A critical issue is the choice of suitable topics,
which is preferably done with an external partner.
A sufficient level of technical expertise is required,
at least for a majority of students following the course.
The structure of supervision should be such that creativity
is stimulated, in order to maintain a high level of motivation.
background & motivation
In the reflection for the jaargesprek 2010, I made
the following remark (in dutch):
Mede dankzij zeer getalenteerde en enthusiaste studenten blijft het (multimedia & game development) een mooi vakgebied en, met inspiraties zoals PICNIC, TEDX Amsterdam, en de verkenning van Stichting Toekomstbeeld der Techniek naar serious games, een uitdaging om dit in onderwijs en onderzoek vorm te geven. Hopelijk is er na mijn terugkeer van mijn sabbatical jaar ruimte om deze uitdaging weer op te pakken, en dan met de ondersteuning die deze activiteiten verdienen.
Over the past years I have been involved in game technology,
with a growing interest not only in technology but also in thedesign
and actual development of (serious) games.
See the references below.
Wellknown are the examples of serious games that deal with
awareness of societal and political issues, such as
Dafur is Dying, or world without oil, co-developed by
Jane McGonical,
a true evangelist of serious games for a better world.
Of interest are also serious games for
education, for example for math and language, such as MijnNaamIsHaas,
and e-health, as offered by the dutch company virtuagym, that aims at a close integration of games and social networks.
For both latter companies, I have had a number of master thesis students
working on a thesis project, among who two cum laude students!
With my students creative technology at the University
of Twente, we am currently investigating how Bentham's original
hedonic calculus can be taken as an inspiration to guide behavior by feedback mechanisms,
in cooperation with T-Xchange (knowlegde center for serious games) for the theme -- het nieuwe werken.
Such issues are worth exploring in a course as proposed,
and in the focus of
attention of the people I have
contacts and (potential) colloboration with:
Recently I had a meeting with prof. dr. Lynda Hardman and dr. Frank
Nack (UvA), to discuss possible
cooperation between UvA and VU for master course(s) in the area of
entertainment, multimedia and games.
Further references to material and publications are given below.
In conclusion, I may remark that a course as proposed
may, from many prspectives, be a welcome change to the multimedia @ VU curriculum.
A change we can believe in, seriously!
online resource(s)
In addition,
many practical resources are available from previous courses
in multimedia, see e.g.
These resources contain material developed by master students
mCS/MM at VU, and by creative technology / new media
students from the University of Twente, that may be re-used
and adapted by the students following the course.
selected publications
- Eliëns A., Creative Technology -- the CTSG: game design in 7 steps, In Proc. GAME-ON Asia 2010, Mao W. and Vermeersch L. (eds.), Shanghai, EUROSIS, ISBN 978-90-77381-54-0, pp. 53-57
- Eliëns A., Elements of a chinese language game, In Proc. GAME-ON Asia 2010, Mao W. and Vermeersch L. (eds.), Shanghai, EUROSIS, ISBN 978-90-77381-54-0, pp. 77-82
- Eliëns A. & Ruttkay Z., Record, Replay & Reflect -- a framework for understanding (serious) game play, In Proc. EUROMEDIA, april 2009, Brugge, ISBN 978-90-77381-4-65, pp. 42-48
- Eliëns A. & Ruttkay Z., Math Games -- an alternative (approach) to math education?, In Proc. GAME-ON 09, 10th Int. Conference on Games and Simulation, Breitlach (ed.), November 26-28, Dusseldorf, Germany, pp. 68-72 , ISBN: 978-9077381-53-3
- Eliëns A., Huurdeman H., van de Watering M., Bhikharie S.V., XIMPEL Interactive Video -- between narrative(s) and game play, Proc. GAME-ON 08, Nov 17-19, Valencia, Spain
- Eliëns A., van de Watering M., Huurdeman H., Bhikharie S.V., Lemmers H., Vellinga P., Clima Futura @ VU -- communicating (unconvenient) science, In Proc. GAME-ON 07, Nov 20-22, University of Bologna, Marco Roccetti (ed.), pp. 125-129, EUROSIS-ETI Publication , ISBN 9789077381373
- Eliëns A. Feldberg F., Konijn E., Compter E., VU @ Second Life -- creating a (virtual) community of learners, In Proc. EUROMEDIA 2007, L. Rothkrantz and Ch. van der Mast (eds), pp. 45-52, Eurosis-Eti Publication, ISBN: 9789077381328, (best paper award nomination)
- Eliëns A. & Chang T., Let's be serious -- ICT is not a (simple) game, FUBUTEC 07, Eurosis, Delft, April 2007
- Eliëns A., S.V. Bhikharie, game @ VU -- developing a masterclass for high-school students using the Half-life 2 SDK , In Proc. GAME'ON-NA 2006, P. McDowell ed., Eurosis-ETI, pp. 49-53, Sept 19-21, Monterey, USA
A. Eliëns. 5/5/2011
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