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Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. This has led to an increasing number of attempts to apply games meaningfully. Games have been developed from teaching students about history, making patients adhere in taking their medicine, to recruiting personnel for the military and collecting data to improve search engines. Yet, little is known on how to design such games. This book is one of the first to look into the fundamentals of designing any game with a serious purpose and provides…mehr

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Produktbeschreibung
Many designers, policy makers, teachers, and other practitioners are beginning to understand the usefulness of using digital games beyond entertainment. This has led to an increasing number of attempts to apply games meaningfully. Games have been developed from teaching students about history, making patients adhere in taking their medicine, to recruiting personnel for the military and collecting data to improve search engines. Yet, little is known on how to design such games. This book is one of the first to look into the fundamentals of designing any game with a serious purpose and provides a way of thinking on how to design one successfully.

Drawing on the personal design experience of the author as well as dozens of examples, the reader will be introduced to a design philosophy called "Triadic Game Design." This argues that all games involve three worlds: the worlds of Reality, Meaning, and Play. Each world is affiliated with different people, disciplines, aspects, and criteria. The philosophy also posits that a balance needs to be found within and between the three worlds. Such a balance is difficult to achieve, during the design many tensions will arise, forcing designers to make trade-offs. To deal with these tensions and to ensure that the right decisions are made to create a harmonic game, a frame of reference is needed. This is what Triadic Game Design offers. And this is what makes it an invaluable tool for practitioners and researchers who are interested in using and designing games that have a real world impact.


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Autorenporträt
Casper Harteveld's disciplinary background includes: organization science, social and cognitive psychology, and gaming. His scientific expertise covers the design and use of serious games, human-computer interaction and sensemaking. Casper Harteveld's areas of application include the application of games in soil engineering, and virtual worlds such as Second Life and Active Worlds.

Casper Harteveld holds an MSc in Systems Engineering, Policy Analysis and Management, a BSc in Psychology, and a BSc in Systems Engineering, Policy Analysis and Management.

Casper Harteveld's professional experience includes working as a game designer on the game Levee Patroller, independently working on a cross-cultural assessment tool at the Capacity Development department for the United Nations Development Programme (UNDP), and working as a research and teaching assistant at the Delft University of Technology.

Rezensionen
From the reviews:
"The book provides a wealth of references from serious games, their entertainment counterparts, and the author's own game, along with detailed discussions about issues pertaining to the triumvirate of worlds found in TGD. The appendixes offer instructions and resources for a workshop format, which can be used to convey the principles of TGD to developers or potential clients. ... Summing Up: Recommended. All levels of game design students, researchers/faculty, and professionals/practitioners." (A. Chen, Choice, Vol. 48 (11), August, 2011)