Professional Documents
Culture Documents
Gamesforimpact Bestpractices
Gamesforimpact Bestpractices
RAPID PROTOTYPING
build playable versions early and often to test ideas
PLAYTESTING
test with your demographic audience to see what works
KEY ITERATION
use testing results to help make new playable
CONCEPTS prototypes to progress toward the best game
POLISH
once you have a playable game that is testing well,
polish to make it amazing
INTERDISCIPLINARY
should have game developers, learning/assessment
designers, & subject-matter experts
EXPERIENCES
game design shapes the impact on players through
the context and values at play
EXPLORATION
games create spaces that enable players to discover
their interests and motivations
playable paper /
concept prototype $25k-75k
playable digital prototype $100k-150k
browser game $150k-200k
facebook game $200k-250k
mobile game $200k-250k
PC game $500k-1mill
multi/cross-platform game $1mill-2mill
persistent world multiplayer game, which also requires
additional long-term recurring costs for backend support,
$10mill+
hosting and community services.
TESTING
AND
ITERATION
PLAYTESTING ASSESSMENT
determining whether or not continual modeling what and
the game works as intended how to measure progress in
terms of competencies
FOCUS TESTING
working with your demographic ANALYTICS
collecting data through gameplay
BETA TESTING
fixing the bugs found, EVALUATION
responding to user feedback determining what players are
learning, and the impact the
game is having
MISTAKES
/ MISCONC
Just make
one big g
EP TIONS
It's all abo ame, or th
ut the fun at any on
, and you e game is
Not gettin c an just ad the soluti
g testing d on to all im
fe edback e a la y er of fun pact goals
Feature c arly and o to serious
reep thro ft e n, and ite to pics
Not includ ugh the in rating des
ing game clusion of ig n
designers a ll id eas and fe
Just add and learn edback
badges a in g s p
An online s th e s o le means e c ia li s ts
game is fi to track a throughou
nished on nd reward t the proc
Releasing c le ess
a game w e it 's released a rn in g
A transform it h o ut a PR a
ational ga nd Distrib
me is eas ution plan
y, cheap o
r quick to
make
RECOMMENDATIONS / EXPECTATIONS
Look for what is already playful or game-like about the topic you’re exploring
Make lots of small playable prototypes to find what works
Continually playtest and integrate feedback to iterate toward success
Games are hard, that's why players work to win
Have the entire interdisciplinary team on board throughout the process
Allow players to be transgressive in their play, don’t always require “virtuous” choices
RESOURCES
Note: This is just the start of a list of resources (people, organizations, universities and more) that are working in this space.
BOOKS
Learning by Doing by Clark Aldrich The Art of Game Design by Jesse Schell
Serious Educational Game Assessment Reality is Broken by Jane McGonigal
edited by Leonard Annetta and Stephen Bronack The Ecology of Games edited by Katie Salen
Beyond Fun edited by Drew Davidson Video Games and Learning by Kurt Squire
Game Frame by Aaron Dignan Playful Design by John Ferrera
Game Design Workshop by Tracy Fullerton Values at Play in Digital Games by Mary Flanagan and Helen
What Videogames have to Teach Us about Learning Nissenbaum
and Literacy by James Paul Gee Game Analytics by Magy Seif El-Nasr, Anders Drachen and
Critical Play by Mary Flanagan Alessandro Canossa
ACADEMIC CONSORTIUM
Ian Bogost Georgia Institute of Technology Eric Klopfer Massachusetts Institute of Technology
Doug Clark Vanderbilt University Debra Lieberman University of California - Santa Barbara
Drew Davidson Carnegie Mellon University Colleen Macklin Parsons The New School for Design
Chris Dede Harvard University Scot Osterweil Massachusetts Institute of Technology
Lynn Fiellin Yale University School of Medicine Zoran Popovic University of Washington
Mary Flanagan Dartmouth College Brenden Sewell Arizona State University
Tracy Fullerton University of Southern California Val Shute Florida State University
Carrie Heeter Michigan State University Magy Seif El-Nasr Northeastern University
Dan Hickey Indiana University-Bloomington Kurt Squire University of Wisconsin-Madison
Bruce Homer New York University Reed Stevens Northwestern University
*The academic consortium collaborated to craft these best practices for transformational games.