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Lecture 4: Prototyping Lecture 4: Prototyping

Description

Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

playtesting | playtesting | prototyping | prototyping | strategy | strategy | user feedback | user feedback | technical testing | technical testing | design specification | design specification | player experience | player experience | focus testing | focus testing | usability testing | usability testing | target audience | target audience | accessibility | accessibility | marketing | marketing | surveys | surveys | data collection | data collection | board games | board games | video games | video games | card games | card games | teamwork | teamwork | diplomacy | diplomacy | dynamic | dynamic | aesthetic | aesthetic | mechanic | mechanic

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 12: Knowing Your Players Lecture 12: Knowing Your Players

Description

Description: Today's reading analyzes user motivation along two axes: interest in the world vs. fellow players, gaining knowledge vs. proficiency. Students discuss the utility of this taxonomy, how games encourage these interactions, and come up with their own frames. Instructors/speakers: Philip Tan, Jason BegyKeywords: strategy, competition, cooperation, feedback loop, playtesting, target audience, strategy, decision tree, randomness, roleplaying, achievements, worldbuilding, virtual economy, learning curve, determinism, griefing, game theoryTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Today's reading analyzes user motivation along two axes: interest in the world vs. fellow players, gaining knowledge vs. proficiency. Students discuss the utility of this taxonomy, how games encourage these interactions, and come up with their own frames. Instructors/speakers: Philip Tan, Jason BegyKeywords: strategy, competition, cooperation, feedback loop, playtesting, target audience, strategy, decision tree, randomness, roleplaying, achievements, worldbuilding, virtual economy, learning curve, determinism, griefing, game theoryTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

strategy | strategy | competition | competition | cooperation | cooperation | feedback loop | feedback loop | playtesting | playtesting | target audience | target audience | decision tree | decision tree | randomness | randomness | roleplaying | roleplaying | achievements | achievements | worldbuilding | worldbuilding | virtual economy | virtual economy | learning curve | learning curve | determinism | determinism | griefing | griefing | game theory | game theory

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 21: Games as Teaching Tools Lecture 21: Games as Teaching Tools

Description

Description: A panel of game developers from the Education Arcade and Learning Games Network talk about their research, effectively connecting learning and games, engaging a target audience, defining and evaluating success, and common design pitfalls. Instructors/speakers: Philip Tan, Jason Begy, Konstantin Mitgutsch, Dan Roy, Scot OsterweilKeywords: education, target audience, accessibility, literacy, user feedback, evaluation, playtesting, prototyping, usability, math, science, language, puzzles, teaching, pedagogy, learningTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: A panel of game developers from the Education Arcade and Learning Games Network talk about their research, effectively connecting learning and games, engaging a target audience, defining and evaluating success, and common design pitfalls. Instructors/speakers: Philip Tan, Jason Begy, Konstantin Mitgutsch, Dan Roy, Scot OsterweilKeywords: education, target audience, accessibility, literacy, user feedback, evaluation, playtesting, prototyping, usability, math, science, language, puzzles, teaching, pedagogy, learningTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

education | education | target audience | target audience | accessibility | accessibility | literacy | literacy | user feedback | user feedback | evaluation | evaluation | playtesting | playtesting | prototyping | prototyping | usability | usability | math | math | science | science | language | language | puzzles | puzzles | teaching | teaching | pedagogy | pedagogy | learning | learning

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 23: Creating Sequels Lecture 23: Creating Sequels

Description

Description: Sequels can improve on the original: fixing problems, adding new features, targeting an established fanbase, etc. This connection can also constrain the sequel concept and discourage new users. Sara Verrilli describes her experiences with the Thief games. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: sequel, intellectual property, franchise, fandom, reboot, target audience, market research, expansion pack, user feedbackTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Sequels can improve on the original: fixing problems, adding new features, targeting an established fanbase, etc. This connection can also constrain the sequel concept and discourage new users. Sara Verrilli describes her experiences with the Thief games. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: sequel, intellectual property, franchise, fandom, reboot, target audience, market research, expansion pack, user feedbackTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

sequel | sequel | intellectual property | intellectual property | franchise | franchise | fandom | fandom | reboot | reboot | target audience | target audience | market research | market research | expansion pack | expansion pack | user feedback | user feedback

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 31: Assignment 3 Brainstorming and Team Formation Lecture 31: Assignment 3 Brainstorming and Team Formation

Description

Description: Following last lecture's presentation of the final project assignment, a conflict mediation training simulation for psychiatric student doctors, students brainstorm their ideas for game concepts, mechanics, and abstraction models. Instructors/speakers: Philip Tan, Jason BegyKeywords: psychiatry, doctor, violence, simulation, teaching, education, patient, conflict resolution, assault, mental illness, decision tree, risk assessment, anger management, game mechanic, brainstorming, teamwork, target audience, ethics, abstraction, roleplayingTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA) Description: Following last lecture's presentation of the final project assignment, a conflict mediation training simulation for psychiatric student doctors, students brainstorm their ideas for game concepts, mechanics, and abstraction models. Instructors/speakers: Philip Tan, Jason BegyKeywords: psychiatry, doctor, violence, simulation, teaching, education, patient, conflict resolution, assault, mental illness, decision tree, risk assessment, anger management, game mechanic, brainstorming, teamwork, target audience, ethics, abstraction, roleplayingTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

psychiatry | psychiatry | doctor | doctor | violence | violence | simulation | simulation | teaching | teaching | education | education | patient | patient | conflict resolution | conflict resolution | assault | assault | mental illness | mental illness | decision tree | decision tree | risk assessment | risk assessment | anger management | anger management | game mechanic | game mechanic | brainstorming | brainstorming | teamwork | teamwork | target audience | target audience | ethics | ethics | abstraction | abstraction | roleplaying | roleplaying

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 4: Prototyping

Description

Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

playtesting | prototyping | strategy | user feedback | technical testing | design specification | player experience | focus testing | usability testing | target audience | accessibility | marketing | surveys | data collection | board games | video games | card games | teamwork | diplomacy | dynamic | aesthetic | mechanic

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 12: Knowing Your Players

Description

Description: Today's reading analyzes user motivation along two axes: interest in the world vs. fellow players, gaining knowledge vs. proficiency. Students discuss the utility of this taxonomy, how games encourage these interactions, and come up with their own frames. Instructors/speakers: Philip Tan, Jason BegyKeywords: strategy, competition, cooperation, feedback loop, playtesting, target audience, strategy, decision tree, randomness, roleplaying, achievements, worldbuilding, virtual economy, learning curve, determinism, griefing, game theoryTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

strategy | competition | cooperation | feedback loop | playtesting | target audience | decision tree | randomness | roleplaying | achievements | worldbuilding | virtual economy | learning curve | determinism | griefing | game theory

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 21: Games as Teaching Tools

Description

Description: A panel of game developers from the Education Arcade and Learning Games Network talk about their research, effectively connecting learning and games, engaging a target audience, defining and evaluating success, and common design pitfalls. Instructors/speakers: Philip Tan, Jason Begy, Konstantin Mitgutsch, Dan Roy, Scot OsterweilKeywords: education, target audience, accessibility, literacy, user feedback, evaluation, playtesting, prototyping, usability, math, science, language, puzzles, teaching, pedagogy, learningTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

education | target audience | accessibility | literacy | user feedback | evaluation | playtesting | prototyping | usability | math | science | language | puzzles | teaching | pedagogy | learning

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 23: Creating Sequels

Description

Description: Sequels can improve on the original: fixing problems, adding new features, targeting an established fanbase, etc. This connection can also constrain the sequel concept and discourage new users. Sara Verrilli describes her experiences with the Thief games. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: sequel, intellectual property, franchise, fandom, reboot, target audience, market research, expansion pack, user feedbackTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

sequel | intellectual property | franchise | fandom | reboot | target audience | market research | expansion pack | user feedback

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Lecture 31: Assignment 3 Brainstorming and Team Formation

Description

Description: Following last lecture's presentation of the final project assignment, a conflict mediation training simulation for psychiatric student doctors, students brainstorm their ideas for game concepts, mechanics, and abstraction models. Instructors/speakers: Philip Tan, Jason BegyKeywords: psychiatry, doctor, violence, simulation, teaching, education, patient, conflict resolution, assault, mental illness, decision tree, risk assessment, anger management, game mechanic, brainstorming, teamwork, target audience, ethics, abstraction, roleplayingTranscript: PDF (English - US)Subtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

psychiatry | doctor | violence | simulation | teaching | education | patient | conflict resolution | assault | mental illness | decision tree | risk assessment | anger management | game mechanic | brainstorming | teamwork | target audience | ethics | abstraction | roleplaying

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see http://ocw.mit.edu/terms/index.htm

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Mini project : personal multimedia portfolio : presentation transcript

Description

The project requires students to apply the System Development Life Cycle methodology to design and implement their personal multimedia portfolios for specific target audiences, with proper use of different media elements including image, sound and animation.

Subjects

electronics | uniofhertsoer | personal multimedia portfolio | oer | university of hertfordshire | communications | video | ukoer | multimedia | user requirements | audio and video content | audio | system development life cycle | engineering | multimedia technology | 2ele0075 | media | developing applications | engsc | bsc | mini project | sdlc | engscoer | navigation | school of electronic communications and electrical | target audiences | storyboards | Engineering | H000

License

Attribution 2.0 UK: England & Wales Attribution 2.0 UK: England & Wales http://creativecommons.org/licenses/by/2.0/uk/ http://creativecommons.org/licenses/by/2.0/uk/

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Lecture 4: Prototyping

Description

Description: Before games come to market, they undergo several tests: Are there technical glitches? Can players easily get started? Is the gameplay what the designers intended? Sara Verrilli discusses how and why to conduct focus testing. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: playtesting, prototyping, strategy, user feedback, technical testing, design specification, player experience, focus testing, usability testing, target audience, accessibility, marketing, surveys, data collection, board games, video games, card games, teamwork, diplomacy, dynamic, aesthetic, mechanicTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

playtesting | prototyping | strategy | user feedback | technical testing | design specification | player experience | focus testing | usability testing | target audience | accessibility | marketing | surveys | data collection | board games | video games | card games | teamwork | diplomacy | dynamic | aesthetic | mechanic

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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Lecture 12: Knowing Your Players

Description

Description: Today's reading analyzes user motivation along two axes: interest in the world vs. fellow players, gaining knowledge vs. proficiency. Students discuss the utility of this taxonomy, how games encourage these interactions, and come up with their own frames. Instructors/speakers: Philip Tan, Jason BegyKeywords: strategy, competition, cooperation, feedback loop, playtesting, target audience, strategy, decision tree, randomness, roleplaying, achievements, worldbuilding, virtual economy, learning curve, determinism, griefing, game theoryTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

strategy | competition | cooperation | feedback loop | playtesting | target audience | decision tree | randomness | roleplaying | achievements | worldbuilding | virtual economy | learning curve | determinism | griefing | game theory

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

Site sourced from

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Lecture 21: Games as Teaching Tools

Description

Description: A panel of game developers from the Education Arcade and Learning Games Network talk about their research, effectively connecting learning and games, engaging a target audience, defining and evaluating success, and common design pitfalls. Instructors/speakers: Philip Tan, Jason Begy, Konstantin Mitgutsch, Dan Roy, Scot OsterweilKeywords: education, target audience, accessibility, literacy, user feedback, evaluation, playtesting, prototyping, usability, math, science, language, puzzles, teaching, pedagogy, learningTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

education | target audience | accessibility | literacy | user feedback | evaluation | playtesting | prototyping | usability | math | science | language | puzzles | teaching | pedagogy | learning

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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Lecture 23: Creating Sequels

Description

Description: Sequels can improve on the original: fixing problems, adding new features, targeting an established fanbase, etc. This connection can also constrain the sequel concept and discourage new users. Sara Verrilli describes her experiences with the Thief games. Instructors/speakers: Philip Tan, Jason Begy, Sara Verrilli (Singapore-MIT GAMBIT Game Lab)Keywords: sequel, intellectual property, franchise, fandom, reboot, target audience, market research, expansion pack, user feedbackTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

sequel | intellectual property | franchise | fandom | reboot | target audience | market research | expansion pack | user feedback

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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Lecture 31: Assignment 3 Brainstorming and Team Formation

Description

Description: Following last lecture's presentation of the final project assignment, a conflict mediation training simulation for psychiatric student doctors, students brainstorm their ideas for game concepts, mechanics, and abstraction models. Instructors/speakers: Philip Tan, Jason BegyKeywords: psychiatry, doctor, violence, simulation, teaching, education, patient, conflict resolution, assault, mental illness, decision tree, risk assessment, anger management, game mechanic, brainstorming, teamwork, target audience, ethics, abstraction, roleplayingTranscript: PDFSubtitles: SRTAudio - download: Internet Archive (MP3)Audio - download: iTunes U (MP3)(CC BY-NC-SA)

Subjects

psychiatry | doctor | violence | simulation | teaching | education | patient | conflict resolution | assault | mental illness | decision tree | risk assessment | anger management | game mechanic | brainstorming | teamwork | target audience | ethics | abstraction | roleplaying

License

Content within individual OCW courses is (c) by the individual authors unless otherwise noted. MIT OpenCourseWare materials are licensed by the Massachusetts Institute of Technology under a Creative Commons License (Attribution-NonCommercial-ShareAlike). For further information see https://ocw.mit.edu/terms/index.htm

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