Teaching Games and Games Literacy –
Presentation – Slideshare
While videogames sit firmly in the limelight, there is a whole world of games out there that are more accessible, more easily read, and which teach tangible skills that can feed into digital games and interactive development.
Drawing from a recent Department of Education and Early Childhood Development research project into teaching games and games literacy, this session will look at games and design from physical and pervasive games, board games, improvisation, experimentation, and design exercises with the aim of separating out the creative skills from the technical and providing a base to support greater games literacy in the classroom – whether or not the final outcome is a digital game or something else.
Foreplay to Freeplay
Presentation – transcript, video
Freeplay 2010 was fabulous, not a soul walked out of that glorious 2 days of indie meets industry meets art meets dreaming without knowing we needed to go home and make games! Join us to hear Paul talk about some of the big ideas behind the Freeplay concept and the Aussie game industry, bringing a little bit of the 2011 Melbourne Freeplay Festival to Brisbane.
Writing for Games
Presentation on emerging creative opportunities for games writers including locative and pervasive games and technology.
Presentation – prezi
Presented to the Bachelor of Illustration, this talk looks at the history of game development, my career, and the current state and future of Australian game development.
Keynote Presentation: ‘Of Myths and Metaphors’
This talk explores the defining metaphors of Screen, Technology, Digital, and Storytelling, and how they apply to both game development and multiplatform projects, with a focus on the strengths and weaknesses of interactivity and how that compares to more traditional storytelling forms.
Government Round Table
Presentation – blog post
According to iGEA research, 68% of Australian’s play video games, but despite this number, there is still a disconnect in how they are viewed as part of the broader culture – a disconnect that in turn affects how they are viewed by governments both economically and culturally.
This presentation outlines the cultural place of video games, and attempts to reframe the thinking around their future support.
Chair: The Take Home
After two days of talks, panels, workshops, and networking it can be hard to see the forest for the trees. This final session brings together some of the key speakers from GCAP and examines the threads and trends that have dominated the discussion before taking a look towards the future of our industry, our business, and our craft.
Games have always had their ludic & narrative elements in tension, but as technology has become more sophisticated and as the grammar of video games has extended beyond the constraints of the non-digital, new forms of bringing the two together have emerged.
This talk looks at the intersection of the ludic & the narrative, at where dissonance occurs, and at where the two are thematically & practically in balance.
Moment to Moment gameplay
Designing a game is more about what the player does than what the player is. This session takes a look at some of the fundamentals in designing what the game’s verbs are, creating sequences of action and reaction, facilitating player choice, handling feedback, and providing audio-visual stimuli – all in the service of gameplay over story.
Getting a job making games
In a very short amount of time, video games have become an incredible force both culturally and economically. This session looks at the opportunities and skills required to work in games development and the games recently developed in Australia.
Writing & Designing
While there is some overlap, the skills that a writer and a designer bring to games development are very different. This session takes a look at a winding career and shines a light on what it takes to be a games designer and writer.
Today’s students have never seen a world without video games. They’re an integral part of life now, becoming a new cultural artifact, a new entertainment medium, and bringing with them a whole slew of new employment opportunities.
But how do they work? And what are the parameters for having a meaningful dialog about them with our students?
In this session, Paul Callaghan, a veteran game developer, will explore the elements that contribute to games literacy and how that can be applied to traditional literacy and numeracy skills.