
Aesthetics and Design for Game-based Learning
Description
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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.
Reviews / Votes
"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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Content
Acknowledgments
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
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