Shhh! We’re Making Games in the Library and You Can Too


Casucci Tallie Shipman Jean P. Altizer Roger Zagal José P.
2016 DiGRA/FDG '16 - Abstract Proceedings of the First International Joint Conference of DiGRA and FDG

Libraries are known as community spaces; however, librarians can be excellent partners with game developers. In recent years library administrators have begun exploring ways to better serve patrons who participate and consume media across a diversity of new platforms, including digital games (Wieder 2011). Most libraries focus on creating digital game collections or hosting events to play digital games (Bishoff et al. 2015). At the University of Utah a game development lab is housed in the Spencer S. Eccles Health Sciences Library and collaborates with librarians. This poster will highlight reasons for partnerships, best practices, and how to start conversations at your university.

 

Designing Inside the Box or Pitching Practices in Industry and Education


Altizer Roger Zagal José P.
2014 DiGRA '14 - Proceedings of the 2014 DiGRA International Conference

Pitching, the act of trying to convince others to support the development of a project, has a long, storied tradition in the game industry. This practice has also been adopted by game educators and incorporated into their curricula. In project-oriented classes it is common for students to pitch games to classmates, industry panels, and faculty. Using a series of vignettes, informed by anonymous industry professionals, we explore the mores and myths of pitching. These vignettes reflect a variety of pitching practices in companies both large and small. We also present a pedagogical tool, the Design Box, discuss our experiences using it, including common critiques, and illustrate its use for creative ideation as well as persuasive potential. The Design Box is a method we present for adoption, critique and evaluation. We conclude with a call to explore more practices that find their referent in ‘the industry’ and the development of appropriate pedagogical techniques we can incorporate in game education programs.