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Making Games for Impact [Pehme köide]

  • Formaat: Paperback / softback, 240 pages, kõrgus x laius: 229x152 mm
  • Ilmumisaeg: 26-Oct-2021
  • Kirjastus: MIT Press
  • ISBN-10: 026254217X
  • ISBN-13: 9780262542173
Teised raamatud teemal:
  • Formaat: Paperback / softback, 240 pages, kõrgus x laius: 229x152 mm
  • Ilmumisaeg: 26-Oct-2021
  • Kirjastus: MIT Press
  • ISBN-10: 026254217X
  • ISBN-13: 9780262542173
Teised raamatud teemal:
"Squire draws on 15+ years of experience to describe how games are developed and deployed in the classroom"--

Designing games for learning: case studies show how to incorporate impact goals, build a team, and work with experts to create an effective game.

Digital games for learning are now commonplace, used in settings that range from K–12 education to advanced medical training. In this book, Kurt Squire examines the ways that games make an impact on learning, investigating how designers and developers incorporate authentic social impact goals, build a team, and work with experts in order to make games that are effective and marketable. Because there is no one design process for making games for impact—specific processes arise in response to local needs and conditions—Squire presents a series of case studies that range from a small, playable game created by a few programmers and an artist to a multimillion-dollar project with funders, outside experts, and external constraints.
            These cases, drawn from the Games + Learning + Society Center at the University of Wisconsin–Madison, show designers tackling such key issues as choosing platforms, using data analytics to guide development, and designing for new markets. Although not a how-to guide, the book offers developers, researchers, and students real-world lessons in greenlighting a project, scaling up design teams, game-based assessment, and more. The final chapter examines the commercial development of an impact game in detail, describing the creation of an astronomy game, At Play in the Cosmos, that ships with an introductory college textbook.
1 Introduction
1(12)
2 Designing Games for Impact in Context
13(18)
3 Crowdsourcing Knowledge Games in Science
31(22)
4 Fair Play: Scaling Teams for Impact
53(22)
5 Progenitor X: Zombies, Stem Cells, and Assessment
75(16)
6 Games for Healthy Minds
91(18)
7 Games, Design, Schools, and Markets
109(30)
8 Private-Public Partnerships for Scale
139(28)
9 Conclusions
167(18)
Coda: Making Impact in Universities 185(14)
Acknowledgments and Dedication 199(8)
Notes 207(4)
References 211(20)
Index 231