拓展游戏设计空间——高校计算机游戏设计教学

Lasse Juel Larsen, G. Majgaard
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引用次数: 13

摘要

本文将探讨教育背景下的游戏设计研究。它的重点是本科生——尤其是工科学生——如何学习电脑游戏设计。根据我们在游戏设计课程中所进行的观察,我们开发了一个扩展游戏设计空间的模型。它包含了从最初想法到最终游戏的整个开发过程,并强调了游戏设计思维。我们的扩展游戏设计空间模型在游戏开发过程中包含四个独立但相互关联的层面。第一层强调框架的重要性,提供明确的游戏设计任务,包括预期玩家体验的形成和游戏机制的描述。第二层侧重于从游戏设计的六个不同方面(与游戏设计任务的框架相关)来分析游戏设计思维。第三层建立了电脑游戏的形式元素与基于问题的创造力结构之间的对应关系。它阐述了如何制定游戏设计挑战以及如何衡量创造性解决方案。第四个也是最后一个层面展示了清晰的框架如何作为评估游戏设计思维和衡量开发过程中解决方案的指南。为了加强我们扩展设计空间的模型,我们将从我们的游戏设计课程中展示例子。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Expanding the Game Design Space – Teaching Computer Game Design in Higher Education
This article considers game design research in educational settings. Its focus is on how undergraduate students – particularly engineering students – learn computer game design. From observations conducted during our game design courses we have developed a model of expanded game design space. It encapsulates the entire development process from the first ideas to the final game with emphasis on game design thinking. Our model of expanded game design space consists of four separate – yet interconnected – layers in the process of game development. The first layer addresses the importance of framing, providing a clear game design assignment that involves the formulation of intended player experience and a description of game mechanics. The second layer focuses on game design thinking from six different aspects of game design chosen in relation to the framing of the game design assignment. The third layer establishes correspondence between formal elements of computer games and the structure of problem-based creativity. It addresses how game design challenges should be formulated and how creative solutions can be measured. The fourth and final layer demonstrates how clear framing can act as a guideline for evaluating game design thinking and for measuring solutions made in the development process. To strengthen our model of expanded design space, we will present examples from our game design courses.
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来源期刊
CiteScore
1.50
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6
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10 weeks
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