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That cloud game: dreaming (and doing) innovative game design

Published: 30 July 2006 Publication History

Abstract

This paper describes the application of a methodology for game genre and player experience innovation called "play-centric design." This method is shown in context as the primary design methodology for an experimental play project, Cloud, created by students from the USC School of Cinema-Television's Interactive Media Division. The application of the play-centric design method throughout the project is detailed and explored as a potential model for innovating in the realm of overall player experience as opposed to traditional research focus on technology or subject matter innovation.

References

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Mateas, M. and Stern, A. 2006. Façade webpage. http://www.interactivestory.net
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Institute for Creative Technologies webpage. http://www.ict.usc.edu/content/view/39/92
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Indy Game Jam Website. http://www.indiegamejam.com
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Fullerton, T., Hoffman, S. and Swain, C. Game Design Workshop: Designing, Prototyping and Playtesting Games. CMP Books, San Francisco, CA, 2004.
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Salen, K. and Zimmerman, E. Rules of Play. MIT Press, Cambridge, MA, 2004.
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Loftus, T. Bringing emotions to video games. MSNBC website, Oct 11, 2005. http://www.msnbc.msn.com/id/4038606/
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Freeman, D. Emotion in Games, New Riders, Indianapolis, IN, 2004.
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Lazzaro, N. Why We Play Games: Four Keys to More Emotion Without Story. XEO Design webpage. http://www.xeodesign.com/whyweplaygames.html
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Zagalo N., Torres, A. and Brancol, V. Emotional Spectrum Developed by Virtual Storytelling. Virtual Storytelling: Third International Conference, December 2005, Proceedings.

Cited By

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  • (2022)2D-ME: A conceptual framework for explaining self-first and self-third person views of prototyping dynamics in serious games design (Preprint)JMIR Serious Games10.2196/41824Online publication date: 10-Aug-2022
  • (2021)Two Decades of Game JamsProceedings of the 6th Annual International Conference on Game Jams, Hackathons, and Game Creation Events10.1145/3472688.3472689(1-11)Online publication date: 2-Aug-2021
  • (2021)Game jams in general formal educationInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10027428:COnline publication date: 1-Jun-2021
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Information

Published In

cover image ACM Conferences
Sandbox '06: Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
July 2006
178 pages
ISBN:1595933867
DOI:10.1145/1183316
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 July 2006

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Author Tags

  1. emotion in games
  2. game design
  3. innovation
  4. iterative process
  5. playtesting
  6. prototyping

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SANDBOX06
Sponsor:
SANDBOX06: An ACM Video Game Symposium 2006
July 30 - 31, 2006
Massachusetts, Boston

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Cited By

View all
  • (2022)2D-ME: A conceptual framework for explaining self-first and self-third person views of prototyping dynamics in serious games design (Preprint)JMIR Serious Games10.2196/41824Online publication date: 10-Aug-2022
  • (2021)Two Decades of Game JamsProceedings of the 6th Annual International Conference on Game Jams, Hackathons, and Game Creation Events10.1145/3472688.3472689(1-11)Online publication date: 2-Aug-2021
  • (2021)Game jams in general formal educationInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10027428:COnline publication date: 1-Jun-2021
  • (2020)AlitaProceedings of the International Conference for High Performance Computing, Networking, Storage and Analysis10.5555/3433701.3433743(1-13)Online publication date: 9-Nov-2020
  • (2020)Game Jams for Learning and TeachingInternational Journal of Game-Based Learning10.4018/IJGBL.202004010410:2(54-71)Online publication date: 1-Apr-2020
  • (2020)Alita: Comprehensive Performance Isolation through Bias Resource Management for Public CloudsSC20: International Conference for High Performance Computing, Networking, Storage and Analysis10.1109/SC41405.2020.00036(1-13)Online publication date: Nov-2020
  • (2018)Design Values of Game Jam Organizers CaseProceedings of the International Conference on Game Jams, Hackathons, and Game Creation Events10.1145/3196697.3196703(21-27)Online publication date: 18-Mar-2018
  • (2018)Analysis of Gamification Models in Education Using MDA FrameworkProcedia Computer Science10.1016/j.procs.2018.08.187135(385-392)Online publication date: 2018
  • (2017)Jamming for alliesProceedings of the Second International Conference on Game Jams, Hackathons, and Game Creation Events10.1145/3055116.3055121(26-32)Online publication date: 26-Feb-2017
  • (2017)Ambidextrous Innovation and Game Market Fit Performance: Feedback from Game TestersJournal of Computer Information Systems10.1080/08874417.2017.1330127(1-10)Online publication date: 26-Jun-2017
  • Show More Cited By

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