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Transcript of Game Mindmap
Why games make us better and how they can change the world!
The goal of successful game design is the creation of meaningful play
Game Mind Map
Verbal and Nonverbal Communication
Mary Clem Staley
have to teach us about learning and literacy.
Video game are able to help both older and newer generations learn more using a more active approach, making it easier for everyone to learn
Rules of play: Game design fundamentals
Appeal to Older Generations
Many adults find an attraction to playing video games, either from observing their children or grandchildren spend hours playing them.
Often, the experience from playing a game can be exhilarating for adults who never played them as the games challenges them to learn in ways that they never experienced and presents points of view they night not have been aware of.
Establishing a criteria discourse
What attracts people to games?
Game design Schemes
Some parents and grandparents may also find video games as a way to better connect with their children or grandchildren, as both parties can experience the same moment and draw different conclusions. Also, the older generation can seek aid from the younger generation, or vice versa in some cases.
Video games are able to reach a wide audience due to their appeal and accessibility
Appeal to Younger Generations
Most kids find games to be pure fun, and never realize the learning processes that the games teach them by requiring them to learn how to play.
By playing video games, kids tend to learn new perspectives on how to approach problems and often become more creative in their problem solving methods.
By playing games, kids feel likes they are in their own kind of culture and gain a personal connection to what they play which may then lead into shared experiences with other players and increased social interaction.
Meaningful play occurs when the relationship between actions and outcomes in a game are both discernable and integrated into the lager context of the game
"Gamers are abandoning reality in droves! If not only few a few hours, for the whole day!"
the result of the game action is communicated to the player in a perceivable way (when you do an action, the player can easily see what happened by doing so.
With discernability, a game possesses the building blocks of meaningful play
If games are easy and simple to follow, people will play them
- They aren't totally abandoning reality; they still have jobs, school, and goals. However, the real world, for them, always feels like it is lacking something.
- They want to know where in the real world is there a sense of being fully alive, focused, and engaged in every moment.
Every game is unique. No one wants to play a game that is exactly like some other game. There has to be a unique aspect about every game.
An action a player takes not only has an immediate significance in the game, but also affects the play experience at a later point in the game
Meaningful play engages several aspects of a game simultaneously
can occur on the formal, mathematically strategic level
Games and social and fun. It takes at least two people to play almost every game. Also, it's a game! People to tend joke around and have fun when they're interacting in a game.
Can occur on the social level, as two players use the game
can also occur on larger stages of culture, championship chess matches can be used on occasions for political war propoganda
Rules: Contains formal game design schemas that focus on the essential logical and mathematical structure of a game
Play: Contains experiential, social and representational game design schema that forgo the players participation with the game and other players
Culture:Contains contextual game design schemas that investigate the larger cultural contexts within which games are designed and played
Play doesn't just come from the game itself, but from the way that players interact with the game in order to play it.
meaningful play emerges from interaction between players and the system of the game, as well as the context in which the game is played.
when a player makes a choice within a game, the action that results from the choice has an outcome.
Playing a game means making choices and taking actions. All of this activity occurs within a game system designed to support meaningful kinds of choice making. Every action taken results in a change affecting the overall system of the game.
Rules are the organization of the design system
Play is the human experience of the system
Culture is the larger contexts engaged with and inhabited by the system
Multiple mediums exists for which one could play a video game.
Training: A common language facilities the education of game designers, letting them explore their medium in more variety and depth
While newer games can be expensive, there are numerous ways to either buy used games, borrow games from friends, or find games that are free to play.
Generational transfer: Within the field of disciplinary vocabulary lets game designers and developers pass on skills and knowledge
There is not shortage of possible games that one could play over a large variety of genre, allowing anyone to become interested and invest time into a game.
Video games are constantly teaching us and inspiring us in ways that reality cannot so unless something drastic happens the whole population will turn to video games to satisfy their basic needs.
Instead of ridding game from reality why don't we combine reality and games and possibly have games correct whats wrong with reality?
Games in our Everyday life
As a possible medium of learning, video games offer new perspective in a variety of fields.
So since video games are better then reality for a lot of people and the proposed solution is somewhat far out we should simply incorporate video into our everyday life now.
If video games were incorporated into schools and work places then workers and students would perform better, learn more, and enjoy their task more. They would be all around more enthusiastic.
The Current Solution?
Since our project is verbal and nonverbal communication we could incorporate video games into the nonverbal part of the game communicating with other players by only symbols or images.
Audience-building: In finding a way to about them, games can be reviewed, critiqued, and and advised to public in more sophisticated ways
Buffer against Criticism: There are many factors that would seek to to censor and regulate the context and contexts for gambling particularly computer and video games. A critical discourse gives us the vocabulary and understanding to defend against these attacks.
Almost all games require reading to some degree, so it is only possible for kids to fully enjoy the game if their reading skill is adequate.
For games that require larger amounts of reading, players often are able to interpret the meaning behind text in differnet way depending on the views they hold while reading, such as favoring a certain ideology or picking one side over another.
Because most games require both new learner and demanding challeges, they become frustrating as the player attempts to learn the rules and fails but rewarding and excting one the rules are learned and obstacles are overcome.
Since players are always enacting the rules they learn, video games require a sense of active learning because have to not only understand the rules presented but soon after learning them apply them in real situations.
Some games require the player to actively play in different roles with changing responsibilities, which in turn allow the player to develop a sense of what it is like to imagine a situation from varying perspectives.
As players use the characters presented by the game, or create thier own avatars, they begin to form a sense of identity and establish values and goals outside the standard rules the others may not have, which in turns lets them have a greater sense of self
Both multiplayer and single player games allow for varying degrees of socialization.
Multiplayer games often have players, either in the same room or through the internet, communicating with one another for both witty banter and strategic planning.
Single player games do not require playing with other, but often players will play with other people nearby and discuss the game or trade stories with other players about their experience.
The main point discussed by the article was the possibility of video games changing scholastic teaching styles.
The older system of learning that most schools use is no longer applicable for most students as they find rote memory or pure lecturing to be dull and therefore students disconnect from the lesson and fail to learn the subject.
If classes were to integrate more actve learning styles into their lessons, it may motivate students more to learn and make the lessons more memorable to them.
If classes used more hands-on techniques, like many science class already do, the students will understand how the subject applies in a real world setting and have more of an understanding of its specifics.