Book contents
- Frontmatter
- Contents
- Contributors
- Series Foreword
- Foreword
- Acknowledgments
- Section I Games as Designed Experience
- 1 Introduction to Section I
- 2 Designed Cultures
- 3 Theme Is Not Meaning
- 4 Our Cheatin’ Hearts
- 5 Playing the Odds
- 6 Nurturing Lateral Leaps in Game Design
- 7 Uncharted 2: Among Thieves – How to Become a Hero
- 8 Interview with Harmonix
- 9 Yomi
- Section II Games as Emergent Culture
- Section III Games as Twenty-First-Century Curriculum
- Index
- References
1 - Introduction to Section I
Published online by Cambridge University Press: 05 August 2012
- Frontmatter
- Contents
- Contributors
- Series Foreword
- Foreword
- Acknowledgments
- Section I Games as Designed Experience
- 1 Introduction to Section I
- 2 Designed Cultures
- 3 Theme Is Not Meaning
- 4 Our Cheatin’ Hearts
- 5 Playing the Odds
- 6 Nurturing Lateral Leaps in Game Design
- 7 Uncharted 2: Among Thieves – How to Become a Hero
- 8 Interview with Harmonix
- 9 Yomi
- Section II Games as Emergent Culture
- Section III Games as Twenty-First-Century Curriculum
- Index
- References
Summary
This section, “Games as Designed Experience,” is the result of years of conversation among game developers, educators, media theorists, and indeed most of the authors (at times all three) at venues such as the Games+Learning+Society (GLS) Conference. This section features game developers theorizing about their practice and the social changes suggested by it. Much of this work is motivated by game developers trying to understand their practice in real time. As designers, these authors are mostly outside mainstream educational research discourse. However, they all do educational activities, including teaching university courses on game design, leading workshops for game developers, or just training team members informally on the job.
Many of the essays that make up these chapters have appeared in other venues ranging from Game Developer magazine to academic journals on digital media and learning. As such, their primary audiences include professional game designers, educators, and media theorists. Rather than revamp the pieces for this audience, we chose to leave them relatively intact, hopefully providing a window into the language and value systems that each author brings to his or her work.
- Type
- Chapter
- Information
- Games, Learning, and SocietyLearning and Meaning in the Digital Age, pp. 3 - 9Publisher: Cambridge University PressPrint publication year: 2012