5WSEL007W GAME ON: ‘SERIOUS GAMES’ PRODUCTION, ENTREPRENEURSHIP AND SOCIAL CHANGE Module aims and objectives This module introduces students to ‘Serious Games’ and their use in support of campaigns for social causes, education and training. The module examines how ‘gamification’ can be used as a means to influence behaviour and motivation in commercial and non-commercial settings. Students will gain experience of how to apply design principles to create engaging and visually appealing board and electronic games. You will work with Adobe Captivate software to create an electronic game around a chosen topic and theme. You will also learn how to design a marketing plan for the promotion of your game to potential clients. The module provides a rich environment for students to acquire technical, creative and transferable skills, including entrepreneurial, communication, and project managing skills, valuable for your professional development. The module will also help you to enrich your portfolio and increase your employability. Requirements to join the module Be creative No prior knowledge in programming or game design Helps to have some background in graphic design or good graphic skills, but not necessary ‘Serious Games’ & ‘gamification’ serious games are simulations of real-world events or processes designed for the purpose of solving a problem and training Gamification is the concept of using game mechanics and experience design to digitally engage and motivate people to achieve their goals [B. Burke (2014) http://blogs.gartner.com/brian_burke/ 2014/04/04/gartner-redefines-gamification/] game mechanics is the use of elements such as points, badges and leaderboards that are common to many games experience design is the journey players take with elements such as game play, play space and story line gamification is a method to digitally engage, rather than personally engage, meaning that players interact with computers, smartphones, wearable monitors or other digital devices, rather than physically engaging with a other people the goal of gamification is to motivate people to change behaviours or develop skills, or to drive innovation Gamification taps into the basic desires and needs of the users impulses which revolve around the idea of status and achievement. Samples of serious games developed at the Serious Games @ Westminster research group gamification focuses on enabling players to achieve their goals. When organizational goals are aligned with player goals, the organization achieves its goals as a consequence of players achieving their goals Why Adobe Captivate? Adobe Captivate is a rapid responsive authoring tool that is used for creating elearning, emarketing content such as software demonstrations, software simulations, branched scenarios, simple games (in terms of interactivity), and randomized quizzes in Small Web Formats (.swf) and HTML5 formats. It does not require programming it provides programmable routines Jobs for people knowing to use Adobe Captivate https://www.indeed.co.uk/Adobe-Captivate-jobs Samples of games you will learn to create http://vbouki.com/captivate/knowledge2/ http://vbouki.com/captivate/snakesladders/ Samples of projects you could create http://vbouki.com/test/story_html5.html http://resources.bishopmuseumeducation.org/resource_type/int eractive/hokulea/story_html5.html http://www.timneill.org.uk/Demos/story_html5.html Samples of student projects that have been created in 2016/17 Game of power video demo Introduce Marxism as a basic idea of socioeconomic analysis of class relations and societal conflict The goal of our game is to demonstrate the dynamics and positions of capitalists and labour Samples of student projects that have been created in 2016/17 Game of power video demo Samples of student projects that have been created in 2016/17 Refuge video demo To raise awareness about the Syria refugee crisis The goal of our game is to raise awareness about the path of a refugee and draw compassion from westerners in order to reduce the hate and anger towards them. Samples of student projects that have been created in 2016/17 Graphics Samples of student projects that have been created in 2016/17 cards International student collaboration You will have the opportunity to take part to an international student collaboration with Graz University of Technology, Information Systems and Computer Media (IICM) “Games Lab” Prepare for taking part at game jams and game Hackathons Student experience and challenges Work as a team Split the work Allocate tasks Research the topic Design the game UI Worked on the aesthetics through mood boards and experimenting with different styles Create the graphics, edit video, create sound Develop the game mechanics Implement the game Evaluate the game Market the game through charities and schools. Academic benefits Learn to see things from different perspectives (domain of study) Critical thinking Social and entrepreneurial in student partnership (outward facing) Multidisciplinary collaboration Exposure to different ways of thinking and pedagogical forms and methods of teaching including assessment Link academic research to teaching (research led module) Contact Daphne Economou – [email protected] Frands Pedersen – [email protected]
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