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Forces, clashes and remnants: a model for event-driven iterative multidisciplinary game design
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Source ACM International Conference Proceeding Series; Vol. 265 archive
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology table of contents
Valencia, Spain
Pages: 326 - 329  
Year of Publication: 2005
ISBN:1-59593-110-4
Authors
Sus Lundgren  Chalmers University of Technology
Staffan Björk  Interactive Institute
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 0,   Downloads (12 Months): 13,   Citation Count: 2
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ABSTRACT

In this paper we present a model that describes how design disciplines interact with each other in mulltidisciplinary game design. We base this model on experience from the design of a computer-augmented card game. myTHeme. Our purpose is to show how hardware, software and game rules interact with and affect each other during the design process of games that are computer augmented. The model revolves around a flexible core of design requirements, suitable for multidisciplinary design projects. This model is an adaptation of the classic iterative design model, helping to explain clashes between design areas and aid focus shifting from one design discipline to another.


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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Björk, S., Falk, J., Hansson, R. & Ljungstrand, P. Pirates! -Using the Physical World as a Game Board. In Proceedings of Interact 2001. IFIP TC.13 Conference on Human-Computer Interaction, Tokyo, Japan, July 9--13, 2001.
 
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Fulton, B. Beyond Psychological Theory: Getting Data that Improve Games. In Proceedings of Game Developer's Conference 2002, San Jose, CA, USA, March, 2002. Available from http://www.gamasutra.com/gdc2002/features/fulton/fulton_01.htm (retrieved 2005-02-14).
 
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Salen, K. & Zimmerman, E. Rules of Play: Game Design Fundamentals, The MIT Press, 2004.
 
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Schneider, J. & Kortuem, G. How to host a pervasive game. Supporting Face-to Face Interaction in Live Action Roleplaying. Position Paper at the UbiComp 2001 Workshop on Designing Ubiquitous Computing Games, 2001.
 
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Weiser, M. The computer for the twenty-first century. Scientific American. September, 1991, Vol. 265, No. 3, pp. 94--104.


Collaborative Colleagues:
Sus Lundgren: colleagues
Staffan Björk: colleagues