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Remixing PLAY for
Creative Practices
Sylvester Arnab, PhD, ReaderinGameScience
Samantha Clarke, Researcher and Game Designer
Disruptive Media LearningLab(DMLL.org.uk)
CoventryUniversity,UK
@sarnab75 @credit_continue #GChangers
Agenda
• Play, Games and GameChangers (45 minutes)
• Break (10 minutes)
• Introduction to Remixing Play methodology (20
minutes)
• Remixing play Hands-On session (max 2 hours)
• Group pitching (groups of 5) (30 minutes)
• Discussions and reflections (15 minutes)
Take aways
• Discover the potential of playful and gameful
perspectives
• Experience ‘Design through Play’, ‘Play
through design’
• Be inspired to design engaging experience to
address real issues
http://dmll.org.uk/projects/
Motivation
Remixing play - Experience Design
Game design thinking for creativity
Holistic approach
Remixing Play
into a GamePlan
Reuse the mechanics of play for
creative and strategic thinking
Needs
analysis
Pick
common
games
Strategy-
mechanics
mapping
Design a
gameplan
Pitch/imple
ment your
gameplan
Individuality is important for Collective Creativity
Create, Think, Learn
Problem solving under pressure?
Gamification for social good (PlayingForReal.eu)
http://chronicle.com/article/The-Looming-Gamification-of/233992
Design Experience inspired by PLAY
(Amy Jo Kim, MFW15)
Thank You!
@sarnab75 @ credit_continue #GChangers
Blog: https://sylvesterarnab.com/

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Introduction to play and game thinking - CEDEP workshop

Notes de l'éditeur

  1. Both
  2. What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
  3. Helen – introduceGamechangers to set the scene for todays session and what we will do in this workshop
  4. 1 minute
  5. What if education is a non-linear adventure game where you can make decisions on your own path, fight battles, power up and level up in missions and quests?
  6. Tailblazer- catch up – on aris as well.