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Eleven programmers seven artists and five kilograms of Play-Doh: games for teaching game design
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Source ACM International Conference Proceeding Series; Vol. 305 archive
Proceedings of the 4th Australasian conference on Interactive entertainment table of contents
Melbourne, Australia
Article No. 21  
Year of Publication: 2007
ISBN:978-1-921166-87-7
Author
Malcolm Ryan  School of Computer Science and Engineering, UNSW, Australia
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGART: ACM Special Interest Group on Artificial Intelligence
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGWEB: ACM Special Interest Group on Hypertext, Hypermedia, and Web
Publisher
RMIT University  Melbourne, Australia, Australia
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Downloads (6 Weeks): 2,   Downloads (12 Months): 20,   Citation Count: 0
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ABSTRACT

Aristotle once wrote: The things we learn to do, we learn by doing. This is the motto of the Game Design Workshop subject I run at the University of New South Wales. The class brings together artists and programmers to learn about designing games. To do this, we play games. Then we reflect on why they work. Then we change the rules and play some more. Reflecting on this experience helps us to learn the principles behind designing good games.

In this paper I share some of the games we have played. I have deliberately chosen these games to illustrate key elements of game design, while also being fun to play, and easy to change. My experience shows that they provide an effective way to teach concepts which students can transfer to the analysis and design of more complex games.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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