What Game Design Teaches, Part 1

Depending on your programming needs, you can skip this section.  That said, reading this will provide some insight as to why these programs are not only valuable but necessary in today’s world.  With that in mind, let’s cover the basics, though if you’re interested in this as a program, you probably already have a grasp on what game design can accomplish and why you want to have a design program.  Game design, like all design careers, is a multiple disciplinary skill set.  This means anyone looking to do it well will have to study a wide variety of topics in order to draw from the best sources necessary to create a game that matches the expectations they have.

The key benefit that game design provides for libraries is information literacy.  While at the outset this might not seem applicable, as the designer works on a more complex design or ways to take various mechanics to create a new game experience, the central asset developed is insight into how information is or can be structured, how it gets interpreted, and how it can be applied.  Drawing a simple game board might not convey this, but the way the rules develop points in this direction and it becomes more apparent in complex game designs where players have multiple elements to keep track of during play.

As noted in previous installments, game design is deeply rooted in STEAM principles and practices.  Depending on the modules used, the act of game creation will use these areas in varying degrees.  The effect is to develop 21st century skills in a fun and meaningful way that encourages experimentation.  A fundamental aspect of STEAM being that failure can be fun is engendered in a game design program as the participants are provided with the tools and perhaps a prompt or design challenge, but otherwise do not have any guidance to impinge on their approach to solving or meeting the end goal.

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Tools, Games, Interaction, and Play for 18+

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What Game Design Teaches, Part 2

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