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Postsecondary Play - The Role of Games and Social Media in Higher Education (Hardcover): William G. Tierney, Zoe B. Corwin,... Postsecondary Play - The Role of Games and Social Media in Higher Education (Hardcover)
William G. Tierney, Zoe B. Corwin, Tracy Fullerton, Gisele Ragusa
R1,085 Discovery Miles 10 850 Ships in 9 - 17 working days

The college application process-which entails multiple forms, essays, test scores, and deadlines-can be intimidating. For students without substantial school and family support, the complexity of this process can become a barrier to access. William G. Tierney, Tracy Fullerton, and their teams at the University of Southern California approach this challenge innovatively. Using the tools of online games and social media, they have developed ways to make applying for college much less intimidating. While the vast majority of college students use social media and gaming in their everyday lives, colleges and universities have been slow to recognize and harness the power of either. Postsecondary Play explores the significance of games and social media in higher education, and particularly how they can be used to attract, retain, educate, and socialize students. Tierney, a past president of the American Educational Research Association, has gathered some of the best research on the emerging role of games and social media in the classroom and how these tools can boost student confidence and increase college access. Scholars writing from a wide variety of disciplines-college access, social media, game studies, and learning sciences-provide concrete examples to illustrate the new and complex ways in which students learn in response to social media and games. Tierney and the contributors find that, although games can be powerful tools for encouraging underserved students, quality game design and mastering the concept of play-the ability to develop skills while engaging in the game-are essential in the effective use of serious games in teaching and learning. Summarizing a decade of research in game design and learning, Postsecondary Play will appeal to higher education scholars and students of learning, online gaming, education, and the media.

Game Design Workshop - A Playcentric Approach to Creating Innovative Games (Paperback, 3rd Edition): Tracy Fullerton Game Design Workshop - A Playcentric Approach to Creating Innovative Games (Paperback, 3rd Edition)
Tracy Fullerton
R1,657 Discovery Miles 16 570 Ships in 9 - 17 working days

“Create the digital games you love to play.”

Discover an exercise-driven, non-technical approach to game design without the need for programming or artistic experience with Game Design Workshop, Fifth Edition.

Tracy Fullerton demystifies the creative process with clear and accessible guidance on the formal, dramatic, and dynamic systems of game design. Using examples of classic and popular games, illustrations of design techniques, and refined exercises to strengthen your understanding of how game systems function, this book gives you the skills and tools necessary to create a compelling and engaging game.

This updated 5th edition brings deeper coverage of playcentric design techniques, including setting emotion-focused experience goals and managing the design process to meet them. It includes a host of new diverse perspectives from top industry game designers.

Game Design Workshop puts you to work prototyping, playtesting, and revising your own games with time-tested methods and tools. These skills will provide the foundation for your career in any facet of the game industry including design, producing, programming, and visual design.

Table of Contents

Introduction

Part I Game Design Basics

Chapter 01 The Role of the Game Designer

Chapter 02 The Structure of Games

Chapter 03 Working with Formal Elements

Chapter 04 Working with Dramatic Elements

Chapter 05 Working with System Dynamics

Part II Designing a Game

Chapter 06 Ideation

Chapter 07 Prototyping

Chapter 08 Digital Prototyping

Chapter 09 Playtesting

Chapter 10 Functionality, Completeness, and Balance

Chapter 11 Fun and Accessibility

Part III Working as a Game Designer

Chapter 12 Team Structures

Chapter 13 Stages and Methods of Development

Chapter 14 Communicating Your Designs

Chapter 15 Understanding the New Game Industry

Chapter 16 Selling Yourself and Your Ideas to the Game Industry

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