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<!--Generated by Squarespace Site Server v5.9.2 (http://www.squarespace.com/) on Fri, 12 Mar 2010 22:05:32 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>Children's Game Design &amp; Research Blog</title><link>http://www.tentoed.com/gamedesign/</link><description>Discussion on industry trends, and how to make great games for kids.</description><lastBuildDate>Thu, 11 Mar 2010 23:50:12 +0000</lastBuildDate><copyright>Traci Lawson</copyright><language>en-US</language><generator>Squarespace Site Server v5.9.2 (http://www.squarespace.com/)</generator><item><title>Live Blogging GDC 2010: Little Hands, Foul Moods, Runny Noses 3</title><dc:creator>Traci Lawson</dc:creator><pubDate>Thu, 11 Mar 2010 23:00:37 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2010/3/11/live-blogging-gdc-2010-little-hands-foul-moods-runny-noses-3.html</link><guid isPermaLink="false">407290:4452391:6982114</guid><description><![CDATA[<p>Subtitle: Research for Developing Kid-Friendly Social Gaming Experiences</p>
<p>Carla Engelbrecht Fisher is a colleague of mine I have worked with on a few educational gaming research projects at Sesame Workshop.&nbsp; She's awesome, and she's a PhD candidate at Teachers College, Columbia University.&nbsp; She has spoken about kids and games at GDC twice before, and the slides from those presentations (as well as this one) are available on <a href="http://playinvestigator.blogspot.com/">her website</a>.</p>
<p>Look at developmental milestone knowledge for your target age group before you design, don't just do testing afterward.&nbsp; But also remember that individual kids in age groups do vary.</p>
<p>Social gaming for kids &ne; Facebook.&nbsp; Kids under 13 aren't usually on Facebook.&nbsp; Hurdles include parent permission, COPPA, reading skills.&nbsp; Social gaming for kids DOES mean, two kids in one room playing together, Club Penguin type online games, ARGs, The Amanda Project.</p>
<p>Preschoolers: Egocentric "look at me!" manual dexterity is improving, but looking at screen while pressing or moving something in hands without looking at it can be tough.&nbsp; Learning feelings and what to do about them, how to interact with others and how they feel.&nbsp; Play with parents, jigsaw puzzles.&nbsp; Check out <a href="http://www.thehiddenpark.com/">The Hidden Park</a> and <a href="http://www.panwapa.com">Panwapa</a>.</p>
<p>5 to 8 years old: Beginning to read independently, increasing attention span, still struggling to understand others' point of view.&nbsp; Rules based play.&nbsp; Concrete operations for rules and perspective taking (thinking of outcomes of different moves in games), learning cooperation.</p>
<p>9 to 12 years old: Girls begin to show strong preference for social activities of traditional games.&nbsp; 40% of waking time is with peers.&nbsp; Check out 39 Clues, Pokemon.</p>
<p>13 years+: Adult preferences for gaming emerges.&nbsp; Prefer adult mechanics, use of abstract logic, tend to choose friends similar to themselves.&nbsp; Getting into IM and SMS.&nbsp; See Cathy's Book, The Amanda Project.&nbsp; Girls at this age are very social.</p>
<p>Peer relations:&nbsp; Kids do not just befriend anyone.&nbsp; 2 types: aggregate, dyadic (recpirocated).&nbsp; Shared interest in same toy, game.&nbsp; Kids with high self-esteem, successful in school or sports are more likely to have more friends.&nbsp; Friends help negotiate unfamiliar situations in life: bullying, divorce, relationships.&nbsp; Girls are really likely to help one another, esp. through difficulties that have experienced themselves.</p>
<p>Displacement effect:&nbsp; Not completely true that kids who play a lot of video games don't go outside, don't play sports.&nbsp; Playing time with friends online increases the time you spend with them outside the game. (Become more social at school, etc).&nbsp; Friendships can build arround games like DDR.</p>
<p>Prosocial development: When someone else is upset, young child will bring security blanket to share with them.&nbsp; Young children can identify different positive emotions more than negative.&nbsp; Prosocial behavior should be modeled to foster postive development.&nbsp; Those raised to cooperate are more likely to do it.&nbsp; It's a cultural thing.&nbsp; Rural kids are more cooperative than urban ones.&nbsp; Rewards can inadvertently cause competition.&nbsp; Cooperative platforms: Super Mario Bros Wii &amp; Little Big Planet, but might need additional scaffolding to foster cooperative behavior.</p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6982114.xml</wfw:commentRss></item><item><title>Live Blogging GDC 2010: The 4 Most Important Emotions for Social Games</title><dc:creator>Traci Lawson</dc:creator><pubDate>Thu, 11 Mar 2010 17:02:06 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2010/3/11/live-blogging-gdc-2010-the-4-most-important-emotions-for-soc.html</link><guid isPermaLink="false">407290:4452391:6979267</guid><description><![CDATA[<p>Nicole Lazzaro is a researcher who helps clients make their games more fun.&nbsp; (See <a href="http://www.tentoed.com/gamedesign/2009/9/18/live-blogging-from-gdc-austin-ace-usability-and-avoid-kobaya.html">my notes from her GDC Austin 2009 talk</a> about usability and types of fun.)&nbsp; Kids games are often social, like many of the games for the Wii.&nbsp; Kids usually play games together, or socialize about games later (talking on the schoolyard, etc.) when they play alone.</p>
<p>WoW and FarmVille, separated at birth?&nbsp; High amounts of user interaction.&nbsp; What types of game experiences would you like to have in 2020?&nbsp; Children's games sometimes have one action: tag, you're it.&nbsp; 4 Keys to FamVille success: It has goals, social interaction, feedback/imagination (easy fun like making a picture with your crops), reward (collection/completion).</p>
<p>Why are social emotions important?&nbsp; People fun = more emotions.&nbsp; Requires 2 people, drives viral distribution and web 2.0 (people are excited to share).&nbsp; You connect, you give feedback, and you personalize.&nbsp; What emotions make players share?&nbsp; Inside jokes, social tokens, symbols increase value with use.&nbsp; <em>They create "us" and the outside.</em></p>
<ol>
<li>Amusement - laughter (lolcats), silly dancing</li>
<li>Amici - feeling of friendliness and chumminess.&nbsp; No word for it in the English language, that's Italian.&nbsp; </li>
<li>Amidar - Cleverness, amping up your inside jokes and evolving them. Increases your ranking in the relationship.</li>
<li>Amiero - reciprocity, like biting someone back in the FB vampire game</li>
</ol>
<p>Amusement mechanics: Language (like FB poke), Chat &amp; jokes, dancing, teasing, etc. Chocolate cow in FarmVille, dancing in WoW.&nbsp; Make players laugh.</p>
<p>Amici / chumminess mechanics: Feeling of interaction changes when you have attractive, cute character art.&nbsp; Clicking 'Like' on FB.&nbsp; People, pets &amp; plants = taking care of things makes you feel good.</p>
<p>Amidar mechanics: Friends as tools, like you have to trade assets to get ahead in Catan.&nbsp; Be able to compare, rank, be the mayor in Four Square.</p>
<p>Amiero mechanics: Reciprocity mechanics like healing in WoW, helping grow in FarmVille.</p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6979267.xml</wfw:commentRss></item><item><title>Live Blogging GDC 2010: Designing for Kids and Parents Playing Together</title><dc:creator>Traci Lawson</dc:creator><pubDate>Wed, 10 Mar 2010 19:13:00 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2010/3/10/live-blogging-gdc-2010-designing-for-kids-and-parents-playin.html</link><guid isPermaLink="false">407290:4452391:6971052</guid><description><![CDATA[<p>Jesse Schell takes the stage with a harmonica to call our attention.&nbsp; Nice.&nbsp; This talk is spawned off <a href="http://www.tentoed.com/gamedesign/2009/9/16/live-blogging-from-gdc-austin-reaching-a-new-demographic-kid.html" target="_blank">a panel at GDC Austin last year</a> that ended up discussing kids games more than kids and parents.</p>
<p>Parent &amp; Kid games that Schell Games has produced: Sum of All Thrills, ToonTown Online, DisneyQuest, Toy Story Mania</p>
<p>1) You have to decide to design for kids and parents playing together.&nbsp; It does not happen by accident.&nbsp; Think about what parent will do, what kid will do</p>
<p>2) Find themes both kids and parents will care about.&nbsp; Like pirates, classic practical jokes, tension between work and play.&nbsp; Book: Last Child in the Woods - children don't go outside anymore. -&gt; inspired Pixie Hollow.&nbsp; One pixie talks to you directly, not your avatar.&nbsp; She gives you tasks to do outside, like find pinecones, give trees you see names.&nbsp; Nostalgia bridges the generation gap (like Disney World) use classic elements, like SpongeBob is sim to Looney Tunes.</p>
<p>3) Understand what families want - and provide it!&nbsp; Our culture tears families apart, distractions, work hours, divorce, etc.&nbsp; Hercules in the Underworld - saw tense family fighting with each other in the line, came out from game with tension gone, kids are excited "awesome!", dad thought it was beautiful.&nbsp; Gives family shared accomplishment.&nbsp; "We did this thing together."&nbsp; Parents want to feel they have provided meaningful, useful experiences, feel they have provided something for children.&nbsp; Kids want to feel more emotionally connected to their families (but kids can't tell you this, even if you asked them).&nbsp; Both kids and parents want to connect to distant relatives.&nbsp; &lt;- Untapped opportunity.</p>
<p>4) Parents want to teach, kids want to learn.&nbsp; Could be educational, could be something like jokes.&nbsp; "Ambulance chaser" - if parents find it funny, kid wants to learn why it's funny.&nbsp; Now you've designed a moment they shared.&nbsp; Kids are aspirational.&nbsp; Create a situation where they are in over their heads and need parent's help.&nbsp; Two stage game where kids have activity, parents have activity (Electric Co example)</p>
<p>5) Co-opt existing roles for quick immersion.&nbsp; Webkinz, Pirates of Caribbean game where mom drives, other family members shoot cannons, etc.</p>
<p>6) Role reversals delight everyone.&nbsp; Everyone wants a break from the kid/parent relationship.&nbsp; Let kids be in charge.&nbsp; When a child's skills surpasses skills of the parent, it's a landmark moment.</p>
<p>7) Consider gender issues.&nbsp; Mom/Dad, Brother/Sister, Father/Daughter, Father/Mother, Mother/Son, Mother/Daughter.</p>
<p>8) Deciding to pay is a collaboration between kids and parents.&nbsp; Kids have to want it, parents have to know they want it and believe they'll use it, etc.&nbsp; ToonTown used monthly mailers to give parents and kids a together moment, because parent gives kid mail, parent sees excitement.</p>
<p>9) Safety is paramount.&nbsp; Parents think of language, violence.&nbsp; 13 yr old meeting adults in chat areas, etc.&nbsp; Monitor chat, only allow chats between ppl confirmed to know one another in real world, have good quality canned phrases ppl actually want to use.</p>
<p>10) Design for the family as well as for the individuals.&nbsp; Design to let them connect with each other, but understand their busy schedules also.</p>
<p>The connection between parents and children is the strongest emotional force we know.&nbsp; If you can harness that, your game will be very powerful.&nbsp; Dispatches from the Pixie Glade - Mom's blog about Pixie Hollow.</p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6971052.xml</wfw:commentRss></item><item><title>Live Blogging GDC 2010: Research on Design Patterns for Effective Educational Games</title><dc:creator>Traci Lawson</dc:creator><pubDate>Wed, 10 Mar 2010 18:03:15 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2010/3/10/live-blogging-gdc-2010-research-on-design-patterns-for-effec.html</link><guid isPermaLink="false">407290:4452391:6970167</guid><description><![CDATA[<p>Speakers: Jan Plass, Ken Perlin and Katherine Isbister from the Games for Learning Institute</p>
<p>When it comes to using things like games for education, producers try things without knowing if they worked or not.&nbsp; Goal is not to make one killer game, but to make games that are scientific instruments to study what works and what doesn't work.&nbsp; They make lots of mini games.</p>
<p>Factory Actor: several variants on one game, variables to change to see how players learn prime factorization.&nbsp; Better to compete, or to have 2 players work together?&nbsp; Also Super Transformation, Prime Beef, EcoSim&nbsp; See http://g4li.org</p>
<p>Unmouse Pad, put hand right on it, pressure sensitive.&nbsp; Allows for affective computing.&nbsp; Less expensive than a tablet. Posterior (butt) sensor in chair to measure posture -&gt; interest, slouching = boredom, leaning in = interest</p>
<p>Parts of a learning game: 1) head, player's understanding&nbsp; 2) game mechanic, rules of play 3) aesthetic design, graphics &amp; sound&nbsp; 4) narrative drive, moves story forward&nbsp; 5) extrinsic rewards, points, ranking&nbsp; 6) intrinsic rewards, improving skills **most important part** this moves you up, whereas #4 moves you forward.&nbsp; #6 is closely tied to Csikszentmihalyi's concept of Flow (see <a href="http://www.tentoed.com/gamedesign/2009/8/19/report-from-2009-boston-gameloop.html">my notes from Boston GameLoop 2009</a>)</p>
<p>Design Process: Interview and observe kids and game designers who make learning games (presented at CHI 2010 Designing Games for Learning)&nbsp; Findings: Deep content not 'bolted on', with innovative mechanics, exploration of systems, engage emotions.&nbsp; Got list of things teachers find difficult to convey with traditional classroom teaching methods.</p>
<p>Research: Study impact of player characteristics on outcomes.&nbsp; Design patterns that would be reusable.&nbsp; Run experiments to compare different methods.&nbsp; Playtech by Colleen Macklin.&nbsp; Rapunsel: teaches girls to program (My note: Sounds similar to <a href="ss_temp_url">Alice</a> at CMU) outcome was designing an avatar.&nbsp; Concept of self as programmer, and self-esteem increased, thinks of self more as scientist&nbsp; Simulations Research: teaching HS chemistry, iconic rep of key info, sim exploration v. direct instruction, sim efficacy, engagement &amp; graphing skills Self exploration is better than just feeding facts (contrary to other published research).&nbsp; Emotion Research: Positive emotions increase comprehension and transfer.&nbsp; Eye tracking research: expert/novice differences.</p>
<p>Design patterns for edu games: genre-specific, topic-specific, constructing things is fun, strong narratives provide sufficient incentive (like Prof Layton), games can be engaging without visuals (Tribalwars), games can be engaging and addicitive without necessarily being fun.&nbsp; The more intrinsic motivation, the less extrinsic is needed.</p>
<p>Engagement is much better in their lab than at the after school centers.&nbsp; Triangulation of self report, behavior and bio-metrics.&nbsp; Embedded assessment in the game.&nbsp; What does it mean, within the game, to have something learned.</p>
<p>More prepared student vs less prepared student trajectories.&nbsp; Must adapt to both.</p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6970167.xml</wfw:commentRss></item><item><title>Leveling the Playing Field in Early Math Learning, With Games</title><category>board games</category><category>education</category><category>educational games</category><category>mathematics</category><dc:creator>Traci Lawson</dc:creator><pubDate>Wed, 24 Feb 2010 02:58:00 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2010/2/23/leveling-the-playing-field-in-early-math-learning-with-games.html</link><guid isPermaLink="false">407290:4452391:6807979</guid><description><![CDATA[<p>I had the pleasure this evening of attending a lecture on preschool math education by Dr. Robert Siegler, who is a visiting professor at my grad school alma mater, Teachers College, Columbia University.&nbsp; Math is my favorite educational topic in children&rsquo;s games, because I hated math so much as a student.&nbsp; I can really identify with students&rsquo; frustration and confusion, and I think that makes me a better designer of math games.&nbsp; I came to the lecture hoping to hear tips on ways math topics can be presented, so I could use them in designing games.&nbsp; I was pleasantly surprised when he began to present research on board games similar to Chutes and Ladders and Candy Land.&nbsp; <a href="http://www.gamasutra.com/blogs/TraciLawson/20090831/2899/Chutes_and_Ladders_Boosts_Preschoolers_Math_Skills.php" target="_blank">I blogged about this research back in August</a>, but I had forgotten Dr. Siegler&rsquo;s name, and my invitation to the lecture didn&rsquo;t say anything about games.<br /><br />In the United States, there is a correlation between a child&rsquo;s socio-economic status and his or her eighth grade math achievement scores.&nbsp; This is not as true in Canada, Germany, Sweden or Japan.&nbsp; In the US, differences increase with schooling.&nbsp; In other words, preschoolers in poor communities test behind preschoolers in wealthier communities, and the gap only gets bigger as students progress through school.&nbsp; What can we do to lessen this gap in the US, and at what grade level should this problem be addressed?</p>
<p>Siegler argues that we need to correct this problem in preschool.&nbsp; <span class="full-image-float-left ssNonEditable"><span><a href="http://www.tentoed.com/gamedesign/2010/2/23/leveling-the-playing-field-in-early-math-learning-with-games.html"><img style="width: 275px;" src="http://www.tentoed.com/storage/post-images/numberlineestimation.jpg?__SQUARESPACE_CACHEVERSION=1267033646348" alt="" /></a></span><span class="thumbnail-caption" style="width: 275px;">Sample number line estimation task</span></span>Statistics show that if you start behind, you stay behind.&nbsp; It is important to improve preschool students&rsquo; understanding of numerical magnitudes, or meanings.&nbsp; A kid who can count from 1 to 10 may not know which is bigger, 6 or 4.&nbsp; We need to help children create a linear representation of numerical magnitudes.&nbsp; Students should be able to perform well on number line estimation tasks (see illustration).&nbsp; These tasks allow assessment of relation between numbers and magnitude.&nbsp; Chinese kindergartners are ahead of US kindergartners in number line estimation.</p>
<p>Playing numerical board games might play a crucial role in forming numerical magnitude understanding.&nbsp; The greater number a game token reaches, the greater number of discrete movements the child has made, spoken, moved in distance, and time spent playing. Thus, playing the game provides visuospatial, kinesthetic, auditory, temporal cues to numerical magnitudes.&nbsp; Students who played a number board game (similar to Chutes and Ladders) did far better on four math tasks than students who played a color board game (similar to Candy Land).&nbsp;<br /><br />What features of board games are critical to student learning?&nbsp; <a href="http://eric.ed.gov/ERICWebPortal/custom/portlets/recordDetails/detailmini.jsp?_nfpb=true&amp;_&amp;ERICExtSearch_SearchValue_0=EJ861180&amp;ERICExtSearch_SearchType_0=no&amp;accno=EJ861180" target="_blank">Siegler &amp; Ramani (2009)</a> studied linear counting board games, and circular counting board games, both clockwise and counterclockwise.&nbsp; They found that linear board games are much better for the improvement of numerical understanding, addition, and other math skills.&nbsp; Perhaps most encouraging of all, children who started out testing the worst showed significant improvement in post-tests after playing linear counting board games.<br />Siegler &amp; Ramani also discovered that it matters how you play the game.&nbsp; Counting on from where the player was on the board (i.e., 32, 33, 34, 35) led to more improved skills than counting from one each roll.&nbsp; Playing the game with students four times was enough to have significant effect on math skills.<br /><br /><em>Implications for game design</em>: Siegler recommended exposing kids to numbers bigger than 20 in preschool.&nbsp; Instead, we should go up to 100.&nbsp; Video games, and adults playing board games with children, should count on when possible, rather than counting from one each time.&nbsp; The child can count along from one with their fingers, if it helps the child to keep track of how many numbers they&rsquo;ve counted off.</p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6807979.xml</wfw:commentRss></item><item><title>Live Blogging presentation by Will Wright - What Makes Games (Good) for Learning</title><dc:creator>Traci Lawson</dc:creator><pubDate>Wed, 17 Feb 2010 23:04:23 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2010/2/17/live-blogging-presentation-by-will-wright-what-makes-games-g.html</link><guid isPermaLink="false">407290:4452391:6729833</guid><description><![CDATA[<p>Getting ready for Will Wright to take the stage at NYU's Skirball Center.&nbsp; He's famous for designing Spore, SimCity, SimAnt, SimEarth, and of course, The Sims series.&nbsp; I'm excited to hear what he says about educational games.&nbsp; Many of his titles are considered educational games today, though I don't believe they were originally marketed as such, with the possible exception of Spore.&nbsp; It's very odd, but things that get classified as educational games often aren't games at all.&nbsp; Things in that category usually more closely resemble interactive worksheets than games.&nbsp; There's often only one right answer, and sometimes the game is only playable if you already know the material it contains.</p>
<p>There was a discussion on Twitter recently about the poisonous reputation of the term 'educational game'.&nbsp; <a href="http://twitter.com/jasonmcintosh  ">Jason McIntosh</a> said a witty metaphor about books that I really liked.&nbsp; <span class="status-body"><span class="entry-content">"This is an educational book! It's not like those OTHER books - this one tries to TEACH you something!" It isn't often that people talk about books being educational or not.&nbsp; I suppose if a person was insistent about getting an educational book, someone would probably hand them a textbook, or at least some non-fiction.&nbsp; Why do people treat games so differently?&nbsp; I don't think they should.</span></span></p>
<p><span class="status-body"><span class="entry-content"><span class="full-image-float-left ssNonEditable"><span><img style="width: 250px;" src="http://www.tentoed.com/storage/post-images/willwrightbystraylor.jpg?__SQUARESPACE_CACHEVERSION=1266517570616" alt="" /></span><span class="thumbnail-caption" style="width: 250px;">photo by <a href="http://www.360kid.com">Scott Traylor</a></span></span>Time to start!&nbsp; They're having technical difficulties with the presentation.&nbsp; It's 6:15 and Will is sitting on the stage cross legged with a laptop in his lap.&nbsp; They've decided to do the question/answer portion first.</span></span></p>
<p><span class="status-body"><span class="entry-content">6:20pm </span></span>Introduction:&nbsp; Will Wright&rsquo;s games <strong>trust in the minds of young people</strong>, and it has already influenced a generation.</p>
<p><span class="status-body"><span class="entry-content">Demographics important to game publishing.&nbsp; Information Absorption Constant (3000) &divide; Age = Info you can absorb in a minute.&nbsp; Games have reputation that's not good at all.&nbsp; When he helped curate an exhibit that included video games, he got looked down upon by comic book people(!)&nbsp; Story about book absorbing a monk so thoroughly, people thought it was the devil, back in the early days of books. Television = failed opportunity for education.&nbsp; "I wish there was a dial to turn up the intelligence of the programming.&nbsp; There's a dial called 'brightness', but that doesn't work." - Unknown.&nbsp; Cycle: Entertainment -&gt; Artistic Expression -&gt; Recognized for learning.&nbsp; </span></span></p>
<p><span class="status-body"><span class="entry-content">We run models in our heads constantly, to understand what's going on, help us make decisions.&nbsp; We look for patterns everywhere, even when they don't exist.&nbsp; Metaphors, schemas &amp; symbols.&nbsp; How many members of a particular demographic group does it take to screw in a lightbulb?&nbsp; Schema for what happens when you walk into a restaurant.&nbsp; Animals have food/danger, flight/flee schemas.&nbsp; Our ability to read another person through empathy is remarkable.&nbsp; Act differently around friends/co-workers/family.&nbsp; We have a limited amount of experience to build schema out of.&nbsp; <strong>Toys help us expand our experiences. </strong>Talking to friends helps us build schema off of their experiences.&nbsp; Stories on TV/books/plays/movies too, and interactive play experiences.</span></span></p>
<p><span class="status-body"><span class="entry-content">6:35pm People used to play games until they started having kids, but now it's more common to play games with kids.&nbsp; Casual games are often popular with people who used to play games and have less time now.</span></span></p>
<p><span class="status-body"><span class="entry-content">Archetypes.&nbsp; Captain Kirk is a typical captain archetype.&nbsp; Lost is a remake of Gilligan's Island storyline.&nbsp; Some stories take place in world's unlike our own, but there are always familiar similarities to our own.&nbsp; Change small things, different outcome.&nbsp; Groundhog Day is game like, different sequence of events each time.&nbsp; Hollywood often exagerrates archetypes from real life.&nbsp; Even the NYTimes dreamed up a graphic of what Bin Laden's underground hideout must look like.&nbsp; Games allow us to explore possibility spaces.&nbsp; </span></span></p>
<p><span class="status-body"><span class="entry-content">6:46pm Play builds models in imagination.&nbsp; Games test models.&nbsp; (You can swap models and imagination in these sentences.)&nbsp; Treasure Island resulted from drawing a map, Robinson Crusoe looked at it and imagined what could happen there.&nbsp; Creative abilities in Grand Theft Auto are amazing, don't have to do with the missions.&nbsp; Games have success/failure loops.&nbsp; Will's games have interesting failure states.&nbsp; Failure states are a great way to learn that games do well.</span></span></p>
<p><span class="status-body"><span class="entry-content">6:53pm People say games don't produce emotional experiences like movies do, but that's not really true.&nbsp; 6:56pm Talking about Russian rockets and failures / survival / things they learned.&nbsp; 6:58pm: People send him a lot of game design ideas.&nbsp; Many kinds of fields can feed to good game ideas.&nbsp; The player will build an internal model of your system.&nbsp; The game designer should consider what model the player will build.&nbsp; Even looking at the game packaging, a person is building a model in their head of what the game is.&nbsp; When he made The Sims, first called it a dollhouse, which is accurate, but really turned away males.</span></span></p>
<p><span class="status-body"><span class="entry-content">7:03pm Future of gaming - games push computer technology forward, mobile devices too.&nbsp; Graphics, physics, simulation.&nbsp; Fractal entertainment.&nbsp; Entertainment is being personalized.&nbsp; 50 people on one airplane could all be watching 50 different movies.&nbsp; Games used to be immersive if they were good.&nbsp; The whole outside world disappeared.&nbsp; Today there's more emphasis on group interaction in games, and NOT ignoring everyone else in the room.&nbsp; Fun is watching your friends play.&nbsp; More real world context, like Rock Band.&nbsp; Future, more games that are aware of where you are.&nbsp; Future: Turning players into producers, i.e. Spore.</span></span></p>
<p><span class="status-body"><span class="entry-content">We're running out of time and he's speeding through the rest of his deck.&nbsp; I could barely keep up the blogging at the regular pace!&nbsp; Oh noes!</span><span class="entry-content">&nbsp; Motivation is the issue, not access.&nbsp; Lighting fire, not filling pail.&nbsp; Time playing x social relevance = world impact.&nbsp; Build different models of where the world goes from here.&nbsp; 300 slides!&nbsp; Oh my!&nbsp; We're out of time!<br /></span></span></p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6729833.xml</wfw:commentRss></item><item><title>Building a Preschool iPhone Game, Part 2</title><category>children's video games</category><category>game production</category><category>iphone</category><dc:creator>Traci Lawson</dc:creator><pubDate>Fri, 15 Jan 2010 21:58:50 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2010/1/15/building-a-preschool-iphone-game-part-2.html</link><guid isPermaLink="false">407290:4452391:6330299</guid><description><![CDATA[<p><span class="full-image-float-right ssNonEditable"><span><a href="http://www.flickr.com/photos/jessicagarro/4212081351/" target="_blank"><img src="http://www.tentoed.com/storage/post-images/toddleriphone.jpg?__SQUARESPACE_CACHEVERSION=1263593626794" alt="" /></a></span></span>When I left off at the end of <a href="http://www.tracilawsonmedia.com/gamedesign/2009/11/11/building-a-preschool-iphone-game-part-1.html" target="_blank">Part 1 in this series</a>, I had found the developer and graphic artist I wanted to work with.&nbsp; Finding them has turned out to be the most important part of the whole process.&nbsp; Every day I work on this project, I'm very thankful for both of the individuals I'm working with.&nbsp; Not only are they very skilled at what they do, but they're very easy to get along with, and never seem to fret when changes need to be made.&nbsp; They're both as dedicated to the game's success as I am.</p>
<p>After I had verbal confirmation from both of them that they were interested in the project, it was time to get things going legally and officially.&nbsp; It was a little bit scary to take something that was just an idea in my head and begin investing serious money in it!</p>
<p>As I mentioned in Part 1, I didn't have enough money to pay a developer upfront.&nbsp; I'm not even sure how much a developer costs, but I only had a few thousand dollars to spend.&nbsp; My developer agreed to a profit share agreement, where each of us would split whatever income the game makes from the iTunes Store.&nbsp; That allowed me to spend the money I did have on paying the graphic artist, and on the legal fees that would be involved in establishing a company and getting contracts written.&nbsp;</p>
<p>It took me almost two months to go through the whole process of incorporation.&nbsp; The iTunes Store will only let you sell an app under a legal name, either your own, or an official corporate name.&nbsp; It didn't seem right to sell a game we made together under only my name.&nbsp; Plus, there were other benefits to incorporating, like keeping the finances separate from my own bank account, and having legal protection for not producing the game in my own name.&nbsp; I read up on small business laws, which was the most time consuming part.&nbsp; I weighed the pros and cons between forming an LLC or an S-Corp, and then hired a lawyer to help me file the necessary paperwork.&nbsp; I was lucky and found a friend of a friend who specializes in small business law and gave me a good rate.&nbsp; Once the ball was rolling on that, I hired a different lawyer to help me with the contracts for my developer and graphic artist.&nbsp; I could have used the small business lawyer, but I had met someone who specializes in interactive media and video games while I was attending <a href="http://www.tracilawsonmedia.com/gamedesign/2009/8/19/report-from-2009-boston-gameloop.html">Boston GameLoop</a>, and I decided to go with him.</p>
<p>We had a team conference call so the three of us could talk through the plans for the project.&nbsp; Much of what we talked about was already in the design document I had written, but it was good to talk through it and make sure we were all on the same page.&nbsp; The developer talked with the artist about the specs and file requirements she would need.&nbsp; I didn't understand 100% of what was said because some of it was pretty technical, but I wrote it all down anyway.&nbsp;When the call was over, I typed everything we discussed in an email that we could all refer back to.</p>
<p>Since then, everything has taken place via email and file exchange at <a href="http://www.box.net/" target="_blank">box.net</a>.&nbsp; The graphic artist sent me some pencil sketches, and after just a couple of back and forths, she arrived at art that I fell in love with.&nbsp; The programmer got a first build together pretty quickly, too.&nbsp; The first couple of builds were only playable on the computer, but it wasn't long before she had a build that ran on the iPhone itself.&nbsp; Meanwhile, I took care of everything that needed to be done to get into the Apple iTunes Store.&nbsp; Those things are all listed in <a href="http://www.gamasutra.com/view/feature/4211/iphone_development_everything_you_.php" target="_blank">this handy article</a>, so I won't repeat them here.</p>
<p>In the past several weeks, there has been a lot of QA testing by the programmer and myself.&nbsp; That means we play the game over and over to see what wonky 'bugs' occur that shouldn't be happening, and we record them in a spreadsheet.&nbsp; The programmer then works out kinks in the code so the bugs don't happen anymore.&nbsp; It can be time consuming to QA because once you observe a bug, you have to reproduce it a few times to confirm what conditions cause it to happen.</p>
<p>We have also made a few tweaks to the conditions that affect the game's difficulty, but now we're ready to watch some kids play the game and see how difficult they find the game to be.&nbsp; I am most curious to see if kids understand how to play the game, because when the game is released, we won't be there to tell each player what to do.&nbsp; I'm doing my best to make the game play intuitive without using formal directions, so we'll see how clear it actually is when I observe some kids play.&nbsp; <a href="http://www.tracilawsonmedia.com/gamedesign/rss.xml">Watch this blog</a> for more about the kid testing process and intuitive play in Part 3.</p>
<p><em>Picture of a toddler playing with an iPhone by <a href="http://www.flickr.com/photos/jessicagarro/4212081351/" target="_blank">jessica.garro</a>, shared via Creative Commons.</em></p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6330299.xml</wfw:commentRss></item><item><title>STEM Game Challenge</title><category>educational video games</category><category>game design</category><category>stem game challenge</category><dc:creator>Traci Lawson</dc:creator><pubDate>Tue, 05 Jan 2010 20:10:14 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2010/1/5/stem-game-challenge.html</link><guid isPermaLink="false">407290:4452391:6231418</guid><description><![CDATA[<p>For the past several months, I have been concentrating on producing the iPhone game I designed, and job hunting.&nbsp; I haven&rsquo;t been doing much work on new designs.&nbsp; But in late November, <a href="http://www.whitehouse.gov/the-press-office/president-obama-launches-educate-innovate-campaign-excellence-science-technology-en">President Obama announced</a> a <a href="http://www.itic.org/clientuploads/Fact%20Sheet%20--%20STEM%20Video%20Game%20Competition%20(Final%2011.20.09).pdf">STEM Game Challenge</a>.&nbsp; It&rsquo;s part of a larger effort to step up Science, Technology, Engineering and Mathematics education in public schools.&nbsp; In recent decades, the United States <a href="http://en.wikipedia.org/wiki/Trends_in_International_Mathematics_and_Science_Study#United_States_2007">has not scored well</a> in international tests of science and math abilities.&nbsp; We need to change that if we&rsquo;re going to continue to be a successful nation.<br /><a href="http://www.whitehouse.gov/photos-and-video/video/president-obama-kicks-educate-innovate"><br /></a><a href="http://www.whitehouse.gov/photos-and-video/video/president-obama-kicks-educate-innovate"></a><span class="full-image-float-right ssNonEditable"><span><a href="http://www.flickr.com/photos/croncast/2896194203/"><img src="http://www.tentoed.com/storage/post-images/stemgame.jpg?__SQUARESPACE_CACHEVERSION=1262726682666" alt="" /></a></span></span><a href="http://www.whitehouse.gov/photos-and-video/video/president-obama-kicks-educate-innovate">President Obama&rsquo;s live webcast</a> got the design fires cooking again on the back burner of my mind.&nbsp; Designing a STEM intensive video game is a truly challenging problem.&nbsp; I recently came across <a href="http://www.eschoolnews.com/news/top-news/index.cfm?i=62149">this really excellent article</a> that outlines all of the things one must consider in educational game design.&nbsp; One line that rang particularly true for me was <em>"Topics should not be forced--games should be one medium among many for learning in and out of the classroom." There are many attempts at games about topics like photosynthesis, but most of what results is not a game at all, but a more typical rote classroom activity. </em><br /><br />For a game to succeed in a school environment, it has to fit the constraints of the school realities.&nbsp; In most schools, that means limited internet access, limited work stations, and limited time.&nbsp; Many class periods are under an hour, and when you subtract the time it takes to walk to the computer lab as a class and get 30 students settled at 30 machines that may or may not work, you&rsquo;re left with a short play session.<br /><br />The trickiest consideration though, is that you have to fit in an established curriculum.&nbsp; Teachers are usually told exactly what to cover over the course of the academic year.&nbsp; If you build the greatest science game in the world, a teacher may not be able to use it with her students if she already feels she doesn&rsquo;t have enough time to cover the required curriculum.<br /><br />Video games are a natural fit to teach STEM related skills, because many commercially produced games involve problem solving and collaboration skills.&nbsp; (For more on this, see <a href="http://possibleworlds.edc.org/research/studies/how-do-children-revise-their-strategies-during-gameplay/">research conducted by EDC</a>.)&nbsp; When designed well, games help players hone the <a href="http://www.21stcenturyskills.org/index.php?option=com_content&amp;task=view&amp;id=82&amp;Itemid=185">21st century skills</a> that employers look for today.&nbsp; To be a successful scientist, you can&rsquo;t merely follow established procedures 100% of the time.&nbsp; Much of the student experience of STEM subjects in public school is about how well they can execute an established procedure, so video games are a great opportunity to let students do something completely different.&nbsp;</p>
<p>It will be interesting to see what comes out of the STEM Game Challenge.&nbsp; It's exciting that the President of the United States is acknowledging the potential of video games as a learning environment in such a powerful way.&nbsp; This could turn out to be the best thing that's happened to educational games in a long time.</p>
<p><em>Picture of a game at the Museum of Science and Industry by <a href="http://www.flickr.com/photos/croncast/2896194203/">croncast</a>, shared via Creative Commons.</em></p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6231418.xml</wfw:commentRss></item><item><title>How to Land an Internship in the Children’s Television or Video Game Industry</title><category>career</category><category>children's television</category><category>children's video games</category><category>howto</category><dc:creator>Traci Lawson</dc:creator><pubDate>Sun, 27 Dec 2009 22:41:34 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2009/12/27/how-to-land-an-internship-in-the-childrens-television-or-vid.html</link><guid isPermaLink="false">407290:4452391:6151756</guid><description><![CDATA[<p>Blogs are about sharing wisdom and opinions.&nbsp; One thing I have collected a lot of wisdom about is interning in children&rsquo;s television.&nbsp; I began my career working in children&rsquo;s television, before I transitioned into video games.&nbsp; All of my experience with internships, both being an intern, and hiring and supervising interns, is in children&rsquo;s television.&nbsp; I believe much of the advice in this article would apply to finding an internship in the video game industry as well.<br /><br />1) Many people browse online for advertisements of internship programs they can apply to.&nbsp; This is fine, and some people do get hired this way.&nbsp; You must realize that the employer will receive hundreds of resumes in response to an advertisement.&nbsp; Many applicants will not be remotely qualified.&nbsp; You might be surprised how many chemistry or forestry majors will send their resume in response to an entertainment industry internship ad.&nbsp; <br />Keep in mind that whoever looks at your resume will only glance at it for a few seconds before moving on to the next one.&nbsp; You have precious little time to show them that you are the intern they&rsquo;re looking for.&nbsp; Make sure your resume is only one page, and list your most relevant qualifications first, even if they are projects you completed for a class or school club.&nbsp; Work experience is great too, but if thus far you&rsquo;ve only worked at the Dairy Queen or a local grocery store, the employer may be more interested in videos or games you produced in class, especially if they won awards or special recognition.&nbsp; Put those things up top.<br /><br />2) Don&rsquo;t just submit resumes to advertised internship programs.&nbsp; Do whatever you can to pursue other avenues.&nbsp;</p>
<ul>
<li>Ask your professors if they have colleagues in the industry they would be willing to introduce you to.&nbsp; If those people are not personally hiring interns, interview them about their career anyway.&nbsp; At the end of the interview, ask if they have a colleague who might be hiring interns.</li>
<li>For the television industry, you can pick a show you&rsquo;re interested in and watch that show&rsquo;s credits.&nbsp; Write directly to production coordinators and production assistants by name.&nbsp; People in those positions are usually involved in hiring interns.&nbsp; Once you have some names, you can either:         
<ul>
<li>Contact them via LinkedIn or email.&nbsp; See more on this below.</li>
<li>Search the internet for the production company's postal address.&nbsp; People enjoy receiving mail, and chances are good they&rsquo;ll open your envelope.&nbsp; I&rsquo;m a big fan of the old-fashioned paper resume.&nbsp; In this email heavy culture, they help you stand apart.&nbsp; You&rsquo;ll be taking up physical space in the pile of paper on the recipient's desk.&nbsp; Small, yes but this is more area than a one line entry in an email inbox.</li>
<li>Find the main phone number for the production company and ask the receptionist for one of those people by name.&nbsp; If you get voice mail, don&rsquo;t leave a message.&nbsp; Try again later.&nbsp; When you do get through, be very brief.&nbsp; Introduce yourself by name as a student at X University and ask if this is a good time to talk for a moment.&nbsp; If it is (or even if they say it isn&rsquo;t) ask if they are hiring interns at the moment, and if so, may you send a resume direct to their attention?&nbsp; At which address or fax number?&nbsp; Now you can begin your cover letter by thanking them for the phone conversation, and they should remember your name, which should help raise you to the top of the pile.</li>
</ul>
</li>
</ul>
<p>3) Consider an internship in research.&nbsp; Research departments are responsible for making sure the target audience will enjoy, understand and be able to use the media that is created for them.&nbsp; Watching children interact with shows and games first hand is invaluable to developing your understanding and making you a better writer or producer.&nbsp; And who knows, you may decide to pursue a career in research!&nbsp; Even if you still have your heart set on production or writing, you can use your internship in research as an opportunity to meet people in those departments.<br />Some kids&rsquo; TV shows and video game licenses are researched on the academic level, to prove that media can truly benefit the children that use them.&nbsp; Sometimes these studies are run by university professors, but often they are run by researchers who work for the production companies.&nbsp; Search your college library for scholarly journal articles about current shows like <em>Sesame Street</em>, <em>Dora the Explorer</em> and <em>Blue&rsquo;s Clues</em>.&nbsp; Read video game research put out by places like <a href="http://cct.edc.org/">EDC</a>, and the Institute of Play.&nbsp; Contact authors you&rsquo;d like to work with, talk about what you found interesting in their report, and ask if they&rsquo;re hiring interns.<br /><br />4) Pick a place one or two places you&rsquo;re particularly passionate about working for, and focus your energies on getting an internship there.&nbsp; If you don&rsquo;t get hired this semester, just try again next semester and the next until you get through.&nbsp; But remember that big name places like EA or Nickelodeon can afford to be choosy and often prefer candidates with an internship or two already under their belt.&nbsp; Apply to your dream companies, but also apply at smaller companies to get your feet wet.<br /><br />5) Apply early.&nbsp; Companies don&rsquo;t all hire interns the same way colleges admit new students.&nbsp; The application deadline isn&rsquo;t set in stone.&nbsp; If a producer happens to meet a great intern in January or February who will be available in the summer, then in the producer&rsquo;s mind, the summer internship is already full.&nbsp; That said, many places will have rolling openings, or many availabilities, so submit your resume often.&nbsp; Hiring an intern is something that often gets pushed to the bottom of the to-do list over and over again until it becomes a last minute scramble.&nbsp; Apply early, but be patient.<br /><br />6) If at all possible, use an address that&rsquo;s local (within commuting distance) to the place you are applying.&nbsp; Many internships are unpaid.&nbsp; A hiring supervisor in New York City may feel guilty about bringing someone all the way from the middle of the country to earn a $10 a day stipend, and their guilt might keep you from rising to the top of the pile.&nbsp; This isn&rsquo;t fair to you, but remember too that hiring managers are burdened with the responsibility of making sure someone good fills the position.&nbsp; They may worry that if they hire you, you&rsquo;ll bail out at the last minute once you face the realities of how expensive it is to live in the city.&nbsp; That will leave them in the lurch.&nbsp; If you are planning to live with your Aunt Tilly while you intern, use Aunt Tilly&rsquo;s address on your resume.&nbsp; You can explain in the job interview, if the topic comes up.<br /><br /><strong>A note on contacting someone via email:</strong>&nbsp; <br />First, try LinkedIn.&nbsp; LinkedIn is an increasingly popular social networking site that is specifically focused on making career related connections.&nbsp; Some LinkedIn users have their permissions set so anyone with an account may send them a message.&nbsp; Use this to your advantage.&nbsp; It&rsquo;s what LinkedIn was created for.&nbsp; Sending someone a message on LinkedIn should not be confused for trying to add a person to your network.&nbsp; As LinkedIn states in many places, network connections are for people who already know one another.&nbsp; Similarly, contacting someone on Facebook for the purposes of finding a job or internship might not be well received, because Facebook is an environment for people who already know one another.</p>
<p>If you&rsquo;re unable to contact the person you&rsquo;re trying to reach via LinkedIn, you may be able to figure out what their email address is.&nbsp; Most large companies assign every employee&rsquo;s email address according to the same schema, like firstinitiallastname@ourcompany.com.&nbsp; So, if you have an email address for one employee, you&rsquo;ll be able to make an educated guess at what another employee&rsquo;s email address will be.<br />First, figure out the domain name the company uses for email.&nbsp; This is often the same domain the company&rsquo;s website appears under, but not always.&nbsp; Once you know it, Google that domain name and the word &lsquo;email&rsquo;.&nbsp; We&rsquo;re looking for any employee who has published his work email address on the web, maybe in a conference proceeding or presentation slideshow.&nbsp; So for example, if I was targeting Ubisoft, I&rsquo;d search &ldquo;email ubisoft.com&rdquo; and browse results.&nbsp; If you&rsquo;re unsure of the email domain name, you can use the company name instead.<br />Once you have located one employee&rsquo;s email address, copy that format with the name of the person you&rsquo;re trying to reach.&nbsp; For example, if I dug up Joe.Smith@ubisoft.com, and I&rsquo;m trying to reach Sally Simpson, I would send an email to Sally.Simpson@ubisoft.com<br />Whether you're contacting someone on LinkedIn or via email, remember not to make a pest of yourself.&nbsp; Be brief, and send one message.&nbsp; If you don't hear a response, follow up in two or three weeks.&nbsp; If you still don't hear anything back, let it go.<br /><br /><a href="http://www.tracilawsonmedia.com/gamedesign/rss.xml">Watch this blog</a> for Part 2: The Dos and Don&rsquo;ts of Being a Successful Television or Video Game Industry Intern﻿.</p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-6151756.xml</wfw:commentRss></item><item><title>A Review of 3 Preschool iPhone Apps: Tickle Tap Apps</title><category>apps</category><category>educational video games</category><category>iphone</category><category>preschool</category><dc:creator>Traci Lawson</dc:creator><pubDate>Fri, 27 Nov 2009 06:19:06 +0000</pubDate><link>http://www.tentoed.com/gamedesign/2009/11/27/a-review-of-3-preschool-iphone-apps-tickle-tap-apps.html</link><guid isPermaLink="false">407290:4452391:5926229</guid><description><![CDATA[<p>I recently received a request from <a href="http://www.tickletapapps.com/">zinc Roe Design</a> to review their latest preschool apps; three in a series called Tickle Tap Apps.&nbsp; It&rsquo;s always good to keep abreast of the latest kids offerings in the App Store, so I was happy to oblige.&nbsp; Here goes!<br /><br /><em>Sort Slider </em>asks players to match full color objects with their silhouettes, one at a time.&nbsp; You play by dragging the color picture with your finger, or tilting the device until it slides into the correct shadow.&nbsp; Practicing the skill of observing the shape and characteristics of objects could come in handy in school, because standardized tests often include questions that require careful observation.&nbsp; To me, this feels more like an academic activity than a game, but then kids in the target age range like school, so this may still hold appeal.<br /><em>Sort Slider</em> features an adorable dog mascot who provides positive feedback after each correct answer.&nbsp; He doesn&rsquo;t talk, but he does bark, and is obviously pleased with the player&rsquo;s success.<br />I would place the target age range for this app around 3 years old.&nbsp; The objects used in the app have distinct shadows that young children should easily be able to differentiate, but this may make it too boring for kids 4 and up.<br /><br /><em>Count Caddy</em> is another app that features a good educational concept for preschoolers.&nbsp; Counting games for kids are a dime a dozen, but they usually don&rsquo;t take the challenge beyond touching items one at a time to hear numbers in sequence spoken aloud.&nbsp; <em>Count Caddy</em> is a young child&rsquo;s counting activity done right.&nbsp; Instead of simply tapping an item to hear a voice count it, the objects appear one at a time, and the player drags it to move it into a collection area.&nbsp; This allows the child a moment to process the fact that she is adding it to a group.&nbsp; <br />What really makes <em>Count Caddy</em> first class among counting apps is that it introduces the concept of counting by twos and threes, sometimes called 'skip counting'.&nbsp; Counting by twos and threes is a concept kids don&rsquo;t usually fully understand until kindergarten, first grade, or even later, but I think it&rsquo;s great to expose preschoolers to topics that are a little advanced for them.&nbsp; A child as young as 2 could play <em>Count Caddy</em>, because the only action necessary is sweeping items across the screen to the collection area.&nbsp; In counting by twos and threes, the objects are already lumped together in groups, and the narrator counts by two and three aloud.<br /><br /><em>Sound Shaker</em> is an app I would only recommend for a very mellow child.&nbsp; It&rsquo;s more of a toy than a game, which is not to put the app down in any way.&nbsp; It&rsquo;s a noise maker that a child can customize.&nbsp; There are 6 sounds to choose from.&nbsp; Once you&rsquo;ve selected a sound to work with, you tap the screen to make fingertip-sized balls appear that will chime the selected sound when they hit the edge of the screen.&nbsp; The app has great physics, so you can make a pile of balls and slowly tumble them around.&nbsp; The one that impacted to make noise gets a star on it so you can see which impact triggered the noise.&nbsp; Another feature I didn&rsquo;t discover until the third or so time I played is that you can hold your finger down on the screen to make items that sound at a higher pitch.&nbsp; A narrator does say about 12 seconds in to "tap the screen longer to make new sounds," but I guess I was previously too busy playing to really listen to her.&nbsp; I fall into the camp of people that try to tune any narrative I hear out as an annoyance, even though it may be providing helpful information.&nbsp; That&rsquo;s OK though.&nbsp; Discovering this feature on the third play made the game novel again.<br />I haven&rsquo;t observed a child play with the app, but it is my fear that the game encourages you to shake the iPhone / iPod Touch vigorously, because sounds are only made when objects collide with the edge of the screen.&nbsp; To their credit, you can use your finger to fling balls into each other or against the wall, and shaking the device fast does not make the balls move fast.&nbsp; They seem to have selected a reasonable top speed to discourage rough shaking.&nbsp; That doesn&rsquo;t mean a child won&rsquo;t want to try, though.&nbsp; It would be all too easy for the device to slip right out of the hand and go flying across the room.&nbsp; I would recommend this app only to those parents who have a rugged grippy rubber case on their device.<br /><br />Each of these apps is currently priced at $1.99 in the iPhone App Store.</p>]]></description><wfw:commentRss>http://www.tentoed.com/gamedesign/rss-comments-entry-5926229.xml</wfw:commentRss></item></channel></rss>