A Longitudinal Look Into University Student Video Game Designs

dc.conference.date30 Jun - 4 Jul 2025
dc.conference.placeMalta
dc.conference.titleDiGRA 2025: Games at the Crossroads
dc.contributor.authorTapscott, Alan
dc.contributor.authorPérez, Óliver
dc.contributor.authorLeón Aznar, Carlos
dc.contributor.authorJoaquím Colás
dc.date.accessioned2026-02-27T16:45:41Z
dc.date.available2026-02-27T16:45:41Z
dc.date.issued2025-06-16
dc.description.abstractTeaching video game design is challenging due to its plural and interdisciplinary nature, lack of theoretical and methodological consensus, and idiosyncratic dependence in its iterative process and practice. We analyze the game design documents (GDDs) generated over several years by teams of students in university video game design and development subjects. Observations and samples suggest game implementations are guided by informal discussions and not by design practices discussed in class and included in the materials. The delivered GDDs have content patterns (favoring flowcharts, lists and tables) but not structural patterns in the schema, and they are not iterated with the same frequency as game prototypes. We conclude that students are tasked with a practical, iterative process requiring knowledge and experience they lack. They use GDDs for documentation, not design, leading to costly and redundant teacher monitoring. Teaching video game design should include flexible guidelines for structure, methodology, and content through practice.
dc.description.departmentDepto. de Ingeniería de Software e Inteligencia Artificial (ISIA)
dc.description.facultyFac. de Informática
dc.description.refereedTRUE
dc.description.sponsorshipAgencia Estatal de Investigación
dc.description.sponsorshipConsejo de Seguridad Nuclear
dc.description.sponsorshipComisión Europea
dc.description.statuspub
dc.identifier.citationAlan Tapscott; Óliver Pérez; Carlos León; Joaquím Colás. A Longitudinal Look Into University Student Video Game Designs. Conference Proceedings of DiGRA 2025: Games at the Crossroads. (Malta)
dc.identifier.doi10.26503/dl.v2025i2.2458
dc.identifier.officialurlhttps://doi.org/10.26503/dl.v2025i2.2458
dc.identifier.relatedurlhttps://dl.digra.org/index.php/dl/article/view/2458
dc.identifier.urihttps://hdl.handle.net/20.500.14352/133538
dc.language.isoeng
dc.page.final18
dc.page.initial1
dc.relation.projectIDDARKNITE (PID2023-146308OB-I00)
dc.relation.projectIDADARVE (SUB 20/2021)
dc.relation.projectIDEA-DIGIFOLK (101086338)
dc.rights.accessRightsrestricted access
dc.subject.keywordVideo game design
dc.subject.keywordTeaching video games
dc.subject.keywordVideo game subjects
dc.subject.ucmSoftware
dc.subject.unesco1203.10 Enseñanza Con Ayuda de Ordenador
dc.titleA Longitudinal Look Into University Student Video Game Designs
dc.typeconference paper
dc.type.hasVersionVoR
dspace.entity.typePublication
relation.isAuthorOfPublication037731a7-a615-432f-9b0d-e453df5cecfd
relation.isAuthorOfPublication.latestForDiscovery037731a7-a615-432f-9b0d-e453df5cecfd

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