Game Mods: Design, Theory and Criticism
Access Status
Authors
Date
2012Type
Metadata
Show full item recordCitation
Additional URLs
ISBN
School
Collection
Abstract
Are games worthy of academic attention? Can they be used effectively in the classroom, in the research laboratory, as an innovative design tool, as a persuasive political weapon? Game Mods: Design Theory and Criticism aims to answer these and more questions. It features chapters by authors representing fields as diverse as architecture, ethnography, puppetry, cultural studies, music education, interaction design and industrial design. How can we design, play with and reflect on the contribution of game mods, related tools and techniques, to both game studies and to society as a whole? Are the theoretical issues involved in game mods merely a subset of game design theory, or something else? Should one reference or pay homage to the original game, can a designer display genuine innovation and creativity in the design of a mod? Could the design of game mods, and the design of tools to create game mods, be improved through criticism and theory? Are these toolsets useful and usable in teaching? And can the tools and techniques of game mod design be applied beyond computer games? In the following chapters we touch on many of these issues, but we may well raise more questions than answers.
Related items
Showing items related by title, author, creator and subject.
-
Masek, M.; Murcia, Karen; Morrison, J. (2013)Mobile devices, such as tablets and smart phones, are increasingly being utilised as tools for education, with tablets such as the Apple iPad being introduced into many classrooms. These devices are seen as enablers of ...
-
Whitkin, Josh (2013)This research aims to improve the practice of designing video games with a purpose beyond entertainment, especially learning games. This thesis extends Shelton’s theory of activity-goal alignment, which relates a player’s ...
-
de Freitas, Sara; Dunwell, I. (2011)Modern interactive digital mediums enable educational content to be represented in increasingly varied and Modern interactive digital mediums enable educational content to be represented in increasingly varied and ...