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Agile Design Playcamp 2015 Keynote on Games Dr. Cynthia Calongne aka Lyr Lobo June 20, 2015

Agile design playcamp calongne keynote

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Page 1: Agile design playcamp calongne keynote

Agile Design Playcamp 2015 Keynote on Games

Dr. Cynthia Calongneaka Lyr Lobo

June 20, 2015

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Why Should We Play Games

Games can stimulate

• Problem solving• Critical thinking• Digital literacy• Strategy & tactics• Motor skill development• Collaboration• Leadership & courage• Socialization

Game-based learning

• Vision & creativity• Sustainability• Immersion • Learning retention• Heutagogy• Knowledge networks• Socio-technical skills• Entrepreneurship

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Manifesto for Agile Software Development

1. Individuals and interactions over processes and tools

2. Working software over comprehensive documentation

3. Customer collaboration over contract negotiation

4. Responding to change over following a plan

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Agile Game Manifesto

An Agile Manifesto for Players

1. Individuals and interactions – dialogue, creativity

2. Working software – ready to play & it works

3. Customer collaboration – work together - party & raid

4. Responding to change – find a new strategy if you fail

What else do we need?

Do we need an adaptation to the Agile Manifesto?

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Elemental Tetrad

• How important are they to your game?– Game Mechanics– Story– Aesthetics– Technology

• How will you use these elements in your educational game design?

From Jesse Schell’s The Art of Game Design, http://www.jesseschell.com/

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Games Mechanics&

Technology

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Which are not true for games?

1. They are cheap

2. Make students learn

3. Offer limitless exploration

4. Have time limits

5. Identify mistakes

6. Always popular

7. Are playable forever

Schell, J. (2013). What games are good at. [Slides]http://www.slideshare.net/jesseschell/what-games-are-good-at-25505419

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Which are true for games?

1. Progress & engagement

2. Demystify complexity

3. Go with the Flow

4. Point of View

5. Authentic assessment

6. Explore questions

7. Shared experiences

8. Independent exploration

9. Situational awareness

10. Teachable moments

11. Player ownership

Schell, J. (2013). What games are good at. [Slides]

http://www.slideshare.net/jesseschell/what-games-are-good-at-25505419

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Game Design Elements What motivates players in your games?

Video Games

• Rules• Objectives• Environment• Setting• Win Conditions• Challenges• Treasure, Loot or Gold• Badges• Reputation

Roleplay Games

• Story• Terrain • 2D or 3D Graphics• Strategies• Conflict• Players• Non-Player Characters (NPCs)• Enemies or Monsters• Competition

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Conference Proceedingshttp://www.fdg2014.org/proceedings.html

Games Workshopshttp://www.fdg2014.org/workshopsproceedings.html

5th Workshop on Procedural Content Generation in Games

3rd Workshop on Design Patterns in Games

2nd Workshop on the Global Game Jam

Social Believability in Games Workshop

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Tile matching tablet gamecrowdsourcing facial

expressions in affective computing

iOS app submission

Videowww.youtube.com/watch?v=pRUz7_B5z1o

Paperhttp://www.fdg2014.org/papers/fdg2014_demo_12.pdf

BeFaced

An Affective Computing Game

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Alternative Play2000 players – Critical Design Methodology

Character movement by hugging a stuffed bear with 12 analog buttons – six levels in the gamehttp://www.fdg2014.org/papers/fdg2014_demo_04.pdf

Big Huggin’an affection game by Lindsay Grace

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ACM SIGCHI

Restricted by Applekissing an Apple device will damage it

http://www.fdg2014.org/papers/fdg2014_demo_06.pdf

Stolen Kissesan affection game by Lindsay Grace

Novel kissing interfaces: Nam and DiSalvo Kiss Controller

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Harmony The Card

Gamefor

Transitive Game

Balance

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By Jane McGonigal http://janemcgonigal.com/learn-me/

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For More InformationAgile Manifesto http://agilemanifesto.org /

HoTEL Learning Theories Map by Richard Millwood http://hotel-project.eu/content/learning-theories-map-richard-millwood

Schell, J. (2013). What games are good at. [Slides] http://www.slideshare.net/jesseschell/what-games-are-good-at-25505419

Schell in a Handbasket. http://www.jesseschell.com /

McGonigal, J. (2007). 10 collaboration superpowers. [Slides] http://www.slideshare.net/avantgame/10-collaboration-superpowers

McGuire, R. (2006, June 28). Paper burns: Game design with Agile methodologies. http://www.gamasutra.com/view/feature/131151/paper_burns_game_design_with_. php

Images used in the virtual world presentation were created with:

Imagechef http://www.imagechef.com/

Cooltext logos and fonts http://cooltext.com

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Questions?Agile Design Playcamp 2015

Dr. Cynthia Calongne@Lyr Lobo

June 20, 2015