Archive > March 2009

1st thoughts for the sophomore game design class

need lessons on using photoshop/gimp to make sprites and background graphics, to create box art
need lessons on audio – using garage band and audacity to create sound effects and background music – need to know about loops and layering, need to think about emotion you want to evoke
1st semester – go thru tutorial, do the [...]

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reading note s- ch11 – production and management (novak)

take aways – team ahs to cmmunicate – amongst themselves , with publisher, with funders, with hte media – about hte game, how it’s being developed, how money will be spent, how time will be spent – documentation is how things are communicated (one way) and different pahses of development producer dfferent types of documentation [...]

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notes for week 10 of senior seminar on fun

Measuring State and Trait Aggression: A Short, Cautionary Tale.Preview By: Farrar, Kirstie; Krcmar, Marina. Media Psychology, 2006, Vol. 8 Issue 2, p127-138
article walks thru the process of developing new way to measure effects of media exposure – applies what we know about human personality and looks at previous attempts to measure
effects sizes small to [...]

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ideas for the freshman game classes

ideas for first semester

they need an assignment to play games and blog – we have categories of games – by genre, by hardware platform, by studio, by strongest characteristic, by success. They have to play games from each category and blog about them. Everybody could be doing a different category each week (so the games [...]

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architecture is fun

http://web.mit.edu/spotlight/stata2/
gotta ask these questions of any building – do people enjoy coming there, can they do their work
but in a building meant to be fun – gotta ask does the space inspire us to ask what the architect was trying to do, does it inspire creative thought, doesit open people up to new ideas, does [...]

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ideas for the fun & games seminar in the fall 2009 – next semester

first half of hte semester – do the general readings – media effects, emotions, measurement, fun in other fields, do the video project
second half of hte semester do the fun in games & videogames part – project could be to play videogames, identify types of fun, watch others play, talk to them about fun they’re [...]

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notes for week 9 in critical analysis

look at the page of notes from the peer evals – some good things – some very specific things people need to work on in the next project – better communication, more respect for the team, more idea generation, more respect for others’ ideas
talk about Craig’s game – radio game show – trivia quiz – [...]

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reading notes – semantics of fun by blythe and hassenzahl

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Blythe, M. & Hassenzahl, M. (2003). The semantics of fun: Differentiating enjoyable experiences. in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment.91-100.
lack of agreed upon set of terms – enjoyment, pleasure, fun, attraction – often used interchangably but all aren’t really synonymous – this article trying [...]

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reading notes – engineering of experience by sengers

Sengers, P. (2003). The engineering of experience. in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment. 19-29.
engineers have worked for efficiency in production – and managed to suck the fun out of most jobs. So peopel go home and try to cram as much fun in at home [...]

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reading notes – let’s make things engaging by overbeeke, djajadiningrat, hummels, wensveen, & frens

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Overbeeke, K., Djajadiningrat, T., Hummels, C., Wensveen, S., Frens, J. (2003). Let’s make things engaging.  in Blythe, J., Monk, A., Overbeeke, K., & Wright, P. (eds.), Funology: From usability to enjoyment. 7-17.
“physicality of the product should be reinstated to restore engagement. Fun, as such is not hte issue, engagement is.” (p.
we [...]

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