Oh, the thinks you can think: language barriers in serious game design

  • Authors:
  • Katrin Becker

  • Affiliations:
  • University of Calgary

  • Venue:
  • Future Play '07 Proceedings of the 2007 conference on Future Play
  • Year:
  • 2007

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Abstract

It is well-known that problems in interdisciplinary communication between knowledge communities can seriously hinder innovation [1, 7, 8, 10]. The games studies community is a highly interdisciplinary community, and there are, not surprisingly, regular terminology debates that question the definitions of some of our most fundamental terms such as 'game' and 'simulation'. While game analysis and criticism for the purposes of social and humanities research may not require direct collaboration between disparate disciplines, game design does, especially when the game is being designed for serious purposes. This paper is a discussion of some of the accepted meanings of key terms, discuss some of the implications of an inability to agree on the meanings of basic terminology and offer several strategies to address this problem.