In the last few years, several learning programs, workshops, technologies, and activities have been introduced and applied to game prototyping activities. The research goal of this work is to investigate how participants experience game prototyping activities. This paper presents a one-day intensive course consisting of both learning and hands-on sessions with open source software (OSS) tools, tangible materials, and sensor boards for creative development of games prototypes. The intensive course program was developed using the empirical experience of the instructors from numerous prior programs. We present the results of an empirical examination regarding participants’ attitude towards the program. A group of 12 MSc/PhD students, teachers, and designers participated in the program in our empirical evaluation. We used a survey grounded in motivational factors for technology and open-ended questions to obtain both quantitative and qualitative data from the participants. Quantitative statistical analysis indicates that, in our study, participants’ satisfaction and activity’s usefulness are the most influential factors for participants’ intention to attend similar activities in the future. Qualitative analysis suggests improvements on how to prepare the participants, introduce the software used in the courses, and enrich the variety of the materials in our program.

An Empirical Examination of Behavioral Factors in Creative Development of Game Prototypes

MORASCA, SANDRO
2013

Abstract

In the last few years, several learning programs, workshops, technologies, and activities have been introduced and applied to game prototyping activities. The research goal of this work is to investigate how participants experience game prototyping activities. This paper presents a one-day intensive course consisting of both learning and hands-on sessions with open source software (OSS) tools, tangible materials, and sensor boards for creative development of games prototypes. The intensive course program was developed using the empirical experience of the instructors from numerous prior programs. We present the results of an empirical examination regarding participants’ attitude towards the program. A group of 12 MSc/PhD students, teachers, and designers participated in the program in our empirical evaluation. We used a survey grounded in motivational factors for technology and open-ended questions to obtain both quantitative and qualitative data from the participants. Quantitative statistical analysis indicates that, in our study, participants’ satisfaction and activity’s usefulness are the most influential factors for participants’ intention to attend similar activities in the future. Qualitative analysis suggests improvements on how to prepare the participants, introduce the software used in the courses, and enrich the variety of the materials in our program.
9783642411052
9783642411069
File in questo prodotto:
File Dimensione Formato  
ICEC2013GiannakosJaccheriMorasca.pdf

non disponibili

Tipologia: Documento in Post-print
Licenza: DRM non definito
Dimensione 245.05 kB
Formato Adobe PDF
245.05 kB Adobe PDF   Visualizza/Apri   Richiedi una copia

I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.

Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/11383/1883724
Citazioni
  • ???jsp.display-item.citation.pmc??? ND
  • Scopus 1
  • ???jsp.display-item.citation.isi??? 1
social impact