Aesthetics and Design for Game-based Learning

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Routledge, Feb 20, 2015 - Education - 174 pages

Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the research about game-based learning has been relegated to a surface discussion of graphics or neglected altogether.

Aesthetics and Design for Game-based Learning begins by addressing the broad context of game aesthetics, then addresses specific elements with chapters focusing on:

  • player positioning
  • game mechanics
  • narrative design
  • environment design
  • character design.

Each chapter includes research and guidelines for design, and a conclusion addresses aesthetics in the research of game-based learning.



Series Introduction Sara de Freitas and Paul Maharg
Aesthetics Experiences and Games
Aesthetics and Game Genres
Aesthetics and Player Perspective
Aesthetics and Narrative Design
Aesthetics and Character Design
Aesthetics and Environment Design
Aesthetics and Game Mechanics
Aesthetics Inquiry and Research

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About the author (2015)

Michele D. Dickey is a Professor of Instructional Design and Technology at Miami University of Ohio, USA. She is currently Program Coordinator for the graduate programs in Educational Technology and Instructional Design and Technology. In addition to research, she has also authored the 3D immersive game-based environment Murder on Grimm Isle.

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