Deep Game Design: Una nueva metodología para crear juegos innovadores
Abstract
The present work consists of the proposal of a new methodology called Deep Game Design whose objective is to lay the foundations to develop video games that expand the limits of the medium. The proposal is based on the state of the art of experimental me chanics and design processes as well as the systemic approach to games and their anthropological significance. It also exposes a set of video games whose development was observed and used as a basis for the realization of the present methodology
References
LLC. (2013). Papers, please. Aleem, S., Capretz, L., &
Ahmed, F. (2016). Game Development Software Engineering Process Life Cycle: A Systematic Review. Journal of Software Engineering Research and Development. App Figures. (Octubre de 2018). Obtenido de https://www.statista.com/statistics/780229/number-of-available-gaming-apps-in-the-google-play-store-quarter/
Bahrami, M. (2017). Engare. Benmergui, D. (s.f.). Storyteller.
Blow, J. (2014). Attempting Deep Work - How to survive long projects. Obtenido de: https://www.youtube.com/watch?v=d0m0jIzJfiQ
Bosch, M. t. (s.f.). Miegakure. Campbell, J. (2008). The Hero with a Thousand Faces (The Collected Works of Joseph Campbell).
Csikszentmihalyi, M. (1998). Finding Flow : The Psychology Of Engagement With Everyday Life. Nueva York: Ingram Publisher Services US.
Deepmind Technologies. (2016). Mastering the game of Go with deep neural networks and tree search. Nature.
Enriz, N. (2011). Antropología y juego: apuntes para la reflexión. Cuaderno de antropología social nº 34. Google. (s.f.). Experiments with Google. Obtenido de https://experiments.withgoogle.com/collection/ai
Hecker, C. (2018). Spy Party. Hella Velvet. (s.f.). Voiceball Presskit. Obtenido de http://hellavelvet.com/press/voiceball/
Huizinga, J. (1970). Homo Ludens: A study of the play element in culture. Londres: Maurice Temple Smith Ltd.
Hunicke, R., Leblanc, M., & Zubek, R. (2004). MDA : A Formal Approach to Game Design and Game Research. Increpare Games. (2016). Stephen's Sausage Roll.
Kanode, C., & Haddad, H. (2009). Software Engineering Challenges in Game Development. Proceedings of the 2009 Sixth International Conference on Information Technology: New Generations. IEEE Computer Society.
Kim, W. C., & Mauborgne, R. (2005). Blue Ocean Strategy. Harvard University Press.
Kuchera, B. (10 de Enero de 2018). Polygon. Obtenido de https://www.polygon.com/2018/1/10/16873446/steam-release-dates-2017
Le Blanc, M. (s.f.). 8KindsOfFun. Obtenido de http://algorithmancy.8kindsoffun.com/
ModDB. (s.f.). Obtenido de https://www.moddb.com
Mojang. (2011). Minecraft. Nintendo EPD. (2018). Nintendo LABO.
Number None Inc. (2008). Braid. Pressman, R., & Maxim, B. (2015). Software engineering: A practitioner's approach. New York: McGraw-Hill Higher Education.
Roberts, J. (14 de 12 de 2017). The Puzzle Of A Lifetime. (C. Kohler, Entrevistador)
Roberts, J. (2018). GDC Vault. Obtenido de https://www.gdcvault.com/play/1024960/-Gorogoa-The-Design-of
Schell, J. (2008). The art of game design : a book of lenses. Amsterdam ; Boston: Elsevier/ Morgan Kaufmann.
Teikari, A. (2019). Baba is you.
Thatgamecompany. (2012). Journey.
Thekla Inc. (2016). The Witness. Upton, B. (2015). The Aesthetics of Play. MIT Press.
Valve Corporation. (2007). Portal.
Los autores/as que publiquen en esta revista ceden los derechos de autor y de publicación a "Cuadernos del Centro de Estudios de Diseño y Comunicación", Aceptando el registro de su trabajo bajo una licencia de atribución de Creative Commons, que permite a terceros utilizar lo publicado siempre que de el crédito pertinente a los autores y a esta revista.