id |
acadia15_513 |
authors |
Sanchez, Jose |
year |
2015 |
title |
Temporal and Spatial Combinatorics in Games for Design |
source |
ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 513-523 |
doi |
https://doi.org/10.52842/conf.acadia.2015.513
|
summary |
This paper will outline the techniques and language that games use to give design agency to a player. By identifying the discrete combinatorial ontology of games, as opposed to a continuous post-rationalistic approach from general design tools, we hope to develop a framework for the design of ‘games for design’, or sandboxes that allow players to develop an output that is unexpected to the game developer and contingent to a player. This research has been the foundation for the development of Block’hood, a city-building video game that explores ideas of ecology and generative urbanism. |
keywords |
Combinatorics, city building game, game design, crowd-sourcing, ecology, learning, educational software |
series |
ACADIA |
type |
normal paper |
email |
|
full text |
file.pdf (1,874,538 bytes) |
references |
Content-type: text/plain
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Papert, S. A. (1993)
Mindstorms
, Mindstorms: Children, Computers, And Powerful Ideas,2nd ed. New York: Basic Books
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Von Neumann, J., and O. Morgenstern (1947)
Theory of Games and Economic Behavior
, Princeton: Princeton University Press
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last changed |
2022/06/07 07:56 |
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