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Interactive
workshop:
Gaming: the
future's
challenge
Pieter van der Hijden msc
www.ecoisonline.org
1
Suriname Centre of Expertise in Education & ICTs
Paramaribo, Suriname
Background
 Pieter van der Hijden
 Sofos Consultancy (Amsterdam, The
Netherlands)
 Consultant e-learning, Fab Lab,
gaming/simulation
 ECOIS - Suriname Centre of Expertise in
Education & ICTs
 Not-for-profit organization (Paramaribo,
Suriname)
www.ecoisonline.org2
Agenda
www.ecoisonline.org3
Introduction
www.ecoisonline.org4
The games, the book and the impact
www.ecoisonline.org5
 The games
 Communicating
 Training
 Research
 Policy
development
 Mainly tabletop
games
Hex game session, ISAGA
Summerschool, Paramaribo,
Suriname, 2010
The games, the book and the impact
www.ecoisonline.org6
 The book
 Concept of
gaming
 Game design
process
Hex game session, ISAGA
Summerschool, Paramaribo,
Suriname, 2010
The Game Design Process,
Richard Duke, 1974
The games, the book and the impact
www.ecoisonline.org7
 The impact
 Introduction of
gaming
 Policy makers
 Human resource
professionals
 Social scientists
 Various languages
 Dissemination
 Sectors
 Regions
The cycles, the clockwork and the issues
www.ecoisonline.org8
 The cycles
 Game
development
 Game design
 Game realization
 Game use
 Macro cyle and
micro cycles
(figure)
The cycles, the clockwork and
the issues
www.ecoisonline.org9
Strassbourg Clockwork,
Andrew Fleming (zetgem)
 The clockwork
 Cycles keep the
facilitator in
control
The cycles, the clockwork and the issues
www.ecoisonline.org10
 The issues
 Division of labour
 Clockwork
character
 Complexity
Issues
Labour
division
...
Clockwork
character
...
Complexity
of games
...
The times, the tools and the challenges
www.ecoisonline.org11
 The times
 Video games
 Game programs
and courses
 “serious games”
2 years old and totally focussed
The times, the tools and the challenges
www.ecoisonline.org12
 The tools
 A plethora of new
tools
Toolkit, picture www.perart.com
The times, the tools and the challenges
www.ecoisonline.org13
 The challenges
 A world full of
change
 Globalization
 Social media
IT in education – Hype Cycle,
Gartner
Opportunities for gaming
www.ecoisonline.org14
Opportunities for gaming
 The following case describes a mix of
communication, training and
policymaking needs.
 Which opportunities for gaming do you
see?
www.ecoisonline.org15
Opportunities for gaming – case
 In a Fab Lab (workshop for digital fabrication) visitors come and go.
 Some are one time visitors who look around or take a guided tour.
 Others have a personal project in mind like making a present for their
partner or a technical construction for in their homes. They are
returning visitors who use the Fab Lab tools and materials for their
personal project.
 A third category are inventors and/or entrepreneurs who
systematically develop prototypes for new products.
 The Fab Lab management considers their organization as a (worldwide)
knowledge ecosystem.
 Visitors, especially the returning ones, create new knowledge, e.g.
about the materials they used and about the typical characteristics
of the machines.
 These visitors carry with them implicit knowledge from elsewhere, e.g.
what they studied, what they watched on tv or what they searched
for on internet.
 The Fab Lab management wants to archive all this knowledge in
some way and to make it available just in time to other visitors and,
via events and publications, to the community.
www.ecoisonline.org16
Three approaches to
game design
www.ecoisonline.org17
Patterns in Game Design
Staffan Björk &
Jussi Holopainen
www.ecoisonline.org18
The game design process
Richard Duke
www.ecoisonline.org19
The art of game design; a
book of lenses
Jesse Schell
www.ecoisonline.org20
Alternative designs
www.ecoisonline.org21
Alternative designs
 Create a focus group for each of the
approaches to game design.
 Develop a game concept based on the
specific approach for the case that
follows.
www.ecoisonline.org22
Alternative designs
 The Fab Lab management wants to
develop a game for both its visitors and its
staff.
 The game should make them more
conscious of "knowledge management"
and its importance for the Fab Lab.
 The game should help them to build a
shared vision on how to organize
knowledge management in the Fab Lab.
www.ecoisonline.org23
Analysis
www.ecoisonline.org24
Analysis
 Presentation of the three game concepts
 Identification of strengths and weaknesses
of the three approaches
www.ecoisonline.org25
Conclusion
www.ecoisonline.org26
Conclusion
 Future challenges
 Approach to game design
www.ecoisonline.org27
References
 Bergeron, B. (2006). Developing serious games (Game
Development Series). Charles River Media Game
Development.
 Bjork, S., & Holopainen, J. (2004). Patterns in Game Design
(Game Development Series). Charles River Media Game
Development
 Duke, R. (1974). Gaming, the future's language. Sage
Publications.
 Duke, R. (1975), HEX. Ann Arbor: Multilogue Inc..
 Moore, O. K., & Anderson, A. R. (1969). Some principles for
the design of clarifying educational environments. In D.
Goslin (Ed.) Handbook of socialization theory and research.
New York: Rand McNally.
 Schell, J. (2008). The Art of Game Design: A book of lenses.
CRC Press.
 Thiagarajan, S. (2003). Design Your Own Games and
Activities: Thiagi's Templates for Performance Improvement.
Pfeiffer.
www.ecoisonline.org28
www.ecoisonline.org29
The members of the ECOIS-team are Pieter van der Hijden,
Marco Ligtvoet and Lucenda Plet (info@ecoisonline.org)
Thank you for your attention!
Pieter van der Hijden
pvdh@sofos.nl
www.ecoisonline.org30
2014 Pieter van der Hijden, Sofos Consultancy and ECOIS –
2014 - This work is licensed under a Creative Commons Attribution
3.0 Unported License.
www.ecoisonline.org31

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Gaming: the future’s challenge; Interactive workshop at ISAGA conference; Dornbirn, Austria, 2014; Pieter van der Hijden; slides

  • 1. Interactive workshop: Gaming: the future's challenge Pieter van der Hijden msc www.ecoisonline.org 1 Suriname Centre of Expertise in Education & ICTs Paramaribo, Suriname
  • 2. Background  Pieter van der Hijden  Sofos Consultancy (Amsterdam, The Netherlands)  Consultant e-learning, Fab Lab, gaming/simulation  ECOIS - Suriname Centre of Expertise in Education & ICTs  Not-for-profit organization (Paramaribo, Suriname) www.ecoisonline.org2
  • 5. The games, the book and the impact www.ecoisonline.org5  The games  Communicating  Training  Research  Policy development  Mainly tabletop games Hex game session, ISAGA Summerschool, Paramaribo, Suriname, 2010
  • 6. The games, the book and the impact www.ecoisonline.org6  The book  Concept of gaming  Game design process Hex game session, ISAGA Summerschool, Paramaribo, Suriname, 2010 The Game Design Process, Richard Duke, 1974
  • 7. The games, the book and the impact www.ecoisonline.org7  The impact  Introduction of gaming  Policy makers  Human resource professionals  Social scientists  Various languages  Dissemination  Sectors  Regions
  • 8. The cycles, the clockwork and the issues www.ecoisonline.org8  The cycles  Game development  Game design  Game realization  Game use  Macro cyle and micro cycles (figure)
  • 9. The cycles, the clockwork and the issues www.ecoisonline.org9 Strassbourg Clockwork, Andrew Fleming (zetgem)  The clockwork  Cycles keep the facilitator in control
  • 10. The cycles, the clockwork and the issues www.ecoisonline.org10  The issues  Division of labour  Clockwork character  Complexity Issues Labour division ... Clockwork character ... Complexity of games ...
  • 11. The times, the tools and the challenges www.ecoisonline.org11  The times  Video games  Game programs and courses  “serious games” 2 years old and totally focussed
  • 12. The times, the tools and the challenges www.ecoisonline.org12  The tools  A plethora of new tools Toolkit, picture www.perart.com
  • 13. The times, the tools and the challenges www.ecoisonline.org13  The challenges  A world full of change  Globalization  Social media IT in education – Hype Cycle, Gartner
  • 15. Opportunities for gaming  The following case describes a mix of communication, training and policymaking needs.  Which opportunities for gaming do you see? www.ecoisonline.org15
  • 16. Opportunities for gaming – case  In a Fab Lab (workshop for digital fabrication) visitors come and go.  Some are one time visitors who look around or take a guided tour.  Others have a personal project in mind like making a present for their partner or a technical construction for in their homes. They are returning visitors who use the Fab Lab tools and materials for their personal project.  A third category are inventors and/or entrepreneurs who systematically develop prototypes for new products.  The Fab Lab management considers their organization as a (worldwide) knowledge ecosystem.  Visitors, especially the returning ones, create new knowledge, e.g. about the materials they used and about the typical characteristics of the machines.  These visitors carry with them implicit knowledge from elsewhere, e.g. what they studied, what they watched on tv or what they searched for on internet.  The Fab Lab management wants to archive all this knowledge in some way and to make it available just in time to other visitors and, via events and publications, to the community. www.ecoisonline.org16
  • 17. Three approaches to game design www.ecoisonline.org17
  • 18. Patterns in Game Design Staffan Björk & Jussi Holopainen www.ecoisonline.org18
  • 19. The game design process Richard Duke www.ecoisonline.org19
  • 20. The art of game design; a book of lenses Jesse Schell www.ecoisonline.org20
  • 22. Alternative designs  Create a focus group for each of the approaches to game design.  Develop a game concept based on the specific approach for the case that follows. www.ecoisonline.org22
  • 23. Alternative designs  The Fab Lab management wants to develop a game for both its visitors and its staff.  The game should make them more conscious of "knowledge management" and its importance for the Fab Lab.  The game should help them to build a shared vision on how to organize knowledge management in the Fab Lab. www.ecoisonline.org23
  • 25. Analysis  Presentation of the three game concepts  Identification of strengths and weaknesses of the three approaches www.ecoisonline.org25
  • 27. Conclusion  Future challenges  Approach to game design www.ecoisonline.org27
  • 28. References  Bergeron, B. (2006). Developing serious games (Game Development Series). Charles River Media Game Development.  Bjork, S., & Holopainen, J. (2004). Patterns in Game Design (Game Development Series). Charles River Media Game Development  Duke, R. (1974). Gaming, the future's language. Sage Publications.  Duke, R. (1975), HEX. Ann Arbor: Multilogue Inc..  Moore, O. K., & Anderson, A. R. (1969). Some principles for the design of clarifying educational environments. In D. Goslin (Ed.) Handbook of socialization theory and research. New York: Rand McNally.  Schell, J. (2008). The Art of Game Design: A book of lenses. CRC Press.  Thiagarajan, S. (2003). Design Your Own Games and Activities: Thiagi's Templates for Performance Improvement. Pfeiffer. www.ecoisonline.org28
  • 29. www.ecoisonline.org29 The members of the ECOIS-team are Pieter van der Hijden, Marco Ligtvoet and Lucenda Plet (info@ecoisonline.org)
  • 30. Thank you for your attention! Pieter van der Hijden pvdh@sofos.nl www.ecoisonline.org30 2014 Pieter van der Hijden, Sofos Consultancy and ECOIS – 2014 - This work is licensed under a Creative Commons Attribution 3.0 Unported License.