Please use this identifier to cite or link to this item:
https://www.um.edu.mt/library/oar/handle/123456789/31524
Title: | Self-transformative effects of designing videogames and the challenge of capturing them quantitatively : a case study |
Authors: | Gualeni, Stefano Gomez Maureira, Marcello |
Keywords: | Games -- Design Video games Video games -- Design |
Issue Date: | 2018-08-10 |
Publisher: | ACM |
Citation: | Gualeni, S., & Gomez Maureira, M. (2018). “Self-transformative effects of designing videogames and the challenge of capturing them quantitatively : a case study. Foundation of Digital Games (FDG) 2018, Malmo. |
Abstract: | In this work we discuss the self-transformative effects that can be elicited through the practice of videogame design. We focus on the problems and limitations that we encountered in trying to quantitatively capture psychological changes in videogame designers. Our work involved two experiments, each of them observing a group of M.Sc. students in a digital games course working on small, serious videogame projects. In these experiments, we attempted to identify and track transformations that the students themselves underwent while trying to stimulate psychological changes in their players by means of gameplay. The results of our case study suggest that the research setup we designed could not rigorously measure the quantitative kinds of self-transformation we were after. Even so, our work takes some important, initial steps in the direction of understanding and exploring the practice of videogame design as offering novel possibilities and advantages in the contexts of self-transformation. |
URI: | https://www.um.edu.mt/library/oar//handle/123456789/31524 |
Appears in Collections: | Scholarly Works - InsDG |
Files in This Item:
File | Description | Size | Format | |
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Self-Transformative effects.pdf | Main article | 512.65 kB | Adobe PDF | View/Open |
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