A Longitudinal Look Into University Student Video GameDesigns

Teaching 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.

Authors

Publication Details

Published
2025-06-16
DOI
https://doi.org/10.26503/dl.v2025i2.2458
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

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article

A Longitudinal Look Into University Student Video GameDesigns

Alan Tapscott, Carlos León, Joaquim Colás, Ortegón Pérez
Educational Games and Gamification
article

A Longitudinal Look Into University Student Video GameDesigns

Alan Tapscott, Carlos León, Joaquim Colás, Ortegón Pérez
article en

Abstract

Teaching 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.

European Commission, European Regional Development Fund, Agencia Estatal de Investigación
Openalex Percentile: Top 83%
Educational Games and Gamification
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