- 5 Sequences
- Introductive Level
- Starts on February 10, 2019
- Ends on May 10, 2019
Accessible Gamification
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Course details
Syllabus
Anybody who is interested in deriving knowledge from Game Design for non-game contexts and software developers who want to learn about combining gamification and accessibility in particular.COURSE DURATION AND EFFORTS
The course is self-paced with about 60 minutes of material spread over 5 weeks. Participants should reserve up to two hours per week for homework and time to reflect on the topics.DESCRIPTION
The course will start with an introduction to well-known gamification patterns and approaches. This will lead us to an interesting challenge: combining accessibility and gamification. To solve this, we will take one step back and look at digital games to find patterns that make them fun and entertaining.The course will guide you through a series of games, where we derive game design patterns to serve as basic building blocks for an accessible gamification approach.COURSE TEAM
Andreas Stiegler (Hochschule der Medien / Stuttgart Media University).COURSE STRUCTURE
Week 1: Gamification
Games and fun
Gamification
Quest: real-world examples for motivation
Players: Bartle
Quest: genres & players; classification quiz
Beyond Bartle
Quest: Analyze some games you play! / What kind of player are you?Week 2: Accessible Gamification
Gamification Concepts
Quest: Sample Business Process
Gamification Requirements
Quest: Picture Show: real world examples. Is there gamification involved?
Accessibility: personalisation vs accessibility; Universal Design; gamification and accessibility.
Quest: find collisions of accessibility & gamificationWeek 3: Game Design Patterns
One Step Back
Quest: game design vs game mechanics
Reward
Quest: examples: Dungeon Crawler
Discovery
Quest: Examples: Space Sims
Challenge
Quest: examples: RTS
Development
Quest: Examples: MMOG
Action space
Quest: examples: FPS
Quest: pick a game of your choice and dissect itWeek 4: Examples: Reward & Challenge
Reward: immediate & measurable; designing reward (Skinner box, achievements, exclusivity)
Quest: showcase: RPG quest rewards
Challenge: business process vs gamification; designing challenge
Quest: showcase: Casual “Arkanoids”
Applications for the web
Quest: design a quest for an RPGWeek 5: Examples: Action Space & Development
Action space: action space models; action space pollution
Quest: TCG strategies
Development: characters and history; visuals; economy
Quest: MMOG characters
Applications for the web
Quest: take a look at your web browser and its action space
Prerequisite
Bonus: Having played some games will help a lot.
Instructors
Andreas Stiegler
Researcher in game development and digital accessibility
The Georgia Institute of Technology
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