Using a Game-Design Project to Afford Teacher and Student Agency

Author(s):  
Craig Deed
PLoS Biology ◽  
2015 ◽  
Vol 13 (3) ◽  
pp. e1002110 ◽  
Author(s):  
Nate J. Cira ◽  
Alice M. Chung ◽  
Aleksandra K. Denisin ◽  
Stefano Rensi ◽  
Gabriel N. Sanchez ◽  
...  

2021 ◽  
Vol 3 ◽  
Author(s):  
Viktor Bedö

Prompted by Catch the Bus, an experimental street game design project with and for autonomous buses, this study explores strategies to substantiate the speculation about other-than-human perspectives. It builds on philosophical arguments about the role of species similarity in grasping nonhuman experience and applies these arguments to thing perspectives. Gameplay and props from Catch the Bus instantiate a kind of similarity between human players and autonomous buses that emerges through the adoption of certain choreographies and sensing capabilities. The study contributes theoretical arguments to the debate of other-than-human perspectives in more-than-human design.


Author(s):  
Konstantinos Ntokos

When a student works on a VR game design project, the input scheme is often bypassed because it is considered to be one of the easiest things to implement. But should design affect the inputs, or the other way around? The author attempts to solve this with the creation of a unified communication tool among students, academics, and developers. This proposed tool will define which movement and/or interaction technique is best suited, depending on the following factors: platform, constraints, context, physique, space, immersion, and user experience. The game design framework will be described, discussed, and presented in a table format to address all of the above when working on VR games. This chapter will also include a section that will define what the player can do and how.


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