Designing Meaningful Play
BIS Publishers B.V. (Verlag)
978-90-6369-300-8 (ISBN)
- Keine Verlagsinformationen verfügbar
- Artikel merken
'Designing Meaningful Play' offers a transmedial approach to the art of creating play experiences. Games and play continue to gain importance in our daily lives, not only as entertainment but also for application in sectors such as education, welfare and management. In this book the authors provide a big game design approach to games and the possible use of different media: games, stories, music and everything else you can find to inform your design. The book takes you step by step through the why, what and how of play design in four parts: games and play in society; the essence of play design; the design approaches and principles underpinning play design; and a readers' guide into the action of creating game experiences.
Marinka Copier: Current: - Associate Professor in Play Design & Development at Utrecht School of the Arts - Director Games and Interaction Design at Utrecht School of the Arts Marinka Copier loves to design for play and is a game educator and researcher. She is director of the games and interaction design programs and associate professor in Play Design at the Utrecht School of the Arts. Her aim is to create sustainable collaborations between game industry and education, game research and design. She is on the board of the Dutch Games Association (DGA) and the International Digital Games Research Association (DiGRA). Hanne Marckmann: Current: -Teacher/researcher at Utrecht School of the Arts - writer, explorer, advisor, creative thinker // youth & (serious) games Hanne Marckmann graduated cum laude in Advertising (Bachelor, Rotterdam) and in New Media Studies (Masters, Utrecht) and started her career as a copywriter and (game) designer working on educational games and campaigns for kids and youngsters at different communication agencies in The Netherlands. She has always been interested in combining theory and practice. For an example of her ideas, see her article written with Jan-Willem Huisman "I am what I play: Participation and reality as content" in "Handbook of computer game studies" (Massachusetts Institute of Technology Press, 2005. p219-226). After eight years she started her own company that creates playful learning products. She works closely together with the Utrecht School of the Arts (R&D Creative Design for Playful Impact) as a teacher and researcher in order to experiment with, and research new learning possibilities through play. Willem-Jan Renger: Current: -Programme Leader research & design Applied Game Design at Hogeschool voor de Kunsten, Utrecht Leads the following two research and design programmes: Creative Design for Motivational Learning and Transfer and Applied Game Design. He gives lectures and consultancy on these subjects and advises organisations how to deal with these new developments in relationship to their professional practise. His contributions have focussed on the following contexts: Education, Cultural sector, Health Care, Safety and Sustainability.
Erscheint lt. Verlag | 5.9.2014 |
---|---|
Zusatzinfo | 300 Colour |
Verlagsort | Amsterdam |
Sprache | englisch |
Maße | 270 x 210 mm |
Themenwelt | Kunst / Musik / Theater ► Design / Innenarchitektur / Mode |
Informatik ► Software Entwicklung ► Spieleprogrammierung | |
Informatik ► Weitere Themen ► Computerspiele | |
Wirtschaft | |
ISBN-10 | 90-6369-300-1 / 9063693001 |
ISBN-13 | 978-90-6369-300-8 / 9789063693008 |
Zustand | Neuware |
Informationen gemäß Produktsicherheitsverordnung (GPSR) | |
Haben Sie eine Frage zum Produkt? |
aus dem Bereich