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Meaningful Game Design : The Methodology and Psychology of Tabletop Games

✍ Scribed by Devon Allcoat; Chris Evans


Publisher
CRC Press
Year
2024
Tongue
English
Leaves
206
Edition
1
Category
Library

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No coin nor oath required. For personal study only.

✦ Synopsis


This book provides readers with the tools and methods with which to create effective tabletop games. It covers the design and development process thoroughly, guiding readers through the necessary mechanics, messages, and motivations of games that must be understood in order to build successful tabletop games, including serious educational games for teaching or training.

Through a range of learning activities and methodologies, readers will develop an understanding of games and an appreciation for the creating and testing of game play whilst critically exploring the relationship between games, motivation, and learning. It includes chapters on design methodology, narrative, accessibility, playtesting, and more.

This book will be of great interest to students of game design and serious game design courses. It will also appeal to designers, educators, and hobbyists interested in designing and developing their own tabletop games, educational or otherwise.

✦ Table of Contents


Cover
Half Title
Title Page
Copyright Page
Contents
Acknowledgements
About the Authors
Chapter 1: Introduction
What Is a Game?
So Where Does That Leave Us?
What Do We Mean by β€œMeaningful” Game Design?
Serious Games
Simulations
Meaningful
Chapter 2: Serious Games
Introduction
Are Serious Games Educational Digital Games?
The Benefits of Serious Games
Benefit 1: Engagement
Benefit 2: Immediate Feedback
Benefit 3: Active Learning and Social Learning
Constructive Alignment
Constructive Alignment: Case Study
Binomial Disruption Game Information
Chapter 3: Psychology and Pedagogy
The Importance of Theory
The Players
Target Audience
Bartle’s Player Taxonomy
Player Motivation
Extrinsic Motivation
Intrinsic Motivation
Learning Theories and Models
Active Learning
Social Learning Theory
Constructivism and Social Constructivism
Kolb’s Experiential Learning Cycle
Learning Domains
Bloom’s Taxonomy
Chapter 4: Design Methodology
Introduction
What Problems Are We Trying to Solve?
Types of Games
Design Frameworks
Capability
Instructional Content
Intended Learning Outcomes
Game Attributes
Learning Activity
Reflection
Games Genre
Game Mechanics
Game Achievement
The Design Process
Empathise Phase
Define Phase
Ideate Phase
Prototype Phase
Test (Playtest) Phase
Chapter 5: Accessibility
Why Accessibility?
Clarity
Increased Target Audience
Protected Characteristics
Eight Kinds of Accessibility
Colour Blindness
Visual Accessibility
Low Vision
Astigmatism and Double Vision
Simulator Sickness
Cognitive
Attention
Intelligence
Information Processing
Memory
Sensory Memory
Short-Term Memory
Working Memory
Long-Term Memory
Emotional Accessibility
Physical Accessibility
Dexterity and Fine Motor Skills
Gross Motor Skills
Communication
Hearing
Social
Language
Representation
Chapter 6: Game Categories and Mechanics
The Key Components of Serious Games
What Makes a Good Game?
What Makes a Good Serious Game?
Board Game Genres
Abstract Games
Family Games
Thematic Games
Party Games
Strategy Games
Wargames
Tabletop Game Genres
Storytelling Games
Escape Room Games
Legacy Games
Role-Playing Games
Deckbuilders
TCGs
Eurogames
Dexterity Games
The Mechanics of Serious Games
Mechanic 1: Space
Mechanic 2: Time
Mechanic 3: Objects
Mechanic 4: Actions
Mechanic 5: Rules
Parlett’s Rule Analysis
Mechanic 6: Chance
Mechanic 7: Skill
Chapter 7: Narrative
Why Narrative and Storytelling?
Narrative Terminology
Setting
Backstory/Background
Story
The Story/Narrative Arc
Flavour Text
Digital Game Terms
Types of Narrative
Embedded Narrative
Emergent Narrative
Basic Plots
How Does Narrative Benefit Games
Narrative and Flow
Interest Curves
Simulations
Immersion
Chapter 8: Deconstructing a Game
Introduction
What Is Game Deconstruction?
Why Deconstruct a Game?
Gathering Information about a Game
Overview of Possible Resources
Models Used to Construct a Serious Game
Mechanics, Dynamics, and Aesthetics: a Structured Approach to Understanding Games
Criticisms of the MDA Model
Other Design Models
Elemental Tetrad
The Design, Play, and Experience (DPE) Framework
The Design, Dynamics, and Experience (DDE) Framework
Deconstructing a Game Using the MDA Approach
The Mechanics of Monopoly
The Dynamics of Monopoly
The Aesthetics of Monopoly
Conclusion
Lessons Learned
Game Reviews
Game Review Tips
The Hook
Describe the Central Ideas of the Game
Outline the Game Advantages
Suggest What Features Could Be Improved
Compare the Game to Other Games Falling into the Same Category
Summarise Likes and Dislikes
Check Your Writing
Reviewing a Serious Game
Chapter 9: Technology
Why Technology?
Definitions
A Brief History of Technology in Tabletop Games
Digital Conversion
Benefits and Challenges of Digitalisation
Benefits
Challenges
Hybrid Games
Companion Apps
Internet-Supported Games
Augmented Reality
Virtual Reality
Benefits and Challenges of Hybrid Games
Technology for Design
Chapter 10: Visual Design
What Is β€œVisual Design”?
Rapid Idea Development
Remove Assumptions
Forced Relationships Can Make You an β€œAccidental Genius!”
Visualisation
Reverse Thinking
The Five Ws: Who, What, Where, When, and Why
So, What Should the Design of My Game Do?
Communicate Key Information
Tell a Story
Measure and Track Success
Easily Understand Gameplay through Simple, Clear, and Concise Communication
Able to Identify the Intended Genre
Shout Out to Your Target Audience
Graphic Design
Colour
Structure and Layout
Grids and the Rule of Thirds
White Space
Imagery
Illustration
Stock Imagery
Photography
Iconography
Typography
Chapter 11: Prototyping and Playtesting
Systems Engineering
Systems
Systems Thinking
Iterative Design
Prototyping
Early Prototypes
3D Printing and Rapid Prototyping
Digital Prototypes
Final Prototypes
Testing, Testing, Testing
Asking the Right Questions
Questionnaire Design
Finding Playtesters
Replay Value
Balance
Chapter 12: Taking Your Game to Market
Introduction
Telling Your Story
Targeting Your Target Audience
Publishing Options
Publishing through a Publisher
Selling Your Design
What Publishers Are Looking For
Self-Publishing Your Game
Assess the Competition on Kickstarter
Educational Competitors
Downsides to Crowdfunding
Educational Board Game Companies
Alex’s Story: A Kickstarter Case Study
Print and Play
Sustainability
Costs of Making a Board Game
How Much Should I Sell My Game For?
Social Media Leverage
Conferences
Getting Your Game Made
Getting Your Game Made Overseas
How Do I Source a Manufacturer?
Containers or Pallets?
Air or Sea?
Import Duty
Current Problems with Shipping
Sales Outlets
Through Your Crowdfunding Site
Your Own Website
Online Marketplaces
Amazon
Board Game Distributors
Chapter 13: Evaluating and Writing about Your Serious Game
Designing Research to Evaluate Your Serious Game
Creating a Research Question
Selecting a Research Method
Maintaining Research Ethics
Using Academic Writing to Discuss Your Serious Game
Understanding Academic Writing
Searching for Sources
Constructing a Paragraph
Chapter 14: Conclusion
Chapter Review
Chapter 1: Introduction
Chapter 2: Serious Games
Chapter 3: Psychology and Pedagogy
Chapter 4: Design Methodology
Chapter 5: Accessibility
Chapter 6: Game Categories and Mechanics
Chapter 7: Narrative
Chapter 8: Deconstructing a Game
Chapter 9: Technology
Chapter 10: Visual Design
Chapter 11: Playtesting
Chapter 12: Taking Your Game to Market
Chapter 13: Evaluating and Writing about Your Serious Game
Making Meaningful Games
References
Index

✦ Subjects


Games; Education; Psychology; Development; Creativity; Arts; Design; History of game; Gaming & Animation; Game Development; Gaming; Animation; Game Development & Production


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