User:Moises Rafael Tenorio/sandbox

The DPE Framework Extract from: “Handbook of Research on Effective Electronic Gaming in Education”. by Richard E. Ferdig University of Florida, USA. In game design the Design, Play and Experience (DPE) is a methodology to analyze a design, and a process to design a serious game for learning. This is also an expansion of the MDA Framework, the DPE Framework depicts the relationships between the designer and the player. The designers designs the game, the player plays the game, which results in the player's experience.The designer only has direct control over the design itself. To design a game effectively, the designer should first come up with goals for the resulting experience. These goals can be used both to guide the design and to gauge the effectiveness of the design once implemented. The arrow from experience back to design represents both the influence of the goals on the original design and the iteration on the design once a prototype of the game is tested against the experience goals. This reflects the inherently iterative process of game design (Salen & Zimmerman, 2004), including designing, prototyping, play-testing, and iterating back to the design based on the experience of the play-testing. However, play is a mediated experience. Play is greatly influenced by not only the design, but also the player, including his or her cognitive, social, cultural, and experiential background that he or she brings to the given play experience. Therefore, the experience of one player may be profoundly different than the experience of another player. The target audience for the game must be strongly taken into account throughout the design process. Key Terms: Serious Games: Games that serve a purpose beyond just entertainment, such as education or training. Heart of Serious Game Design: The ideal overlap between pedagogical theory, subject matter content, and game design. Iterative Game Design: The typical game development process, including crafting an initial design, creating a prototype of the design, playtesting the prototype, and iterating back to modify the design based on the results of the play-test.

Bibliography: “Handbook of Research on Effective Electronic Gaming in Education”. http://gel.msu.edu/winn/Winn_DPE_chapter_final.pdf