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Designing Games: Why and How

Sus Lundgren (Institutionen för data- och informationsteknik, Interaktionsdesign (Chalmers))
ACM interactions (1072-5520). Vol. 15 (2008), 6, p. 6-12.
[Artikel, övrig populärvetenskap]

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?

Nyckelord: Game design, gameplay design, interaction design, design methods

Denna post skapades 2008-11-14. Senast ändrad 2014-01-10.
CPL Pubid: 77888


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Institutioner (Chalmers)

Institutionen för data- och informationsteknik, Interaktionsdesign (Chalmers) (2008-2010)


Information Technology
Subject didactics

Chalmers infrastruktur