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It takes two to tango, but it
takes three to design a
meaningful game.
Book presentation Casper Harteveld
Get your stuff!
And go back in time!
August 2005
Igor MayerTU Delft
Jos MaccabianiGeoDelft / Deltares
Assignment:Develop a game to
train levee patrollers
Casper about
8 years old
Casper (expected) about 35 years old
Standing on the
shoulders of Giants
A history pop up screen
LEVEL 0
191019
84
Serious gamesAdvergame
s
Persuasive games
Meaningful games
Simulators
Gaming simulations
Immersive learning
environments
Edutainment
Epistemic games
Edugaming
Sims
Practiceware
Games with a purpose
Computer scientist
Experimenter Sociologist
And more
What do you feel when playing? What do
games mean for society?
System.out.println(“better game technology”)
PhilosopherWhat is a
game?
Gathering information
Many perspectives
LEVEL 1
And more
And more
Cognitivism
Humanism
Constructivism
Behaviorism
Socio-culturalism
Constructionism
Socio-constructivism
Edward Thorndike
Lev Vygotsky
Ivan Pavlov
Jean Piaget
B.F. Skinner
Albert Bandura
Noam Chomsky
John Dewey
David KolbAnd more
Client A
Client B Client DLimited responsibilities
We speak of X and Y.
We want a focus on
communication!
Client CFailure X
needs to be included!
Rivers, rivers, rivers!!!
Client E
Casper, it works like
this.
Casper, it works like this.
Casper, it works
like this. Casper, it works like
this.
We need sheep!
It needs to be fun, like Super
Mario!
I need a gun no matter what!
We need this feature from
game X.
How about some music?
Yeah yeah yeah…
Creating the game
Dealing with dilemmas
LEVEL 2
Usability tension
VS.
Winner!
Yes, but I am EVERYWHERE.
I am more user friendly.
I require less parallel
processing.
And I am not so
cluttered.
Yes yes, but I am EVERYWHERE.
Uncertainty tensionIn reality you
also don’t know.
Hmm, yes, and uncertainy creates
excitement!
But you have to have clear goals!
Winner!
Scope tension
Not interesting!
Critical!
Well…not sure about transfer.
DelftOctober 2006
Understanding what
happened – part I
Three worlds
LEVEL 3
World nr. 1: Reality
World nr. 2: Meaning
Cognitivism
Humanism
Behaviorism
Socio-culturalism
Constructionism
ConstructivismSocio-
constructivism
World nr. 3: Play
Understanding what
happened – part II
Balancing
LEVEL 4
Usability
UncertaintyScope
Understanding what
happened – part III
Concurrent design
LEVEL 5
Complex system
Procedural approach
Duke and*Geurts, 2004
It takes two to tango, but it
takes three to design a
meaningful game.
End level
2. Balancing 3. Concurrent
Design
1. Three worlds
THANK YOU!
Rens van den Bergh, Arne Bezuijen, Rui Guimaraes, Micheline Hounjet, Almar Joling, Jos Maccabiani, Raymond van der Meij, Arjan Peters, Monique Sanders, Matthijs Schaap, Sander Smit, Tom Thé, Marco Tolman, Bas Wenneker, Maarten Wesselius, and Maarten van Zomeren.
Game Over?!http://triadicgamedesign.com