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Digital Natives
Kinder gehen mit dem Computer viel natürlicher um




                                                    blvesboy
Digital Natives
Bedeutet dies aber nur einfacher Umgang mit...
Digital Natives
erstellen Inhalte selbst




                           gre3g
Digital Natives
erstellen Inhalte selbst
Self Expression
ist einer der zentralen Aspekte der Digitalität




                                                  haagsuitburo, stevekeys, smif
Gespielt wird gern!
Aber Spiele als Ausdrucksmöglichkeit selbst entwerfen?




                                                         clintjcl
Die technische Schranke
war lange Zeit zu hoch, oft war Programmierung notwendig.




                                                            davestfu
Spiele sind Erlebnis
Prozedurale Rethorik
Spiele sind Erlebnis
Prozedurale Rethorik
Spiele sind Erlebnis
Prozedurale Rethorik




                       I Wish I Were The Moon
Wozu?
Verschiedenste Felder:




                     Wissensvermittlung
         Logik
                         Erkenntnisse
            Wahrnehmungsvermögen
    Assoziationsfähigkeit       Fantasie
   Teamarbeit       Ausdrucksfähigkeit
                   Problemlösungen
Möglichkeiten gibt‘s viele...
Creative Gaming




INSIDE A GAME
OUTSIDE A GAME
CREATING A GAME
Möglichkeiten gibt‘s viele...
Creative Gaming




INSIDE A GAME
OUTSIDE A GAME
CREATING A GAME
1. Hardcore-Gamer




                    fixe
1. ..und Casuals auf ein Level bringen




                                         dsevilla
1. ..über kleine Indiegames




                              Canabalt
1. ..über kleine Indiegames




                              Gravitation
2. Ein Gamedesign-Modell vermitteln
Ansätze für die eigene Kreativität




                         beauty
               Art                      Creative Expression
                                            money
                      non interaktive
   Movies, Books                        Entertainment
                                            interactive
                         no goals
              Toys                      Playthings
                                            goals
                      no competitor
           Puzzles                      Challenges
                                            competitor
                        no attacks
     Competitons                        Conflicts
                                            attacks allowed

                                        Game
                                                              Chris Crawford
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität




“A game is a system in which players engage in an artificial
 conflict, defined by rules, that results in a quantifiable outcome.”

                                          “Rules of Play”, Zimmerman, Salen
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität




“A game is a system in which players engage in an artificial
 conflict, defined by rules, that results in a quantifiable outcome.”

                                          “Rules of Play”, Zimmerman, Salen
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität




“A game is a system in which players engage in an artificial
 conflict, defined by rules, that results in a quantifiable outcome.”

                                          “Rules of Play”, Zimmerman, Salen
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität




“A game is a system in which players engage in an artificial
 conflict, defined by rules, that results in a quantifiable outcome.”

                                          “Rules of Play”, Zimmerman, Salen
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität




“A game is a system in which players engage in an artificial
 conflict, defined by rules, that results in a quantifiable outcome.”

                                          “Rules of Play”, Zimmerman, Salen
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität




“A game is a system in which players engage in an artificial
 conflict, defined by rules, that results in a quantifiable outcome.”

                                          “Rules of Play”, Zimmerman, Salen
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität




“A game is a system in which players engage in an artificial
 conflict, defined by rules, that results in a quantifiable outcome.”

                                          “Rules of Play”, Zimmerman, Salen
2. Ein Gamedesign-Modell vermitteln
Ansätze für die eigene Kreativität




                            system


          conflict&rules        +      game world

                            players



                    quantifiable outcome
2. Ein Gamedesign-Modell vermitteln
Ansätze für die eigene Kreativität




                             Erde


          Ball in r.eckiges Tor +       r.eckiges Feld

                           22 Spieler



                   Höhere Torzahl gewinnt
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität


Am Spielen hält ein Muster.




                                        Raph Koster
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität


Nicht erkennbar: Frust und kein Weiterspielen.




                                                 Raph Koster
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität


Denkbar: Man probiert, das Muster zu erkennen, zu lösen und
zu beherrschen.




                                                              Raph Koster
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität


Dazwischen: Gameplay.




          “Fun is the process of discovering areas in possible
          space.”
                                                      Will Wright




                                                                    Raph Koster
2. Ein Gamedesign-Modell vermitteln
  Ansätze für die eigene Kreativität


Schach oder Fußball sind auf Grund unendlicher
Möglichkeiten immer noch interessant.



          “Fun is the process of discovering areas in possible
          space.”
                                                      Will Wright




                                                                    Raph Koster
Play:




        Competiton     Chance
        Make-Believe   Vertigo




                                 R. Caillois, „Man, play and games“
Play:


Competiton

                 Chance




  Make-Believe
                  Vertigo



                      R. Caillois, „Man, play and games“
Play:


Competiton

                 Chance




  Make-Believe
                  Vertigo



                      R. Caillois, „Man, play and games“
Play:


               Chance
Competiton




Make-Believe
               Vertigo



                   R. Caillois, „Man, play and games“
Play:


               Chance
Competiton




Make-Believe
               Vertigo



                   R. Caillois, „Man, play and games“
Play:




  Competiton   Chance




                Vertigo
Make-Believe

                     R. Caillois, „Man, play and games“
Play:




  Competiton   Chance




                Vertigo
Make-Believe

                     R. Caillois, „Man, play and games“
Play:




Competiton     Chance




Make-Believe

                   Vertigo



                        R. Caillois, „Man, play and games“
Play:




Competiton     Chance




Make-Believe

                   Vertigo



                        R. Caillois, „Man, play and games“
Play:




        Competiton     Chance
        Make-Believe   Vertigo




                                 R. Caillois, „Man, play and games“
Outcome:




           Berührungsangst nehmen
Anreiz scha en Möglichkeiten aufzeigen
     Horizont erweitern
3. Rapid Prototyping
Verschiedene Spielelemente remixen
3. Rapid Prototyping
Spielideen mit Papierprototypen umsetzen
4. Testen!
Kleinste Regeln ändern das ganze Spielerlebnis
5. Umsetzen
Im Tool der eigenen Wahl




            Die technische Schranke?
Creative Tools for Game Creation
Kodu
Platinium 3D Sandbox Game Maker
RPG Maker XP
Scratch
YoYo Games Maker
Flash
Processing
Level Editoren (z.B. Crysis)
GameEngines
Unity 3D
GameEngines
CryEngine 3
GameEngines
Unreal Editor 3
Was kann dabei entstehen?
Beispielergebniss:
Du bist die letzte S-Bahn




                            http://incom.org/projekt/1108
Beispielergebniss:
Du bist die letzte S-Bahn




                            http://incom.org/projekt/1108
Beispielergebniss:
Du bist die letzte S-Bahn




                            http://incom.org/projekt/1108
RE: Wozu?
Verschiedenste Felder:




                     Wissensvermittlung
         Logik
                         Erkenntnisse
            Wahrnehmungsvermögen
    Assoziationsfähigkeit       Fantasie
   Teamarbeit       Ausdrucksfähigkeit
                   Problemlösungen
FIN

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