1st Edition

Aesthetics and Design for Game-based Learning

By Michele D. Dickey Copyright 2015
174 Pages 6 B/W Illustrations
by Routledge

174 Pages 6 B/W Illustrations
by Routledge

174 Pages 6 B/W Illustrations
by Routledge

Aesthetics and Design for Game-based Learning provides learning designers with insight into how the different elements that comprise game aesthetics can inform the design of game-based learning. Regardless of the cognitive complexities involved, games are essentially entertainment media, and aesthetics play a large role in how they are experienced. Yet too often the role of aesthetics in the... Read more

Series Editor Introduction

Acknowledgments

Chapter 1: Aesthetics, Experiences and Games

Chapter 2: Aesthetics and Game Genres

Chapter 3: Aesthetics and Player Perspective

Chapter 4: Aesthetics and Narrative Design

Chapter 5: Aesthetics and Character Design

Chapter 6: Aesthetics and Environment Design

Chapter 7: Aesthetics and Game Mechanics

Chapter 8: Aesthetics, Inquiry and Research


Biography

Michele D. Dickey is a Professor of Instructional Design and Technology at Miami University of Ohio, USA. She is currently Program Coordinator for the graduate programs in Educational Technology and Instructional Design and Technology. In addition to research, she has also authored the 3D immersive game-based environment Murder on Grimm Isle.

"This book is about a vital but neglected aspect of game-based learning: emotionally imbuing participants with motivation and meaning through aesthetic experiences. Like the vision of games it espouses, Dickey weaves a seamless, elegant, and complete exposition of design principles for aesthetic learning."

Chris Dede, Wirth Professor in Learning Technologies, Harvard University, USA

"A useful, in-depth examination of how aesthetics contribute to the growing complexity of gaming, filling another niche in the rapidly developing world of gaming scholarship. Michele Dickey examines how aesthetics are used in a number of different ways and via differing critical lenses in order to give a comprehensive, well-informed picture of how they inform game-based design and learning. By studying the ways that aesthetics function within different game genres, as well as providing useful directions to using aesthetics within educational game design, this book provides an informative, solid guide to critical and practical applications of aesthetics in gaming."

Esther MacCallum-Stewart, Digital Cultures Research Centre, University of West England, UK