From Global Games to Re-contextualized Games: The Design Process of TekMyst

  • Islas Sedano C
  • Pawlowski J
  • Sutinen E
  • et al.
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Abstract

Designing, developing and testing a game for a specific learning context and then achieving positive results, encourages one to deploy it in other environments. We know however that it is not always possible to successfully transfer artifacts from one learning context to the next. In this chapter we explore the principles to be considered when re-contextualizing a game. We base our analysis on the transfer of a Hypercontextualized Game SciMyst (which was designed and developed for the Joensuu Science Festival) into its re-contextualized version TekMyst (for the Helsinki Museum of Technology). Employing a qualitative approach we review the requirements and design decisions at the hand of four guiding principles: (1) immerse oneself in the new learning context, (2) collaborate with locals to balance the efforts towards a common aim, (3) reconsider the design solutions to achieve the common aim and (4) be constructive and critical in your contribution.

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APA

Islas Sedano, C., Pawlowski, J., Sutinen, E., Vinni, M., & Laine, T. H. (2011). From Global Games to Re-contextualized Games: The Design Process of TekMyst. In Serious Games and Edutainment Applications (pp. 197–223). Springer London. https://doi.org/10.1007/978-1-4471-2161-9_11

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