Patterns of design thinking in playfixing broken games: an exploratory study

Purpose The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three partially complete games (broken games). Design/methodology/approach The data for this study consist of transcripts of five playfixing sessions with a total of 16 participants. Each session focused on one of three games. The authors used Winn’s (2009) design-play-experience framework to analyze features of each game that might relate to differences in design thinking. Next, the authors coded each playfixing session’s transcript to identify patterns of design thinking. Finally, these findings were used to make conjectures about how design features and flaws might encourage particular forms of design thinking. Findings The findings indicate how playfixing tabletop games with varied levels of complexity, playability and rule definition lead to different patterns of design thinking. Originality/value This is a first step toward understanding how the constraints associated with various elements of broken games might direct participants toward desired modes of design thinking and more broadly, contributes to the literature on the educational uses of game making.

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Publication Details

Journal
Information and Learning Sciences
Published
2024-09-05
DOI
https://doi.org/10.1108/ils-02-2024-0017
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

Patterns of design thinking in playfixing broken games: an exploratory study

Yuchan Gao, Jeremy Bernier, Luis E. Pérez Cortés, Taylor M. Kessner et al.
Information and Learning Sciences
Digital Games and Media
article

Patterns of design thinking in playfixing broken games: an exploratory study

Yuchan Gao, Jeremy Bernier, Luis E. Pérez Cortés, Taylor M. Kessner, Elisabeth Gee
article en

Abstract

Purpose The purpose of this paper reporting an exploratory pilot study is to examine how participant engagement in design thinking varies when playing and fixing (playfixing) three partially complete games (broken games). Design/methodology/approach The data for this study consist of transcripts of five playfixing sessions with a total of 16 participants. Each session focused on one of three games. The authors used Winn’s (2009) design-play-experience framework to analyze features of each game that might relate to differences in design thinking. Next, the authors coded each playfixing session’s transcript to identify patterns of design thinking. Finally, these findings were used to make conjectures about how design features and flaws might encourage particular forms of design thinking. Findings The findings indicate how playfixing tabletop games with varied levels of complexity, playability and rule definition lead to different patterns of design thinking. Originality/value This is a first step toward understanding how the constraints associated with various elements of broken games might direct participants toward desired modes of design thinking and more broadly, contributes to the literature on the educational uses of game making.

Information and Learning SciencesVol. 125(11/12)
The University of Texas at Arlington (US), Arizona State University (US)
Openalex Percentile: Top 76%
Digital Games and Media
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