Teaching kit and method to design one or more games
AssigneeTata Consultancy Services Limited
InventorsVasundhara Agrawal, Sandeep Athavale
Life of this patent
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Abstract
Game designing is a process in which the game designers come up with game ideas. It is a creative and iterative process often requires a lot of effort. Existing methods are time consuming process and difficult to engage a person in it for longer duration. An electronic teaching kit and method to design one or more games have been disclosed. The electronic teaching kit enables game designers to generate multiple purposeful game ideas in a short session. The kit involves a framework comprising a set of genre cards, component cards and an interconnection is required between them to generate a coherent game idea. Further, the idea of game design is validated by all the designers participating the game designing session and using predefined conditions.
Claims11
A method for designing games using an electronic teaching kit, the method comprising a processor implemented steps of:
- selecting an administrator, wherein the administrator having an access to a framework of the electronic teaching kit to initiate a game design session, wherein the framework, displayed on a display screen of the electronic teaching kit, comprises a number of idea mat corresponding to a number of designers participating, a set of component cards and a set of genre card, wherein the electronic teaching kit enables a peer to peer interactive learning system for knowledge exchange between the designers,
- wherein the set of component cards comprises designer intentions cards, game structure cards, game dynamics cards, game resources cards, player interaction cards and player experience cards provide feedback to the designer and help to include effective changes in the game;
- inviting the number of designers participating to use the electronic teaching kit, wherein the electronic teaching kit provides a facility to input multiple topics or content types by the designers, thereby enabling to obtain results on the multiple topics to work at same time;
- picking a genre card by each of the designers using respective user interface operated by a respective designer;
- picking a designer intentions card by each of the designers, wherein the designer intentions card is one of the component cards, wherein the set of genre cards, the set of components card, a set of changer cards are presented in form of e-cards to the designers on the display screen and initially placed front side down so that content is not visible to the designers;
- distributing three component cards to each of the designers by the administrator, wherein the remaining designer intentions cards are shuffled with rest of the set of components card and the set of changer cards;
- picking one component card from the set of component cards by each of the designers for two turns, resulting in accumulation of six component cards and one genre card with each of the one or more designers;
- picking the component card from the set of component cards by each of the designers and replacing the existing component card until a set of six essential component cards are accumulated;
- designing the game by each of the designers separately using their genre card, wherein the game is designed by establishing a link between the game genre card and the six essential component cards;
- submitting the designed game by the one of the one or more designers for validation in a share session using the respective user interface;
- and
- validating the designed game as valid by the other designers if a predefined condition is met,
- wherein the electronic tool kit is provided with an artificial participant, performing connection in parallel to the number of designers, picking discarded cards from the designers, allowing the designers to observe and learn from activities performed by the artificial participant.
An electronic teaching kit for designing games, the electronic teaching kit comprises:
- a display screen displaying a framework, wherein the electronic teaching kit enables a peer to peer interactive learning system for knowledge exchange between the designers, wherein the framework is accessed by an administrator, the framework, displayed on a display screen of the electronic teaching kit, further comprises:
- a number of idea mats, wherein the number of idea mats correspond to a number of designers participating,
- a set of component cards, and
- a set of genre card;
- a memory;
- a processor in communication with the memory;
- and
- at least one user interface, wherein the number of user interface is corresponding to the number of designers participating, the user interface configured to be operated by their respective designers, and the idea mats is displayed on the user interfaces for the designers to interact with;
- wherein the set of component cards comprises designer intentions cards, game structure cards, game dynamics cards, game resources cards, player interaction cards and player experience cards provide feedback to the designer and help to include effective changes in the game;
- inviting the number of designers participating to use the electronic teaching kit, wherein the electronic teaching kit provides a facility to input multiple topics or content types by the designers, thereby enabling to obtain results on the multiple topics to work at same time;
- picking a genre card by each of the number of designers using respective user interface operated by a respective designer;
- picking a designer intentions card by each of the number of designer, wherein the designer intentions card is one of the component cards, wherein the set of genre cards, the set of components card, a set of changer cards are presented in form of e-cards to the designers on the display screen and initially placed front side down so that content is not visible to the designers;
- distributing three component cards to each of the number of designers by the administrator, wherein the remaining designer intentions cards are shuffled with rest of the set of components card and the set of changer cards;
- picking one component card from the set of component cards by each of the designers for two turns, resulting in accumulation of six component cards and one genre card with each of the number of designers;
- picking the component card from the set of component cards by each of the number of designers and replacing the existing component until a set of six essential component cards are accumulated;
- designing the game by each of the number of designers separately using their genre card, wherein the game is designed by establishing a link between the game genre card and the six essential component cards;
- submitting the designed game by the one of the number of designers for validation in a share session using the respective user interface;
- and
- validating the designed game as valid by the other designers if a predefined condition is met,
- wherein the electronic tool kit is provided with an artificial participant, performing connection in parallel to the number of designers, picking discarded cards from the designers, allowing the designers to observe and learn from activities performed by the artificial participant.
One or more non-transitory machine readable information storage mediums comprising one or more instructions which when executed by one or more hardware processors cause managing a plurality of events, the instructions cause:
- selecting an administrator, wherein the administrator having an access to a framework of the electronic teaching kit to initiate a game design session, wherein the framework, displayed on a display screen of the electronic teaching kit, comprises a number of idea mat corresponding to a number of designers participating, a set of component cards and a set of genre card, wherein the electronic teaching kit enables a peer to peer interactive learning system for knowledge exchange between the designers,
- wherein the set of component cards comprises designer intentions cards, game structure cards, game dynamics cards, game resources cards, player interaction cards and player experience cards provide feedback to the designer and help to include effective changes in the game;
- inviting the number of designers participating to use the electronic teaching kit, wherein the electronic teaching kit provides a facility to input multiple topics or content types by the designers, thereby enabling to obtain results on the multiple topics to work at same time;
- picking a genre card by each of the designers using respective user interface operated by a respective designer;
- picking a designer intentions card by each of the designers, wherein the designer intentions card is one of the component cards, wherein the set of genre cards, the set of components card, a set of changer cards are presented in form of e-cards to the designers on the display screen and initially placed front side down so that content is not visible to the designers;
- distributing three component cards to each of the designers by the administrator, wherein the remaining designer intentions cards are shuffled with rest of the set of components card and the set of changer cards;
- picking one component card from the set of component cards by each of the designers for two turns, resulting in accumulation of six component cards and one genre card with each of the one or more designers;
- picking the component card from the set of component cards by each of the designers and replacing the existing component card until a set of six essential component cards are accumulated;
- designing the game by each of the designers separately using their genre card, wherein the game is designed by establishing a link between the game genre card and the six essential component cards;
- submitting the designed game by the one of the one or more designers for validation in a share session using the respective user interface;
- and
- validating the designed game as valid by the other designers if a predefined condition is met,
- wherein the electronic tool kit is provided with an artificial participant, performing connection in parallel to the number of designers, picking discarded cards from the designers, allowing the designers to observe and learn from activities performed by the artificial participant.
Dependencies are inferred from the claim text.