Andrew Rollings and Ernest Adams on Game Design
By Andrew Rollings, E. Adams. 2003
520 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/4a2eb20f0b92820834637987fb1da04669c6a845
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Citations in the corpus
- Classifying Serious Games: The G/P/S Model (2011, methodology): “We can for example refer to Crawford (1982), Myers (1990), LeDiberder (1993), Wolf (2002), Rollings & Adams (2003) and Natkin (2006), among others.”
- From Edutainment to Serious Games: A Change in the Use of Game Characteristics (2010, background): “Therefore, the gamer is not simply following along with the story but is crafting the narrative with their decisions and performance, which can create an authentic experience (Aldrich, 2005; Gee, 2005; Rollings & Adams, 2003).”
- Digital game-based learning: Towards an experiential gaming model (2005, background): “The use of stories in games is a fundamental part of game design (Rollings & Adams, 2003).”
- Game object model version II: a theoretical framework for educational game development (2007, background): “Rollings and Adams (2003, p. 201) suggest that gameplay consists of ‘‘one or more causally linked series of challenges in a simulated environment’’.”
- Handbook of Research on Effective Electronic Gaming in Education (2009, background): “Rollings and Adams (2003, p. 240) state, “a balanced (entertainment) game is one where the main determining factor for success of the player is the skill level of that player.” While this is often true as well in a serious game, the goals in balancing a serious game often are influence by additiona”