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Client-Centered Serious Game Design

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Client-Centered Serious Game Design

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Jenn McNamara, Vice President | BreakAway Games

Client-Centered Serious Game Design

Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.

This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.

Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019

Jenn McNamara, Vice President | BreakAway Games

Client-Centered Serious Game Design

Serious game developers must consider client needs and constraints. To most, it is obvious that the end users’ desired training, behavior change, assessment, or experience outcomes shape the focus of the game. But the client organization’s funding, IT infrastructure, data needs, and personnel impact design as much, if not more, than end users’ needs.

This session will share experiences where these factors significantly impacted game design and make recommendations for identifying and addressing these needs early in the design process.

Presented by the
Serious Play Conference
seriousplayconf.com
at
Montreal, Canada, Quebec,
UNIVERSITÉ DU QUÉBEC À MONTRÉAL,
UNIVERSITY OF QUEBEC IN MONTREAL,
July 10-12, 2019

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Client-Centered Serious Game Design

  1. 1. Jenn McNamara VP Serious Games and Strategic Partnerships
  2. 2.  Custom serious games for clients  Applications: training, assessment, research, marketing  Driven by MY observations and experiences http://www.experimentswithsuccess.com
  3. 3. http://blog.minitab.com/blog/what-is-user-centered-design-and-why-is-it-important https://www.cise.ufl.edu/~mssz/Design1/CEN3913-Lecture01-Design-ProcessDesign.html https://www.mockplus.com/blog/post/the-dos-and-donts-of-usercentered-design
  4. 4. 2018 ESA Essential Facts https://pcbuildsonabudget.com/which-genres-needs-more-love https://pinoytekkie.wordpress.com/2012/08/31/know-your-game-genre/
  5. 5.  1, 2, 3, shoot on 4  Best 2 out of 3 wins By Enzoklop https://upload.wikimedia.org/wikipedia/commons/6/67/Rock-paper-scissors.svg
  6. 6.  1, 2, 3, shoot on 4  Best 2 out of 3  Scissors cut paper  Paper covers rock  Rock crushes lizard  Lizard poisons Spock  Spock smashes scissors  Scissors decapitates lizard  Lizard eats paper  Paper disproves Spock  Spock vaporizes Rock  Rock crushes scissorshttp://www.samkass.com /theories/RPSSL.html
  7. 7.  1-2-3-throw on 4  Loser becomes cheerleader for winner and follows to next game  Repeat until one champion flickr.com/photos/gozalewis/4565833940
  8. 8. DESIGN ISSUES
  9. 9. http://www.theknowledgeguru.com/learning-game-design-game-elements http://www.acagamic.com/uploads/2014/09/game-brainstorm.png
  10. 10. REQUIREMENTS ISSUES
  11. 11. Recommendations and Lessons Learned
  12. 12. http://www.kiang.net/blog/gaming-styles-and-the-class.html
  13. 13. http://reissprofile.pl/the-reiss-profile/#16-motives
  14. 14.  Must be in line with needs / expectations  Artificial constraints remove iteration cycles http://lifevesting.com
  15. 15.  Broaden analysis, include: ◦ Funding ◦ Timelines (artificial and real) ◦ IT infrastructure and support contractors ◦ Data needs / usage ◦ End-player attitudes towards:  Games  Specific game elements
  16. 16.  Client-centered doesn’t mean the client is always right  Let game designers’ expertise drive recommendations ◦ Genre ◦ Specific game elements  Employ focused testing and iteration as a design process
  17. 17.  End-users  Management  Customers (Internal or External)  Information Technology  Other Vendors  Human Resources  Training and Development  Marketing  Parents  …
  18. 18.  Pilot/soft launch  Push with a marketing campaign  Support other vendors or internal cost centers  Have a plan for the data produced  Plan for deployment  Plan for maintenance ◦ Content ◦ Technology
  19. 19. Jenn McNamara jmcnamara@breakawayltd.com 610 420 8812

Hinweis der Redaktion

  • So lets talk about those tools

    How many of you play games – what kind do you play?
  • How did the experience differ between the first time you played rock paper scissors and this time?
    Different goals –get you to move, bond as a group, prime for learning
    Complexity of rules too much to follow? Did anyone ignore the new variations?
    Did anyone want to lose?
    Different people liked different play experiences with the same core game – when we design games. We have to remember the player might like something different than the designer.

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