Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2011


View larger image
 


QTY:

Deeper Problems, Deeper Gamification: Solving Hard Real-world Problems with Games [SGS Gamification]
Price $3.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC11-12221
Statistics
Description
Deeper Problems, Deeper Gamification: Solving Hard Real-world Problems with Games [SGS Gamification]
SPEAKER/S: Seth Cooper (University of Washington) and Zoran Popović (University of Washington)
DAY / TIME / LOCATION: Tuesday 11:15-11:40 Room 308, South Hall
TRACK / FORMAT: Serious Games Summit / Lecture
DESCRIPTION: From the creators of the groundbreaking protein-folding game FOLDIT, this session focuses on the creative process behind three games being developed at the Center for Game Science at the University of Washington, covering the topics of biochemistry, early math education, and reconstructing the world in 3D. Each of these games has resulted in conference publications and even received a number of awards. The talk aggregates general principles compiled from the experiences of developing these games, to inspire and inform other designers who are interested in mapping real-world and scientific problems onto a game environment.
TAKEAWAY: Significant scientific and real-world problems can be solved by mapping the problems onto a game environment -- but it takes a lot more than points, levels and achievement badges to do it successfully. Attendees will understand the distinct challenges to designing such games, potential approaches to these challenges, and an emerging set of principles to guide this process for general problems.

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.