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A Guide to Designing Curricular GamesThe Game Plan: Converting the Story into a Game

A Guide to Designing Curricular Games: The Game Plan: Converting the Story into a Game [This chapter assists the reader in assembling all of the various game elements developed so far into a curricular game using a design document as a tool to do so. In the process, this chapter helps readers determine the genre, specify the core game mechanic, think through player configuration, design the game space, establish the scoring mechanism(s), and propose rules. As the reader engages in this process, he or she is encouraged to think about how each element impacts another and how together they contribute to the gaming experience.] http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png

A Guide to Designing Curricular GamesThe Game Plan: Converting the Story into a Game

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Publisher
Springer International Publishing
Copyright
© Springer International Publishing Switzerland 2017
ISBN
978-3-319-42392-0
Pages
119 –158
DOI
10.1007/978-3-319-42393-7_5
Publisher site
See Chapter on Publisher Site

Abstract

[This chapter assists the reader in assembling all of the various game elements developed so far into a curricular game using a design document as a tool to do so. In the process, this chapter helps readers determine the genre, specify the core game mechanic, think through player configuration, design the game space, establish the scoring mechanism(s), and propose rules. As the reader engages in this process, he or she is encouraged to think about how each element impacts another and how together they contribute to the gaming experience.]

Published: Oct 20, 2016

Keywords: Resources; Objects; Core game mechanics; Design document; Scoring; Win-state; Rules; Timing

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