Full-Body Interactive Games, and Implications on Level Design (pp. 169-190)
Mitja Koštomaj and Bojana Boh (Studio Distinkt, Celje, Slovenia, and others)

Chapter 11 – Visualising Human Movement: Analysing Users’ Physical Experiences to Evaluate Full-Body Interactive Games (pp. 191-212)
Mitja Koštomaj and Bojana Boh (Studio Distinkt, Muzejski trg, Celje, Slovenia, and others)

Index 213

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