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Developing Game Design Contexts (Own practice (Mobile gaming (Touch…
Developing Game Design Contexts
Research
Narrative in gaming - player agency, linear vs. modular
Haptic technology and immersion and education
Similarities between education and gaming
PENS model
Accessibility in gaming
History of gaming platforms
Motivation
Teaching
Mastery of a skill (Vygotsky)
Ability to see progress (Feedback / Hattie's Table of Effect Sizes)
Long and short term goals
Differentiation
Difficulty levels
Meeting the needs of learners
Ideas can cause social change
Multi-modal immersion
Industry
Virtual Reality
Problems
Cost
E+D
Lack of market saturation
Feeling sick
Device doesn't come with the hardware
Game design compromises
Dev vs. consumer stalemate
What type of game?
Variety
Android metaphor
Space?
When is it going to happen?
Companies going bust
Expectations
Where it works
Augmented Reality
Indie game development
Location based gaming
Platform choice is everything
Projection mapping
Marketing is everything
Producers
eSports
Own practice
Operation Sonic Boom
Haptic Technology
Leap motion
360° Gaming dome
Nightsilo
Gadget Show Live
Live action
Pervasive gaming
Mobile gaming
Touch screens
Kinect
Game jams