Challenges and trends in video game design
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Keywords

videojuegos
comunicación
tendencias
diseño
ludología games
communication
problems
game design
ludology

How to Cite

Hernán Moraldo, H. (2022). Challenges and trends in video game design. COMMUNICATION. International Journal of Audiovisual Communication, Advertising and Cultural Studies, 1(7), 6–15. https://doi.org/10.12795/comunicacion.2009.v01.i07.01
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Abstract

We try to understand what the future of game design is, by exploring the current problems and challenges which could be solved soon. Some of the problems that are explored in this paper are the relation between games and communication, science, education and technology.

https://doi.org/10.12795/comunicacion.2009.v01.i07.01
PDF (Español (España))

References

ADAMS, Ernest y ROLLINGS, Andrew (2003): “Andrew Rollings and Ernest Adams on game design”. Berkeley, New Riders.

FRASCA, Gonzalo (1999): “Ludology meets narratology: similitude and differences between (video)games and narrative”. Disponible en Internet: http://www.ludology.org/articles/ludology.htm

FRASCA, Gonzalo (2003): “Simulation versus narrative: introduction to ludology”, en Wolf, M. J. P. y Perron, B. (eds.): Videogame Theory Reader. Londres, Routledge.

FRASCA, Gonzalo (2001): “Simulation 101: simulation versus representation”. Disponible en Internet (10.01.2010):

http://www.ludology.org/articles/sim1/simulation101.html.

GREEN, Melinda; HATCH, Don, y BERKENBILT, Jay (1994): “Magic Cube 4D Frequently Asked Questions”. Disponible en Internet (10.01.2010): http://www.superliminal.com/cube/faq.html o http://www.gnudarwin.org/www001/src/ports/games/magiccube4d/work/magiccube4d-src2_2/Intro.txt

KUHN, Thomas (1962): “La estructura de las revoluciones científicas”, traducción deAgustín Contin. Buenos Aires, Fondo de Cultura Económica.

LOFGREN, Eric y FEFFERMAN, Nina (2007): “The untapped potential of virtual game worlds to shed light on real world epidemics”, en Lancet Infectious Diseases; 2007; 7, pp. 625-629.

MORALDO, Hernán (2005): “Los videojuegos como un nuevo formato para la comunicación”, en Portal Educ.ar. Disponible en Internet (10.01.2010): http://portal.educ.ar/debates/educacionytic/nuevos-alfabetismos/losvideojuegos-como-un-nuevo-formato-para-lacomunicacion.php

SALEN, Katie y ZIMMERMAN, Eric (2004): Rules of play: game design fundamentals. Cambridge, MIT Press.

VIDEOJUEGOS CITADOS

Atari (1972): Pong. Atari

Frasca, G. (2003): September 12th. Newsgaming

Gremlin (1992): Zool. Gremlin

Harmonix (2007): Rock Band. Electronic Arts / MTV

Linden Research (2003): Second Life. Linden Research

Lionhead Studios (2001): Black & White. Electronic Arts

Mattel (2009): Mindflex. Mattel

Maxis (2000): The Sims. Electronic Arts

Namco (1980): Pac-Man. Namco

Nintendo (1990): Super Mario World. Nintendo

Nintendo (2005): Brain Age. Nintendo

Pixelate Environment (2007). Play Understanding Games. Pixelate Environment. On-line: http://pixelate.de/games/understanding-games

Reference Games (2008). Relativistic Asteroids. Reference Games. On-line: http://www.referencegames.com/classic.html

Rohrer, J. (2007): Passage

Superliminal Software (1994): Magic Cube 4D. Superliminal Software. On-line: http://www.superliminal.com/cube/cube.htm

Taito (1978): Space Invaders. Midway

Creative Commons License

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.

Copyright (c) 2009 H. Hernán Moraldo

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