Interesting article on web-based games
I came across this article about testing games and evaluating users in third grade class rooms.
http://pdfserve.galegroup.com/pdfserve/get_item/1/Sf8042aw7_3/SB994_03.pdf
Fueled by New Mexico State University's Learning Games Initiative and Learning Games Lab, this blog will chronicle issues we deal with in creating educational games. We'll be posting responses to research we've done or read, musing on challenges we've faced in creating games, and pondering activities to help new game developers learn. The Learning Games Initiative and Lab is run by Barbara Chamberlin, Ph.D. and administered by Agricultural Communications.
I came across this article about testing games and evaluating users in third grade class rooms.
I came across an article written by a doctor when he was a medical student. His interactions and connections to teenage patients through gaming and how he created a foundation based on children and gaming networks in hospitals. Digital Healing
Very short article on a school district thinking of using DDR and Eye Toy.
In a nice little tribute article, CNN reviews a bit of the history of Pac Man. It makes me feel old... but reminds me of why Pac Man was so powerful... truly a quintessential video game. Even now... I still love it and see kids that enjoy it...proof that good gaming is good gaming (sometimes independent of character, graphics, complexity, narrative, etc.)
The Guardian Unlimited has a nice blog entry on Casual gaming: the new hardcore which talks a bit about a recent flamewar between casual gamers and hardcore gamers, and some of the insights this generated. The main point is that somehow, casual gamers find casual games on the internet, even though there are no publications and media emphasis on them like there are for the commercial titles that you see on shelves at your local game store. Does this mean that casual gamers are just as motivated to play? Would responding to the online casual gaming audience generate more traffic for a small developer than trying to develop a boxed game?
I just stumbled upon this description of Nintendo's new DS game Yoshi's Touch and Go or, as it is known in Japan, Catch! Touch! Yoshi!. It sounds like it has some interesting game mechanics, such as using a stylus to draw things into the environment and a microphone to blow things out of it:
...The first half will involve Baby Mario vertically falling from the sky, and the latter will be a horizontal ride on Yoshi's back across familiar but repetitive scenery...the player has little to no actual control over the main characters: in the first half, your stylus will draw clouds, push coins and circle enemies in cute little bubbles, and upon Yoshi's back you'll be drawing climbable mountains and shooting eggs. Tapping Yoshi will make him do him trademark jump and hover, and blowing on the screen (via the mic) will dissipate the clouds, but it's in the manipulation of his surroundings that the game makes its mark. Practically everything can be moved, trapped and pushed: enemies trapped in your circles can be thrown around the screen...
In my last post, I proposed a few things educational game designers can learn from professional game designers and called for attention to development of games (in addition to academic discourse on the role or results of educational games).
A few weeks ago, I visited Henry Jenkins and Brett Camper from MIT's Education Arcade this week. In addition to other projects, they are working on "Revolution", a game about the Americna Revolution built on the Neverwinter Nights game engine.
Plans are underway for our Game Design Summer School this summer. The Game Design Summer School includes:
The Guardian Unlimited's games blog recently ran a feature on ten interesting ideas in videogame construction. The ideas aren't new, but they are mostly ideas that have only recently been attempted / possible.
Sawblade Software has just released Power Game Factory, a user-friendly tool for making Mac-based sidescroller games. Tools like this would be a fun thing to make available to students in the Game Lab to get them thinking about gameplay elements from a designer's perspective.
Here is an interesting article on gaming:
An interesting article over at Gamasutra talks about Measurement Techniques for Game Designers. In it, the author makes the case for gathering empirical data on successful games for comparison to your own games under development, and suggests some ways to make it meaningful and not too onerous.