ºÝºÝߣshows by User: josezagal1 / http://www.slideshare.net/images/logo.gif ºÝºÝߣshows by User: josezagal1 / Thu, 11 Aug 2016 21:03:26 GMT ºÝºÝߣShare feed for ºÝºÝߣshows by User: josezagal1 Flying by the Seat of your Pants: Experiences Experimenting in Games Education /slideshow/flying-by-the-seat-of-your-pants-experiences-experimenting-in-games-education/64921038 flyingbytheseatofyourpants2-160811210326
ºÝºÝߣs from talk given at the 2016 Joint DiGRA and FDG Conference as part of the Games Education Workshop (http://digra-fdg2016.org/workshop-teaching-game-studies-from-beginner-to-advanced-pedagogies/) on August 2.]]>

ºÝºÝߣs from talk given at the 2016 Joint DiGRA and FDG Conference as part of the Games Education Workshop (http://digra-fdg2016.org/workshop-teaching-game-studies-from-beginner-to-advanced-pedagogies/) on August 2.]]>
Thu, 11 Aug 2016 21:03:26 GMT /slideshow/flying-by-the-seat-of-your-pants-experiences-experimenting-in-games-education/64921038 josezagal1@slideshare.net(josezagal1) Flying by the Seat of your Pants: Experiences Experimenting in Games Education josezagal1 ºÝºÝߣs from talk given at the 2016 Joint DiGRA and FDG Conference as part of the Games Education Workshop (http://digra-fdg2016.org/workshop-teaching-game-studies-from-beginner-to-advanced-pedagogies/) on August 2. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/flyingbytheseatofyourpants2-160811210326-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ºÝºÝߣs from talk given at the 2016 Joint DiGRA and FDG Conference as part of the Games Education Workshop (http://digra-fdg2016.org/workshop-teaching-game-studies-from-beginner-to-advanced-pedagogies/) on August 2.
Flying by the Seat of your Pants: Experiences Experimenting in Games Education from Jose Zagal
]]>
848 5 https://cdn.slidesharecdn.com/ss_thumbnails/flyingbytheseatofyourpants2-160811210326-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Examining 'RPG Elements': Systems of Character Progression /slideshow/rpg-systemsof-regressiontalk03slideshare/33665317 rpgsystemsofregressiontalk03slideshare-140417185227-phpapp02
ºÝºÝߣs from the talk I gave at the 2014 FDG Conference. Paper abstract: Much of the literature on role-playing games (RPGs) focuses on their social, performative, experiential, and/or narrative aspects. The emphasis is on the playing of the roles, as it were, and less so on the game mechanics. Curiously, the phrase ‘RPG elements’ tends not to refer to the role-playing aspects of the genre, but to the rules, systems, and mechanisms that have been co-opted by other game genres and ‘gamification’ practitioners. In this article we unpack the term ‘RPG elements’ by examining a single element: mechanisms and systems for character progression in paper and pencil RPGs. In these open ended games, player-controlled characters’ capabilities change. Characters usually get better; though sometimes they get worse. We describe different ways positive and negative character progression systems are implemented and the role they play. We also discuss some differences we observe between paper and pencil RPGs and those played electronically. We conclude with thoughts on the utility of breaking down ambiguous terms, such as ‘RPG elements’ into smaller, clearer units.]]>

ºÝºÝߣs from the talk I gave at the 2014 FDG Conference. Paper abstract: Much of the literature on role-playing games (RPGs) focuses on their social, performative, experiential, and/or narrative aspects. The emphasis is on the playing of the roles, as it were, and less so on the game mechanics. Curiously, the phrase ‘RPG elements’ tends not to refer to the role-playing aspects of the genre, but to the rules, systems, and mechanisms that have been co-opted by other game genres and ‘gamification’ practitioners. In this article we unpack the term ‘RPG elements’ by examining a single element: mechanisms and systems for character progression in paper and pencil RPGs. In these open ended games, player-controlled characters’ capabilities change. Characters usually get better; though sometimes they get worse. We describe different ways positive and negative character progression systems are implemented and the role they play. We also discuss some differences we observe between paper and pencil RPGs and those played electronically. We conclude with thoughts on the utility of breaking down ambiguous terms, such as ‘RPG elements’ into smaller, clearer units.]]>
Thu, 17 Apr 2014 18:52:27 GMT /slideshow/rpg-systemsof-regressiontalk03slideshare/33665317 josezagal1@slideshare.net(josezagal1) Examining 'RPG Elements': Systems of Character Progression josezagal1 ºÝºÝߣs from the talk I gave at the 2014 FDG Conference. Paper abstract: Much of the literature on role-playing games (RPGs) focuses on their social, performative, experiential, and/or narrative aspects. The emphasis is on the playing of the roles, as it were, and less so on the game mechanics. Curiously, the phrase ‘RPG elements’ tends not to refer to the role-playing aspects of the genre, but to the rules, systems, and mechanisms that have been co-opted by other game genres and ‘gamification’ practitioners. In this article we unpack the term ‘RPG elements’ by examining a single element: mechanisms and systems for character progression in paper and pencil RPGs. In these open ended games, player-controlled characters’ capabilities change. Characters usually get better; though sometimes they get worse. We describe different ways positive and negative character progression systems are implemented and the role they play. We also discuss some differences we observe between paper and pencil RPGs and those played electronically. We conclude with thoughts on the utility of breaking down ambiguous terms, such as ‘RPG elements’ into smaller, clearer units. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/rpgsystemsofregressiontalk03slideshare-140417185227-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ºÝºÝߣs from the talk I gave at the 2014 FDG Conference. Paper abstract: Much of the literature on role-playing games (RPGs) focuses on their social, performative, experiential, and/or narrative aspects. The emphasis is on the playing of the roles, as it were, and less so on the game mechanics. Curiously, the phrase ‘RPG elements’ tends not to refer to the role-playing aspects of the genre, but to the rules, systems, and mechanisms that have been co-opted by other game genres and ‘gamification’ practitioners. In this article we unpack the term ‘RPG elements’ by examining a single element: mechanisms and systems for character progression in paper and pencil RPGs. In these open ended games, player-controlled characters’ capabilities change. Characters usually get better; though sometimes they get worse. We describe different ways positive and negative character progression systems are implemented and the role they play. We also discuss some differences we observe between paper and pencil RPGs and those played electronically. We conclude with thoughts on the utility of breaking down ambiguous terms, such as ‘RPG elements’ into smaller, clearer units.
Examining 'RPG Elements': Systems of Character Progression from Jose Zagal
]]>
1871 5 https://cdn.slidesharecdn.com/ss_thumbnails/rpgsystemsofregressiontalk03slideshare-140417185227-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
The Games We Use to Teach - GDC13 Game Educators Rant /slideshow/gdc13-games-weusetoteachforslideshare/24116803 gdc13gamesweusetoteachforslideshare-130710170634-phpapp02
ºÝºÝߣs from my rant at the game education summit at GDC 13. I made a few changes to that the slides are easier to follow just by reading. You can watch the entire rant session here as well: http://www.gamasutra.com/view/news/194850/Video_Game_educators_rant_about_design_diversity_and_jobs.php ]]>

ºÝºÝߣs from my rant at the game education summit at GDC 13. I made a few changes to that the slides are easier to follow just by reading. You can watch the entire rant session here as well: http://www.gamasutra.com/view/news/194850/Video_Game_educators_rant_about_design_diversity_and_jobs.php ]]>
Wed, 10 Jul 2013 17:06:34 GMT /slideshow/gdc13-games-weusetoteachforslideshare/24116803 josezagal1@slideshare.net(josezagal1) The Games We Use to Teach - GDC13 Game Educators Rant josezagal1 ºÝºÝߣs from my rant at the game education summit at GDC 13. I made a few changes to that the slides are easier to follow just by reading. You can watch the entire rant session here as well: http://www.gamasutra.com/view/news/194850/Video_Game_educators_rant_about_design_diversity_and_jobs.php <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/gdc13gamesweusetoteachforslideshare-130710170634-phpapp02-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> ºÝºÝߣs from my rant at the game education summit at GDC 13. I made a few changes to that the slides are easier to follow just by reading. You can watch the entire rant session here as well: http://www.gamasutra.com/view/news/194850/Video_Game_educators_rant_about_design_diversity_and_jobs.php
The Games We Use to Teach - GDC13 Game Educators Rant from Jose Zagal
]]>
2540 6 https://cdn.slidesharecdn.com/ss_thumbnails/gdc13gamesweusetoteachforslideshare-130710170634-phpapp02-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Natural Language Processing for Games Research /slideshow/nlp-for-gamestudies2012edition/14952067 nlpforgamestudies2012edition-121030113619-phpapp01
Extended version of talk given at GAMNLP Workshop - Kanazawa Japan 2012. Presents earlier work analyzing game reviews using natural language processing techniques (first previewed at the Game Studies Research Seminar, Tampere Finland 2010)]]>

Extended version of talk given at GAMNLP Workshop - Kanazawa Japan 2012. Presents earlier work analyzing game reviews using natural language processing techniques (first previewed at the Game Studies Research Seminar, Tampere Finland 2010)]]>
Tue, 30 Oct 2012 11:36:18 GMT /slideshow/nlp-for-gamestudies2012edition/14952067 josezagal1@slideshare.net(josezagal1) Natural Language Processing for Games Research josezagal1 Extended version of talk given at GAMNLP Workshop - Kanazawa Japan 2012. Presents earlier work analyzing game reviews using natural language processing techniques (first previewed at the Game Studies Research Seminar, Tampere Finland 2010) <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/nlpforgamestudies2012edition-121030113619-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Extended version of talk given at GAMNLP Workshop - Kanazawa Japan 2012. Presents earlier work analyzing game reviews using natural language processing techniques (first previewed at the Game Studies Research Seminar, Tampere Finland 2010)
Natural Language Processing for Games Research from Jose Zagal
]]>
6181 8 https://cdn.slidesharecdn.com/ss_thumbnails/nlpforgamestudies2012edition-121030113619-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Game Design Patterns Workshop - FDG2012 - Opening Remarks /slideshow/game-design-patterns-workshop-fdg2012-opening-remarks/14485974 fdgworkshopopeningremarks-forslideshare01-120927094751-phpapp01
My opening remarks for the workshop on Game Design Patterns held at the Foundations of Digital Games (FDG) Conference 2012 (June). This is where I talked about dark patterns in game design. Note: I removed the slides that had to do with administrative details of the workshop. ]]>

My opening remarks for the workshop on Game Design Patterns held at the Foundations of Digital Games (FDG) Conference 2012 (June). This is where I talked about dark patterns in game design. Note: I removed the slides that had to do with administrative details of the workshop. ]]>
Thu, 27 Sep 2012 09:47:49 GMT /slideshow/game-design-patterns-workshop-fdg2012-opening-remarks/14485974 josezagal1@slideshare.net(josezagal1) Game Design Patterns Workshop - FDG2012 - Opening Remarks josezagal1 My opening remarks for the workshop on Game Design Patterns held at the Foundations of Digital Games (FDG) Conference 2012 (June). This is where I talked about dark patterns in game design. Note: I removed the slides that had to do with administrative details of the workshop. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/fdgworkshopopeningremarks-forslideshare01-120927094751-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> My opening remarks for the workshop on Game Design Patterns held at the Foundations of Digital Games (FDG) Conference 2012 (June). This is where I talked about dark patterns in game design. Note: I removed the slides that had to do with administrative details of the workshop.
Game Design Patterns Workshop - FDG2012 - Opening Remarks from Jose Zagal
]]>
2915 3 https://cdn.slidesharecdn.com/ss_thumbnails/fdgworkshopopeningremarks-forslideshare01-120927094751-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation Black http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
Tower Defense Generator: A Tool for Supporting Game Design Education /josezagal1/tower-defense-generator-a-tool-for-supporting-game-design-education towerdefensegeneratorpechakucha-120702152857-phpapp01
These are the slides for a Pecha Kucha talk I gave at the GLS 8.0 conference. The abstract is below: "In education, game design is often used as a means to an end: for example, to learn computer programming. Inspired by the notion of constructional design, or the design of tools to support otherÂ’s design activities, we are exploring the use of tools to support learning game design as an end in itself. We present a work-in-progress tool called Tower Defense Generator that allows student game designers to actively, and reflectively, explore a gameÂ’s possibility space while developing a deeper understanding of the key features of the tower defense sub-genre, and how those features interact to produce meaningful gameplay experiences. TDG allows learners to use different heuristics to procedurally generate game levels that can then be analyzed, playtested, and modified. We argue that these (and other) features provide for an environment with the appropriate amount of scaffolding to encourage powerful and interesting design explorations in support of learning."]]>

These are the slides for a Pecha Kucha talk I gave at the GLS 8.0 conference. The abstract is below: "In education, game design is often used as a means to an end: for example, to learn computer programming. Inspired by the notion of constructional design, or the design of tools to support otherÂ’s design activities, we are exploring the use of tools to support learning game design as an end in itself. We present a work-in-progress tool called Tower Defense Generator that allows student game designers to actively, and reflectively, explore a gameÂ’s possibility space while developing a deeper understanding of the key features of the tower defense sub-genre, and how those features interact to produce meaningful gameplay experiences. TDG allows learners to use different heuristics to procedurally generate game levels that can then be analyzed, playtested, and modified. We argue that these (and other) features provide for an environment with the appropriate amount of scaffolding to encourage powerful and interesting design explorations in support of learning."]]>
Mon, 02 Jul 2012 15:28:56 GMT /josezagal1/tower-defense-generator-a-tool-for-supporting-game-design-education josezagal1@slideshare.net(josezagal1) Tower Defense Generator: A Tool for Supporting Game Design Education josezagal1 These are the slides for a Pecha Kucha talk I gave at the GLS 8.0 conference. The abstract is below: "In education, game design is often used as a means to an end: for example, to learn computer programming. Inspired by the notion of constructional design, or the design of tools to support other’s design activities, we are exploring the use of tools to support learning game design as an end in itself. We present a work-in-progress tool called Tower Defense Generator that allows student game designers to actively, and reflectively, explore a game’s possibility space while developing a deeper understanding of the key features of the tower defense sub-genre, and how those features interact to produce meaningful gameplay experiences. TDG allows learners to use different heuristics to procedurally generate game levels that can then be analyzed, playtested, and modified. We argue that these (and other) features provide for an environment with the appropriate amount of scaffolding to encourage powerful and interesting design explorations in support of learning." <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/towerdefensegeneratorpechakucha-120702152857-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> These are the slides for a Pecha Kucha talk I gave at the GLS 8.0 conference. The abstract is below: &quot;In education, game design is often used as a means to an end: for example, to learn computer programming. Inspired by the notion of constructional design, or the design of tools to support other’s design activities, we are exploring the use of tools to support learning game design as an end in itself. We present a work-in-progress tool called Tower Defense Generator that allows student game designers to actively, and reflectively, explore a game’s possibility space while developing a deeper understanding of the key features of the tower defense sub-genre, and how those features interact to produce meaningful gameplay experiences. TDG allows learners to use different heuristics to procedurally generate game levels that can then be analyzed, playtested, and modified. We argue that these (and other) features provide for an environment with the appropriate amount of scaffolding to encourage powerful and interesting design explorations in support of learning.&quot;
Tower Defense Generator: A Tool for Supporting Game Design Education from Jose Zagal
]]>
6655 4 https://cdn.slidesharecdn.com/ss_thumbnails/towerdefensegeneratorpechakucha-120702152857-phpapp01-thumbnail.jpg?width=120&height=120&fit=bounds presentation White http://activitystrea.ms/schema/1.0/post http://activitystrea.ms/schema/1.0/posted 0
https://cdn.slidesharecdn.com/profile-photo-josezagal1-48x48.jpg?cb=1562645968 facsrv.cdm.depaul.edu/~jzagal/ https://cdn.slidesharecdn.com/ss_thumbnails/flyingbytheseatofyourpants2-160811210326-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/flying-by-the-seat-of-your-pants-experiences-experimenting-in-games-education/64921038 Flying by the Seat of ... https://cdn.slidesharecdn.com/ss_thumbnails/rpgsystemsofregressiontalk03slideshare-140417185227-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/rpg-systemsof-regressiontalk03slideshare/33665317 Examining &#39;RPG Element... https://cdn.slidesharecdn.com/ss_thumbnails/gdc13gamesweusetoteachforslideshare-130710170634-phpapp02-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/gdc13-games-weusetoteachforslideshare/24116803 The Games We Use to Te...