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Dr. Konstantin Mitgutsch / Singapore-MIT Gambit Game Lab
C h a l le n g e s in S e r io u s G a m e D e s ig n
T h e T r a n s f e r i s N O T t h e T r a n s f o r m a t io n
T w it t e r : @M it g u t s c h K
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011
Serious Learning & Media?T w it t e r : @M it g u t s c h K
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011
� Serious Learning Game: Afterland (Gambit, 2010)
� platformer designed to foster rethinking
� by challenging players‘ expectations and pre-judgments
� through uncommen and subversive design patterns
� to get players out of unquestioned routines and habits
� explore and research learning through failure and irritation
T w it t e r : @M it g u t s c h K
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011
T w it t e r : @M it g u t s c h K
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011
Serious game design must consider the gap between the designed experience and its interpretation by the players.
Takeaway #1
T w it t e r : @M it g u t s c h K
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011
The players‘ prior experiences, the context, their connection to the topic
or problem, and scope of action all impact the serious play experience.
Takeaway #2
T w it t e r : @M it g u t s c h K
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011
The transfer is NOT the transformation!
Takeaway #3
T w it t e r : @M it g u t s c h K
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011
Serious games are learning tools – but not teaching instruments.
Takeaway #4
T w it t e r : @M it g u t s c h K
Serious Games@State - Mitgutsch - Singapore-MIT Gambit Game Lab - 05/27/2011
Don’t teach answers, but design provoking questions
Takeaway #5
T w it t e r : @M it g u t s c h K