Game Design

Productive Play: Making Fun Work and Work Fun

Track

Game Design

Presenters

Time

Friday September 1, 2006, 1:00 pm – 2:00 pm

Format

Lecture

Keywords

Blurring the boundary between working and gaming can create productive play. This 1-hour lecture compares and contrasts tasks associated with work and play, discusses "the grind" associated with MMO play, and presents a case-study example of how airport screeners could become not only playfully productive, but more effective.

Video Games in the Classroom: Some Pedagogical Possibilities

Track

Game Design

Presenters

Time

Friday September 1, 2006, 11:00 am – 12:00 pm

Format

Lecture

Keywords

Videogames and education go together hand-in-hand. Based on an upcoming book by the presenter, this session outlines 25+ activities that are the perfect starting points for independent game design in the classroom. Getting students to think critically about video games - as consumers, critics, and creators - is the focus.

Developing "Hegemony: Philip of Macedon"

Presenters

Time

Friday September 1, 2006, 3:00 pm – 4:00 pm

Format

Lecture

Keywords

Description.

Toward A Canadian Serious Game Movement

Presenters

Time

Thursday August 31, 2006, 11:00 am – 12:00 pm

Format

Lecture

Keywords

While Canada is a few steps behind other countries, especially the United States, in developing a serious game industry, there is still hope. This presentation will examine opportunities, and hurdles, in the field of serious games that apply distinctly to the Canadian industry. It also looks at how innovation in these projects can have far-reaching benefits not only in areas such as education, training, medicine and social outreach, but in entertainment game design as well.

Game Design - Questions & Answers

Track

Game Design

Time

Saturday September 17, 2005, 3:30 pm – 4:00 pm

Format

Roundtable

Keywords

Dave Thompson and George Geczy answer your questions about game design techniques and how to effectively put your game on the shelves.

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