Category Archives: games

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Tutorial: Making Games with Twine

Launch the Twine Digital Storytelling Tutorial Set

Learning through Game Design

Launch the Twine Tutorial Set (Tutorials Open in New Window)

Twine is a free, open-source tool for telling interactive, nonlinear stories, created by Chris Klimas in 2009.

You don’t need to write any code to create a complex multimodal story with Twine, but you can extend your stories with variables, conditional logic, images and embedded video, music and sound effects, CSS, and JavaScript when you’re ready.

Twine publishes directly to HTML, so you can post your work nearly anywhere – including the New Media Modules Twine repository, or free twine hosting communities.

To upload your Twine project to the New Media Modules, visit our resources pages below.

Twine Version 1.4.2 for Windows and OS X is the version modeled in our tutorial and is ideal for telling complex, multimodal digital narratives and research artefacts.
Download Twine
Additional Twine Resources, Documentation & Tips

 

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The Art of Twine: Game Mechanics Woven with Twine

Elliot Pines, Digital Media Artist & Game Designer

Learning through Game Design

Elliot Pines, Digital Media Artist and Game Designer

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Tutorial: RPG Maker

Learning through Game Design

Ever dream of making your own video games? RPG Maker allows you to customize every aspect of your game with an easy-to-use interface, making it perfect for beginners yet powerful enough for experts. Our RPG Maker tutorial set introduces you to the basics of RPG Maker, as well as some of the software’s more complex game-making, simulation, and world-building features.

Use RPG Maker to create adventure games, interactive narratives, simulations, or experimental digital artworks.

rpgmakertutorial

RPG Maker Tutorial Set

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Tutorial: GameMaker Studio

Related Elements

GameMaker: Studio has everything you need for games development, no matter what your level or expertise, and our tutorial set introduces you to basics. Learn to code as you create, design, play and share. Making games development accessible to everyone means taking away the barriers to getting started.

Related article: Learning through Game Design: A GameMaker Study

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Case Study: The Art of Game Design

Kara Stone, Media Artist & Game Designer

Learning through Game Design

In this video, media artist and game designer, Kara Stone, explores her digital game-design practices, and signals how we might think about video games differently – as art, as a form of personal expression, and as a means of critically engaging and (re)designing the social worlds we inhabit.

Kara Stone is an artist creating videogames, interactive art crafts. She achieved an MA in Communication and Culture at a joint program at York and Ryerson University, focusing on mental health, affect, feminism, and videogames. Her work has been featured in Vice, Wired, The Atlantic, and NPR. It consists of feminist art with a focus on gendered perspectives of affect – but it’s much more fun than it sounds.

For more from Kara on digital game design, please see the New Media Modules GameMaker video tutorials.

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MakeMe Card Game

An Ideation Card Deck Game to Support Game Design, Emily Flynn-Jones

Learning through Game Design

Play the MakeMe Deck

This module component (in two parts) explores socially conscious and critically focused game design. In part 1, we looked at design philosophies, game examples and (in part 2) we participate in a game design exercise, using the MakeMe Card Deck.

Watch the video for a MakeMe Tutorial and download the Make Me Instructions.

Mod the MakeMe Deck to create simulations and games and ideation decks for your own discipline! Coming Soon – A MakeMe Deck for Digital Storytelling (Narrative Ideation Deck)

Author/Creator Bio: Emily Flynn-Jones, PhD is a Postdoctoral Research Fellow and game scholar from York University where she works of promoting gender equity in gaming culture. She also makes games based on her research.

Art Design: Monika Krupa

Creative Technologist: Lindy Wilkins

Launch the MakeMe Card Deck!

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Theory: Critical Game Design & Critical Play

Readings by Critical Game Design by Mary Flanagan & Lindsay Grace

Learning through Game Design

Anxiety, Openness & Activist Games: A Case Study for Critical Play

Mary Flanagan

ABSTRACT: This paper explores the boundaries of social issues or ‘activist’ games with a case study on a popular game released in 2009 which fosters a critical type of play among the audience. We assess the game’s public reception to better understand how contradictory play elements led to an anxiety of ambiguity during open play. Borrowing from the “poetics of open work,” we will demonstrate how the most powerful play experience in activist games result from a new relationship formed between the audience and the player through mechanics, subject position, representation, and content.

Critical Games: Critical Design in Independent Games

Lindsay Grace

ABSTRACT: As a sign of the maturing game medium, critical games have grown to provide meaningful critique. Where once a critic might write an article, some have taken to making critical games. These games critique the conventions of digital experience to provide social commentary, examination of gameplay assumptions or simply create playful design. This paper provides a simple topographical view of critical games, proposing formal attributes for analyzing games made through critical design practices. The result is a formal two axes description. The first spectrum is the dichotomy between social critique and game mechanics critique, described as reflective and recursive respectively. The mechanics of these play experiences are further explained as either continuous or discontinuous, as executed through the rhythmic structure of the game. From this perspective, any critical game can be described by the apex between mechanic and social critique, continuous and discontinuous delivery. The result is a useful framing for game designers and game researchers.

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Learning With Games: Critical Play & Game Design

Emily Flynn-Jones, PhD, York University

Learning through Game Design

Critical Play with Dr. Emily Flynn-Jones

In this video, games researcher and media artist, Emily Flynn Jones, introduces us to the art of critical game design. In this video, we look at critical game design & the concept of ‘critical play’, explore the value of critical play in educational contexts, and demonstrate and participate in a critical game design exercise. Building upon the work of Mary Flanagan (Values at Play Model), Dr. Flynn-Jones articulates ‘critical Play’ in relation to game making forms which consciously create ‘played experiences’ that may instantiate social values or ethical positions, or interrogate ideological systems. Games created for critical play can provide safe spaces for exploring issues, connecting artistic self-expression with critical-aesthetic interventions.

Emily Flynn-Jones has a PhD in game studies. Her critical work has a feminist bent, and is concerned with gender-based equity of access to games and game making, as well as the discourses surrounding gender in gaming. She also makes ‘strange little games’ which relate to her research.

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Exploring Media Literacy & Computational Thinking

A Game Maker Curriculum Study

Articles and Educational Resources are Password Protected. Please register with New Media Modules or Contact Us.

Learning through Game Design

AUTHORS

Jennifer Jenson York University
Milena Droumeva, Simon Fraser University

ABSTRACT
While advances in game-based learning are already transforming educative practices globally, with tech giants like Microsoft, Apple and Google taking notice and investing in educational game initiatives, there is a concurrent and critically important development that focuses on ‘game construction’ pedagogy as a vehicle for enhancing computational literacy in middle and high school students. Essentially, game construction-based curriculum takes the central question ‘do children learn from playing games’ to the next stage by asking ‘(what) can children learn from constructing games?’

Founded on Seymour Papert’s constructionist learning model, and developed over nearly two decades, there is compelling evidence that game construction can increase student confidence and build their capacity towards ongoing computing science involvement and other STEM subjects. Our study adds to the growing body of literature on school-based game construction through comprehensive empirical methodology and evidence-based guidelines for curriculum design. There is still debate as to the utility of different software tools for game construction, models of scaffolding knowledge, and evaluation of learning outcomes and knowledge transfer.

In this paper, we present a study we conducted in a classroom environment with three groups of grade 6 students (60+ students) using Game Maker to construct their own games. Based on a quantitative analysis and a qualitative discussion we organize results around several core themes that speak to the field of inquiry: levels of computational literacy based on pre-and post-tests; gender-based attitudes to computing science and programming based on a pre- and post-survey; and the relationship between existing media literacy and performance in programming as part of the game construction curriculum. Significant results include some gender differences in attitudes towards computers and programming with boys demonstrating slightly higher confidence and performance. We discuss the complex reasons potentially contributing to that, particularly against a diverse ecology of overall media use, gameplay experience and access to technology at home. Finally, we theorize game construction as an educational tool that directly engages foundational literacy and numeracy, and connects to wider STEM-oriented learning objectives in ways that can benefit both boys and girls in the classroom.

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