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Textbook Notes for Kevin Werbach

UPENNLGST 240Kevin WerbachFall

LGST 240 Chapter Notes - Chapter 1: Game Design

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Ross smith turned a boring quality-check task of testing software into a game: leaderboard, people considered the work enjoyable and addicting. The com
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UPENNLGST 240Kevin WerbachFall

LGST 240 Chapter 1: Fun and Accessibility notes

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Nicole lazzaro"s 4 types of fun: easy fun, hard fun, serious fun, people fun. Ask your playtesters what they think of the consequences of their choices
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UPENNLGST 240Kevin WerbachFall

LGST 240 Chapter Notes - Chapter 1: Social Enterprise, Jane Mcgonigal, Games World

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Gaming can make a better world by jane mcgonigal. If we want to save poverty, obesity, global climate change, we need to play 21 billion hours a week o
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UPENNLGST 240Kevin WerbachFall

LGST 240 Chapter Notes - Chapter 1: Virtual Office, Psych

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The online psych site was intended to enhance viewer engagement through games that tied in with usa properties. Games were free, and players earned poi
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UPENNLGST 240Kevin WerbachFall

LGST 240 Chapter Notes - Chapter 3: Uptodate, Tacit Knowledge, User Experience

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User experience available to gamers outside of work will drive expectations about. 3: work sucks what the experience at work should look like. Multipla
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UPENNLGST 240Kevin WerbachFall

LGST 240 Chapter Notes - Chapter 1: Warren Spector, Shigeru Miyamoto, Peter Molyneux

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As a game designer, you must look at the game from the perspective of the player and focus on providing a premium player experience. As a game designer
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