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Wednesday, July 8 • 10:30am - 11:30am
Game Making & Modding

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Video Game Making & Modding in the Wild:  A Review of Recent Research
Elisabeth Gee, Kelly Tran

The purpose of this paper is to provide an overview of current literature on video game making and modding (modification) in fan communities and other informal settings. The paper also identifies new game making tools and communities that have the potential to broaden participation and expand the nature of game making practices. A final section addresses key issues and directions for future research.

Applying “Deep Gamification” Principles to Improve Quality of User-Designed Levels
Andrew Hicks, Yihuan Dong, Rui Zhi, Tiffany Barnes

While there are many potential benefits of user-generated content for serious games, the variability of that content's quality poses a serious problem. In our game, BOTS, players can create puzzles which are shared with other users. However, other players often find these puzzles irrelevant, unplayable, too difficult, or simply boring. The ‘Deep Gamification’ framework presented by Boyce et. al may help us avoid presenting players with low-quality puzzles that result in frustration, off-task behavior, and ultimately disengagement. To investigate this we have designed two new level editors for BOTS, following the Deep Gamification framework. In this paper, we discuss how the design choices made for those editors were informed by the Deep Gamification framework.

Meet the (Media) Producers
Danielle Herro, Lorraine Lin

This research details the perceived influence of early gaming habits towards media production from seven students enrolled at a university in the Southeast. Participants identified as heavily involved in creating media such as anime, videos, fanfiction, webcomics, games, and digital music. Data collection and analysis included surveys, interviews, and artifacts identifying and categorizing six main themes: game play preferences, persistence, early connections between game play and media, support and feedback, creations inspired by games, and significance of games in current lives. The study found that most participants believed game play in childhood influenced increasingly complex media production habits. Six of the seven believed game play influenced their career path. The paper concludes with implications for education.

avatar for Caroline Hardin

Caroline Hardin

Conference Co-Chair, Games+Learning+Society
PhD student of Computer Science Education

avatar for Elisabeth Gee

Elisabeth Gee

Professor, Arizona State University
I'm the Associate Director of the Center for Games & Impact at ASU, and co-directing the Play2Connect initiative with Dr. Sinem Siyahhan at Cal State-San Marcos. I'm interested in gender and gaming, game-based affinity spaces, and intergenerational play.
avatar for Danielle Herro

Danielle Herro

Associate Professor of Digital Media and Learning, Clemson University
I study game-based curricula and learning in K-12 classrooms, teach courses on the potential of games, social media and emerging technologies to promote learning, and most recently have begun large-scale initiatives to move STEAM practices into schools.

Kelly M. Tran

Tempe, Arizona, USA, Arizona State University

Wednesday July 8, 2015 10:30am - 11:30am CDT
Inn Wisconsin

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