Blog Posts
Usable Learning Game-related blog posts: https://usablelearning.com/category/games/
Presentation Slides:
[slideshare id=5750187&doc=astd-tcc2010-dirksen-slides-101112000916-phpapp02]
Resources
Game Genres
Action Games | An action game requires players to use quick reflexes, accuracy, and timing to overcome obstacles. |
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Brain Games |
First Person Shooter | Video game genre centered on shooting where the player’s on-screen view of the game world simulates that of the character. |
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America’s Army |
Action-Adventure Games | An action-adventure game is a video game that combines elements of the adventure game genre with various action game elements. |
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Thinking Worlds Demo |
Adventure Games | An adventure game is a video game in which the player assumes the role of protagonist in an interactive story driven by exploration and puzzle-solving instead of physical challenge. |
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Tandem Learning’s Change Game |
Role-playing Games | Role-playing video games draw their gameplay from traditional role-playing games like Dungeons & Dragons. Most cast the player in the role of one or more “adventurers” who specialize in specific skill sets (such as melee combat or casting magic spells) while progressing through a predetermined storyline. Gameplay elements strongly associated with RPGs, such as statistical character development through the acquisition of experience points, have been widely adapted to other genres such as action-adventure games. |
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The Power of Research |
MMORPGS – Massive Multiplayer Online Role-Playing Games | MMORPGs feature the usual RPG objectives of completing quests and strengthening one’s player character, but involve up to hundreds of players interacting with each other on the same persistent world in real-time. |
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Sims | Construction and management simulation games (or CMSs) are a type of simulation game which task players to build, expand or manage fictional communities or projects with limited resources. Other types of sims include life sims and social sims. |
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Simulations |
Strategy games | Strategy video games focus on gameplay requiring careful and skillful thinking and planning in order to achieve victory. These can be turn based or real-time. |
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Spent |
ARGs – Alternate Reality Games | An alternate reality game (ARG) is an interactive narrative that uses the real world as a platform, often involving multiple media and game elements, to tell a story that may be affected by participants’ ideas or actions. |
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Casual Games | A casual game is a video game targeted at or used by a mass audience of casual gamers. Casual games can have any type of gameplay, and fit in any genre. They are typically distinguished by their simple rules and lack of commitment required in contrast to more complex hardcore games.[1] They require no long-term time commitment or special skills to play, and there are comparatively low production and distribution costs for the producer. |
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Celebrity Calamity |
Social Games | Social Casual Games are browser based casual games that have social network integration or elements. Social casual games evolved somewhat independently from two sources: Casual games which added social network integration and social networks which added casual game support. A social casual game may or may not have a multiplayer aspect to it. |
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Books Referenced:
- Electronic Performance Support System by Gloria Gery
- Flow: The Psychology of Optimal Experience by Mihaly Csikszentmihalyi (A reasonable Wikipedia explanation can be found at http://en.wikipedia.org/wiki/Flow_(psychology) )
- What Video Games Have to Teach Us About Learning and Literacy by James Paul Gee
- The Happiness Hypothesis by Jonathan Haidt
Game Articles:
- Learning to Play to Learn – Lessons in Educational Game Design by Nick Fortugno & Eric Zimmermanhttp://www.ericzimmerman.com/texts/learningtoplay.htm – originally published in Gamasutrahttp://www.gamasutra.com/features/20050405/zimmerman_01.shtml(Other publications by Eric Zimmermanhttp://www.ericzimmerman.com/writings.html)
- Behavioral Game Design by John Hopsonhttp://www.gamasutra.com/features/20010427/hopson_01.htm
- Proof of Learning: Assessment in Serious Games by Sande Chenhttp://www.gamasutra.com/features/20051019/chen_01.shtml
- Learning by Design: Games as Learning Machines by James Paul Geehttp://www.gamasutra.com/gdc2004/features/20040324/gee_01.shtml
- Your Brain on Video Games by Steven Johnson http://discovermagazine.com/2005/jul/brain-on-video-games/article_print
General Articles
- The Neuroscience of Leadership by David Rock and Jeffrey Schwartz http://www.strategy-business.com/press/freearticle/06207
- The New Science of Change by Christopher Kochhttp://www.cio.com/archive/091506/change.html
- Hijacking the Brain Circuits With a Nickel Slot Machine by Sandra Blakesleehttp://select.nytimes.com/search/restricted/article?res=F70A14F7355B0C7A8DDDAB0894DA404482 (paid access)
- Getting past the brain’s crap filter Posted by Kathy Sierra on December 22, 2004 on Creating Passionate Users Blog http://headrush.typepad.com/creating_passionate_users/2004/week52/index.html
Egghead stuff
- Predictability Modulates Human Brain Response to Reward by Gregory S. Berns, Samuel M. McClure, Giuseppe Pagnoni, and P. Read Montague http://www.ccnl.emory.edu/greg/Koolaid_JN_Print.pdf (Other recent publications by Gregory Berns http://www.ccnl.emory.edu/greg/)
- When Things Are Better or Worse than Expected: The Medial Frontal Cortex and the Allocation of Processing Resources http://www.hnl.bcm.tmc.edu/articles/JNeuroScience2006PottsMontague.pdf Geoffrey F. Potts, Laura E. Martin, Philip Burton, and P. Read Montague (Other recent publications by Read Montaguehttp://www.hnl.bcm.tmc.edu/faculty.html)
- Reward signaling by dopamine neurons by Wolfram Schultz http://www.biopsychiatry.com/dopaminerev.htm
- Recent publications by Jonathan Cohen http://www.csbmb.princeton.edu/ncc/jdc.html
- Regional glucose metabolic changes after learning a complex visuospatial/motor task: a positron emission tomographic study by Richard J. Haier, Benjamin V. Siegel Jr., Andrew MacLachlan, Eric Soderling, Stephen Lottenberg and Monte S. Buchsbaum http://www.ncbi.nlm.nih.gov/pubmed/1617405
Tools:
- Unity 3D – http://unity3d.com/
- Thinking Worlds – http://www.thinkingworlds.com
- Quandary – http://www.halfbakedsoftware.com/quandary.php
- Bravo – http://c3softworks.com/products/lms
- GameSalad – http://gamesalad.com
- http://en.wikipedia.org/wiki/List_of_game_engines
- http://www.kaplaneduneering.com/kappnotes/index.php/2010/09/11-free-game-creation-software-programs/
A few other things I mentioned or should have:
Meaningful Play – Getting Gamification Right
[youtube=http://www.youtube.com/watch?v=7ZGCPap7GkY]
and
Designing Games for the “43-year old woman”
[slideshare id=7265365&doc=christrottierdesigndesigningforthe-110314201424-phpapp01]