Syllabus for TDT71 is the following (175 pages):
Games, history and players (87 pages):
1. Mark Overmars, “A Brief History of Computer Games”, httphttps://www.csstichtingspel.uu.nlorg/docssites/vakkendefault/b2gofiles/literature/history_of_games.pdf , January 30, 2012. (35 pages)
2. Leigh Achterbosch, Robyn Pierce and Gregory Simmons, “Massively Lin, Holin, and Chuen‐Tsai Sun. "Massively Multiplayer Online Role - Playing Games : The Past, Present, and Future”, ACM Computer Entertainment 5(4), March 2008. (33 (MMORPG s)." The international encyclopedia of digital communication and society (2015): 1-7. (7 pages)
3. Carsten Magerkurth, Adrian David Cheok, Regan L. Mandryk, and Trond Nilsen, “Pervasive Games: Bringing Computer Entertainment Back to the Real World”, ACM Computers in Entertainment 3(3), 2005. (19 pages)
Games, Engagement and Motivation (43 pages):
4. Juho Hamari and Janne Tuunanen. "Player Types: A Meta-synthesis." Digra, Vol 1, No 2, 2014. (25 pages)
Engagement and Motivation (47 pages):4. Wang, Alf Inge, “The wear out effect of a game-based student response system", Computers & Education 82 (2015): 217-227.
5. Tom W. Malone, “What makes things fun to learn? Heuristics for designing instructional computer games”, Proceedings of the 3rd ACM SIGSMALL Symposium, 1980. (8 pages)
6. Penelope Sweetser and Peta Wyeth, “GameFlow: a model for evaluating player enjoyment in games”, ACM Computers in Entertainment 3(3), 2005. (24 pages)Game Development (48 pages):
7. Jonathan Blow, “Game Development: Harder Than You Think”, pp. 28-37, Queue 1(10), February 2004Wang, Alf Inge, and Andreas Lieberoth. "The effect of points and audio on concentration, engagement, enjoyment, learning, motivation, and classroom dynamics using Kahoot." European Conference on Games Based Learning. Vol. 20. Academic Conferences International Limited, 2016. (10 pages)
8. Michael Zyda, "From Visual Simulation to Virtual Reality to Games," IEEE Computer, vol. 38, Wang, Alf Inge, et al. "Evaluation of the Game Exermon–A Strength Exergame Inspired by Pokémon Go." International Conference on Advances in Computer Entertainment. Springer, Cham, 2017. (15 pages)
Game Development (42 pages):
9. Penelope Sweetser and Janet Wiles, “Scripting Versus Emergence: Issues for Game Developers and Players in Game Environment Design”, International Journal of Intelligent Games and Simulations, 4(1), 2005. (9 pages)
10 no. 9, pp. 25-32, Sept., 2005. (8 pages)
9. David Callele, Eric Neufeld, Kevin Schneider, "Requirements Engineering and the Creative Process in the Video Game Industry," pp. 240-252, 13th IEEE International Conference on Requirements Engineering (RE'05), 2005. (13 pages)
1011. Apostolos Ampatzoglou, Alexander Chatzigeorgiou, “Evaluation of object-oriented design patterns in game development”, Information and Software Technology 49, 2007. (10 pages)
11. Penelope Sweetser and Janet Wiles, “Scripting Versus Emergence: Issues for Game Developers and Players in Game Environment Design”, International Journal of Intelligent Games and Simulations, 4(1), 2005. (9 pages)
Download the articles here:
Wang, Alf Inge, and Njål Nordmark. "Software architectures and the creative processes in game development." International Conference on Entertainment Computing. Springer, Cham, 2015. (14 pages)
12. Rabail Tahir and Alf Inge Wang, "Codifying Game-based Learning: The LEAGUE framework for Evaluation", European Conference on Games Based Learning, 2018
Download the articles here:
Games, history and players:
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name | Massively Multiplayer Online Role Playing Games (MMORPGs).pdf |
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name | Pervasive_Games-Bringing_Computer_Entertainment_Back_to_the_Real_World.pdf |
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name | Player types - A meta synthesis.pdf |
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height | 250 |
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Engagement and Motivation:
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name | What_makes_things_fun_to_learn.pdf |
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height | 250 |
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name | GameFlow.pdf |
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height | 250 |
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name | Effect of points and audio in Kahoot.pdf |
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height | 250 |
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name | Evaluation of the Game Exermon.pdf |
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height | 250 |
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Game development:
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name | Scripting_vs_Emergence.pdf |
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height | 250 |
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name | ReqEngineeringAndCreativeProcessInVideoGameIndustry.pdf |
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height | 250 |
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name | Software Architectures and the Creative Processes in Game Development.pdf |
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height | 250 |
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name | Codifying Game-based Learning - The LEAUGE framework.pdf |
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height | 250 |
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