Scientific Journal

Applied Aspects of Information Technology

FEATURES OF USING THE CANVAS-ORIENTED APPROACH TO GAME DESIGN
Abstract:

The article proposes an canvas-oriented approach to game design. It justifies the applying of a dynamic cycle of interconnected canvases into creative game design, for the purpose of documenting the progress and results of the creative process, stimulating it while canvases simultaneously are both clues and guides in game development. The author's definition of game design сanvasation as a process of creation of a visual abstract structure that generalizes the case goal (the task containing the accumulated experience) for achieving it and creating a unique creative product is given. Projects Canvas of Player Psychotypes & Aethteticts, Canvas of Player's needs in Control, Information and Action, Canvas of Game Mechanics & Dynamics, Canvas of Narrative, Canvas of the Game World, Canvas of Game Level are presented. Canvases structure the game development process, reduce the time taken to generate game designer ideas and to contrive game mechanic and dynamics. Canvases are an additional road map toward making creative decisions in game design. They can be a convenient basis for automating the process of latter, a paper prototype of the game and the game design as a quest process provided that each canvas is a location with quest tasks, the variability of which depends on the potential and attitude of the leader and team. The proposed set of interrelated canvas has been tested during the training course “Computer Game Design for Education” for teachers of the humanities of Odessa National Polytechnic University within the framework of European Commission Erasmus+KA2-project GameHub. Subsequently, it is planned to develop Canvas Balance and Canvas Ethical Dilemma to regulate the game with regard to balance and ethics by detecting deficiencies in the gameplay components, controlling the achievement of the necessary aesthetics and solving ethical conflicts, adjusting feedback between channels so that, ultimately, create socially useful human oriented product. The algorithm for routing the components of the canvases also will be developed, allowing to automate the process of filling out sections of the Game Design Document.

Authors:
Keywords
DOI
//10.15276/aait.01.2018.5
References
  1. Gdowska, K., Gaweł, B., Dziabenko, O., & Blazhko, O. (2018).“Gamification in teaching humanities–“GAMEHUB” project”. V Konferencja e-Technologie w Kształceniu Inżynierów, рр. 27-32.
  2. Blazhko, O., Gdowska, K., Gawel, B., Dziabenko, O., & Luhova, T. (2017, December). “Deeper learning approaches integrated in serious games. P3M”. In: The Proceedings of the International Research Conference (Vol. 2, pp. 18-21). –Availableat:http://dspace.opu.ua/jspui/handle/123456789/6866.
  3. Blazhko, O., Luhova, T., Melnik, S., & Ruvinska, V. (2017, June). “Communication model of open government data gamification based on Ukrainian websites”. In: Experiment@ International Conference (exp. at'17), 2017 4-th (pp. 181-186) IEEE.
  4. Luhova, T. A, & Blazhko, A. A. (2018).Razrabotka obuchayushchikh videoigr na osnove neyavnykh znaniy [Development of educational video games based on the activation of tacit knowledge]. Managing the development of complex systems, No. 35, pp. 105-112(in Ukranian).
  5. Žavcer, G., May,r S. & Petta, P. (2014).“Design pattern canvas: an introduction to unified serious game design patterns”. In: Interdisciplinary Description of Complex Systems, 12(4), рр. 280-292.
  6. Osterwalder, A. and Pigneu,r Y. (2010).“Business Model Generation: A Handbook for Visionaries”, Game Changers and Challengers. Wiley.
  7. Gray, D., Brown, S., & Macanufo, J. (2010).“Gamestorming: A Playbook for Innovators, Rulebreakers and Changemaker, “O'Reilly Media”, Inc., 290 р.
  8. Buzan, T. (1971). Speed Memory, SPHERE BOOKS LIMITED. –Available at: https://ductt111.files.wordpress.com/2011/10/buzan-tony-speed-memory.pdf.
  9. Gray, D.(2018).“Updated Empathy Map Canvas”. –Available at: https://medium.com/the-xplane-collection/updated-empathy-map-canvas-46df22df3c8a. Accessed: 2018-12-06.
  10. Zelazny, G. (2001).“Say it with charts the executive's guide to visual communication. Fourth edition”. McGraw-Hill, New York, 225 p. DOI: 10.1036/007136997X.
  11. Holmes, N. (2015).“Explanation Graphics. Nigelholmes”. –Available at: http://nigelholmes.com/, accessed, 14.
  12. Hunicke, R., LeBlanc, M., & Zubek, R. (2004, July), MDA: “A formal approach to game design and game research”. In: Proceedings of the AAAI Workshop on Challenges in Game AI (Vol. 4, No. 1, 1722 p.). –Available at: http://www.aaai.org/Papers/Workshops/2004/WS-04-04/WS04-04-001.pdf?utm_source=cowlevel.
  13. Winn, B. M. (2009).“The design, plays, and experience framework. In: Handbook of research on effective electronic gaming in education” (Vol. 3, Chapter 58, pp. 1010-1024), IGI Global.
  14. Huynh-Kim-Bang B., Wisdom, J., & Labat, J. M. (2010).“Design patterns in serious games: A blue print for combining fun and learning”. Project SE-SG (pp. 1-18).
  15. Kreimeier, B. (2002).“The case for game design patterns. Gamasutra.com”. – Available at: http://echo.iat.sfu.ca/library/kreimeier_02_game_patterns.pdf.
  16. Marczewski, A. (2015).“Even ninja monkeys like to play: Gamification, game thinking & motivational design”. Gamified UK. CreateSpace Independent Publishing Platform (pp. 65-80).
  17. Alexander, C., Ishikawa, S., & Silverstein, M. (1977),“Pattern languages. Center for Environmental Structure”, 2, Oxford University Press.
  18. Dormann, C., Whitson, J. R., & Neuvians M. (2013).“Once more with feeling: Game design patterns for learning in the affective domain” Games and Culture, 8(4), pp. 215-237, http://dx.doi.org/10.1177/1555412013496892.
  19. Bjork, S., & Holopainen, J. (2005). “Patterns in game design (Game Development Series)”. Charles River Media (Firm), 423 p.
  20. Escribano, F. (2010).“Gamification Model Canvas Evolution for Design Improvement: Player Profiling and Decision Support Models”. http://gecon.es/wp-content/uploads/2017/07/GMC-Evolution_vDef.pdf.DOI: http://dx.doi.org/10.1145/12345.67890.
  21. Almeida, M. S. O., & da Silva, F. S. C. (2013, October).“A systematic review of game design methods and tools”. In International Conference on Entertainment Computing (pp. 17-29).Springer, Berlin, Heidelberg, http://dx.doi.org/10.1007/978-3-642-41106-9_3.
  22. Gamification Model Canvas 2.0 with the new simplicity stage. The pdf version of the canvas can be download from http://gecon.es/wp-content/uploads/2016/04/gamification_model_canvas_v02.pdf
  23. “Gamification Model Canvas: 2013”. –Available at: http://www.gameonlab.es/canvas/. Accessed: 2016-06-03.
  24. “The Business Model Canvas. Your business model on one page”. –Available at: https://strategyzer.com/canvas/business-model-canvas.
  25. “The Bartle test of gamer psychology”. –Available at: http://matthewbarr.co.uk/bartle/.
  26. Maslow, A. H. (1943).“A theory of human motivation”. Psychological review, 50(4), рр. 370-396.
  27. Fogg, B. J. (2009, April).“A behavior model for persuasive design. In Proceedings of the4-th international Conference on Persuasive Technology” (40 p.), ACM.
  28. Djaouti, D., Alvarez, J., Jessel, J. P., Methel, G., & Molinier, P. (2008).“A gameplay definition through videogame classification”. International Journal of Computer Games Technology, 4. –Available at: http://dx.doi.org/10.1155/2008/470350.
  29. Isabel Briggs Myers, & Peter B. Myers, (1995). “Gifts Differing: Understanding Personality” Type. CPP; 2-nd Edition, 248 p.
  30. (2009). Ritterfeld, U., Cody, M., & Vorderer, P. (Eds.) “Serious games: Mechanisms and effects. Routledge”. –Available at: http://www.acsu.buffalo.edu/~hwang23/Research/BookChapters/SG_TOC2009.pdf.
  31. Korolkova, O.V., & Mіsyun, A.V. “GameLab Programming Lab for the Erasmus + K2 GameHub project. Creativity content of the game”. –Available at: https://el.opu.ua/course/view.php?id=233.
  32. Jung, C. G., (2003).“Memories, dreams, reflections”, Minsk : LLC Harvest (496 p.).
  33. Propp, V. Ya. (2009).“Historical roots of a fairy tale”, Moscow, Russian Federation, Labyrinth (274 p.).
  34. “Seminar for ONPU teachers from the GameHub-ONPU team”. –Available at: http://opu.ua/eng/new_news/349, active link - 19.12.2017.
  35. Kirizleev, A. (2014). Klassifikatsiya zhanrov komp'yuternykh igr [Classification of computer game genres]. –Available at: http://gamesisart.ru/janr.html (date 02.09.2014) (in Russian).

 

Published:
Last download:
7 Dec 2019

[ © KarelWintersky ] [ All articles ] [ All authors ]
[ © Odessa National Polytechnic University, 2018.]