Aesthetics and Design for Game-based Learning

Routledge (Verlag)
  • 1. Auflage
  • |
  • erschienen am 20. Februar 2015
  • |
  • XIV, 160 Seiten
E-Book | PDF mit Adobe DRM | Systemvoraussetzungen
978-1-317-96138-3 (ISBN)
Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether.

Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on:

- player positioning

- game mechanics

- narrative design

- environment design

- character design.

Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.
  • Englisch
  • London
  • |
  • Großbritannien
Taylor & Francis Ltd
  • Für höhere Schule und Studium
  • 6
  • |
  • 6 s/w Abbildungen, 6 s/w Tabellen
  • |
  • 6 b/w images and 6 tables
978-1-317-96138-3 (9781317961383)
1317961382 (1317961382)
weitere Ausgaben werden ermittelt
Michele D. Dickey is a Professor of Instructional Design and Technology at Miami University of Ohio, USA. She is currently Program Coordinator for the graduate programs in Educational Technology and Instructional Design and Technology. In addition to research, she has also authored the 3D immersive game-based environment Murder on Grimm Isle.
Series Editor Introduction


Chapter 1: Aesthetics, Experiences and Games

Chapter 2: Aesthetics and Game Genres

Chapter 3: Aesthetics and Player Perspective

Chapter 4: Aesthetics and Narrative Design

Chapter 5: Aesthetics and Character Design

Chapter 6: Aesthetics and Environment Design

Chapter 7: Aesthetics and Game Mechanics

Chapter 8: Aesthetics, Inquiry and Research
"This book is about a vital but neglected aspect of game-based learning: emotionally imbuing participants with motivation and meaning through aesthetic experiences. Like the vision of games it espouses, Dickey weaves a seamless, elegant, and complete exposition of design principles for aesthetic learning."

Chris Dede, Wirth Professor in Learning Technologies, Harvard University, USA

"A useful, in-depth examination of how aesthetics contribute to the growing complexity of gaming, filling another niche in the rapidly developing world of gaming scholarship. Michele Dickey examines how aesthetics are used in a number of different ways and via differing critical lenses in order to give a comprehensive, well-informed picture of how they inform game-based design and learning. By studying the ways that aesthetics function within different game genres, as well as providing useful directions to using aesthetics within educational game design, this book provides an informative, solid guide to critical and practical applications of aesthetics in gaming."

Esther MacCallum-Stewart, Digital Cultures Research Centre, University of West England, UK

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