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Gamasutra - Features - Learning From The Masters: Level Design In The Legend Of Zelda

Gamasutra - Features - Learning From The Masters: Level Design In The Legend Of Zelda | Gamedesign | Scoop.it
Can the original Zelda game still have things to teach designers? Activision's Mike Stout (Skylanders) dives back into the 1986 classic to see how Miyamoto handled pathing, challenge ramping, and more.

Via wlonline
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Mattia's curator insight, January 25, 2016 11:51 AM

Un classique ne l'est pas pour rien ! 

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Guidelines for an effective design of serious games

Guidelines for an effective design of serious games | Gamedesign | Scoop.it
Guidelines for an effective design of serious games

Via Ana Cristina Pratas
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Ana Cristina Pratas's curator insight, February 9, 2014 8:51 AM

Abstract


There is an increasing awareness about the potential of serious games for education and training in many disciplines. However, research still witnesses a lack of methodologies, guidelines and best
practices on how to develop effective serious games and how to integrate them in the actual learning and training processes. The process of integration heavily depends on providing and spreading
evidence of the effectiveness of serious games. In this paper we present an overview on the factors that make serious games effective in the perspective of maximizing the learning impact, and discuss the current efforts in evaluating such impact. Such recommendations are the result of an extensive surveyof the current proposition of serious games in different application domains.

niftyjock's curator insight, February 10, 2014 1:46 AM

serious games and fun games. aren't they the same thing?