Making it personal: Interrupting the status quo of game pedagogy
2023 (English)Independent thesis Advanced level (degree of Master (One Year)), 20 credits / 30 HE credits
Student thesis
Abstract [en]
Previous research into personal game making has found that few creators have any desire to join the game industry or monetize their works. Instead, they view their making as a form of playful self-expression where they can explore the boundaries of games. However, the status quo of game pedagogy is to provide workers to the male-dominated and technologically focused games industry. This paper proposes a new, alternative game design model that is more aligned with and supportive of personal game making. Using participatory and co-operative inquiry methods, the DREaM model (Dream, Roleplay, Experience, and Make) was developed in collaboration with individuals interested in or experienced with personal game making. The findings of the study indicate that the DREaM model provided several benefits when used as a tool to generate personal game concepts. Further research is needed to evaluate the model's impact on game development that goes beyond the conceptual stage.
Place, publisher, year, edition, pages
2023. , p. 64
Keywords [en]
Personal game making, DIY, game pedagogy, self-expression
National Category
Information Systems, Social aspects
Identifiers
URN: urn:nbn:se:his:diva-22769OAI: oai:DiVA.org:his-22769DiVA, id: diva2:1772482
Subject / course
Media, Aesthetics and Narration
Educational program
Digital Narration: Game and Cultural Heritage - Master's Programme
Supervisors
Examiners
Note
Det finns övrigt digitalt material (t.ex. film-, bild- eller ljudfiler) eller modeller/artefakter tillhörande examensarbetet som ska skickas till arkivet.
There are other digital material (eg film, image or audio files) or models/artifacts that belongs to the thesis and need to be archived.
2023-06-212023-06-212023-06-21Bibliographically approved