Presented at The Children's Media Conference, July 4, 2013.
In an era of ever evolving technology, how are designers and media creators to keep up with the best practices for children’s interactive entertainment? Luckily for us, some things are universal, no matter what the platform or when the time they are applied. This session explores game design principles and the developmental psychology behind them, providing attendees with a foundation of kid-focused good design that will always ring true… even as far as 2023.
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10 Game Design Principles for the Next 10 Years
1. 10 Game Design Principles
for the Next 10 Years
Carla Fisher, Ed.D.
No Crusts Interactive
2. But isn’t claiming to know
the future as much a
faux pas as comic sans
on your business cards?
34. What I can do What I can do
with help
What I can’t do
Zone of Proximal
Development
Wash hands
Pour milk
into bowl
Put cookies in ovenPour pre-measured
ingredients
Sift flour Measure ingredients
Measure ingredients
Eat cookies
(and dough)
Roll out
cookie dough
Decorate cookies
Read recipe
37. Typical Educational Game Scaffold
• 1st wrong Encourage the player to try again
• 2nd wrong Play short hint
• 3rd wrong Highlight correct answer
61. Standing Out
• Avoid crowded content areas unless you’re
really, truly, completely, 100% different
– or have a ton of money
– or are Disney
• Do your homework to find gaps in the market
But digital games are often designed this way. And this is what causes some of the concerns about games being isolating.
One of the best examples of kids playing together is this video. (And, on a side note, even with collaboration, scaffolding, and modeled behaviors, expect a little chaos!) Video http://www.youtube.com/watch?v=4j4l0lWfEEcThis is one of my favorite examples of kids playing together and being accidentally successful as well. The game isn’t penalizing them for the chaos in the room. It just keeps chugging along! So it allows the kids to play together instead of punishing them, which happens with many of these dance games – where the song will end if there’s too many incorrect actions.
Scaffold wrong answers whenever possible, but don’t get so scaffolded that it draws out gameplay endlessly. The model shown is just one way to scaffold for wrong answers. But scaffolding can also be for levels of gameplay, based on factors such as right answers or time on task. [Images to come]
Don’t hijack the game to provide the learning moment.
Collect and visualize data, particularly within activities that are familiar to the child. And we can return to the topic of why adults need to be reeducated to.
[Discuss Census maps of response rate to surveys and how information can be explored.]
http://www.flickr.com/photos/aloha75/8111417059/sizes/o/in/photostream/ Sam Howzi“Intrinsic motivation is all-too-frequently extinguished by extrinsic goals and expectations of school.”Margaret Honey and David E. Kanter, Design, Make, Play: Growing the Next Generation of STEM Innovators
ScribblenautsTrial and errorMultiple paths to success, but rewards most efficient path?Create your own puzzles – systems thinking
Minecraft – Sandbox gamesExplorationTrial and errorCommunity of explorers/creators – play each other creationsThe game involves players creating and destroying various types of blocks in a three dimensional environment. The player takes an avatar that can destroy or create blocks, forming fantastic structures, creations and artwork across the various multiplayer servers in multiple game modes. http://www.flickr.com/photos/kjarrett/8365208683/sizes/z/in/photostream/