A Sweetspot for Innovation: Developing Games with Purpose through Student-Staff Collaboration

R. Sloan, D. Galloway, I. Donald
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引用次数: 2

Abstract

Within industry as well as academia, developing games that have wider impact on society has been of particular interest in the last decade. The increasing use of terms such as 'games with purpose', ' games for good' and 'serious games' has been mirrored by a flurry of activity in games research. Broader applications of games beyond entertainment are now well-understood and accepted, with universities and companies excelling in creating games to serve particular needs. However, it is not explicitly clear how undergraduates of game design and development courses can be directly involved in serious game creation. With most undergraduates inspired by commercial games development, and the games industry requiring that universities teach specific technical skills in their courses, balancing the research aspirations of academics with the educational requirements of an appropriate undergraduate course can be a difficult balancing act. In this paper, the authors present three case studies of games with purpose developed through collaboration between undergraduate students and academic staff. In all cases, the educational value of the projects for the students is considered in relation to the research value for the academics, who face increasing demands to develop research outcomes despite a necessity to provide a first-rate learning experience and nurture future game developers.
创新的甜蜜点:通过师生合作开发有目的的游戏
在过去十年里,无论是在产业还是学术界,开发对社会产生更广泛影响的游戏一直是人们特别感兴趣的话题。“有目的的游戏”、“为善的游戏”和“严肃的游戏”等术语的使用越来越多,这反映在游戏研究领域的一系列活动中。如今,游戏在娱乐之外的更广泛应用已被广泛理解和接受,大学和公司都擅长创造满足特定需求的游戏。然而,我们并不清楚游戏设计和开发课程的本科生如何能够直接参与到严肃的游戏创造中。大多数本科生都受到商业游戏开发的启发,游戏行业要求大学在课程中教授特定的技术技能,因此要平衡学术界的研究愿望与适当本科课程的教育要求是一件很困难的事情。在本文中,作者介绍了三个通过本科生和学术人员合作开发的游戏案例。在所有情况下,项目对学生的教育价值都与对学者的研究价值有关,尽管有必要提供一流的学习经验和培养未来的游戏开发者,但学者们面临着越来越多的研究成果需求。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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