Game Design Strategies
Game Design Strategies
Abstract. Examining and identifying the way that designers approach game
design could support the improvement of game design curricula. This paper
explores how kids in the early childhood approach develop and apply game
design strategies during participatory game design sessions. During a period of
three months, eighteen kindergarten learners participated in game design ses-
sions, creating their own games. The data analysis suggests that those learners
applied different game design strategies than the ones they initially started using.
The frequency and intensity of the use of those strategies also changed, showing
patterns that indicate learners’ development in their use of game design strate-
gies and add empirical evidence to the field of game design education. Addi-
tionally, the Game Design Strategies Analysis (GDSA) is presented, which
elaborates on the different types of strategies encountered when designing
games.
Rapid and continuous technologic advances have strongly impacted modern education.
An educational aspect with a continuously increasing research interest is that of game
design, both as a tool for the support of curricular activities but also for their potential
to create meaning making of children’s developing capacities in diverse contexts and
practices [1]. Additionally, research interest on the development of game design skills
has been developed in the last years [2].
Learning about game design is related to the general notion of learning by design,
which requires the combination of problem-solving, critical thinking and creative
thinking skills [3]. This process has been addressed through different approaches and
practices in order to establish and facilitate students’ involvement in the game design
process [4]. According to Schell [5], games could also be viewed as problem situations,
engaging the participant in a playful attitude. Hence, game design could be considered
similar to problem posing [6]. The development of strategies to solve and design
mathematical problems has been identified as a key aspect of students’ mathematical
thinking [7]. So, the development of game design strategies by students could poten-
tially help them better understand the process of game design.
Game design education has also been addressed through the prism of participatory
design. Designing games with the participation of students has been a topic of
increasing interest in the field of human computer interaction. Previous studies have
focused on students’ engagement in the design process [8], in the evaluation and
communication of the process [9] and in organizing the design process through the
creation of design tools [10].
The current paper aims at examining which types of game design strategies are
developed and used by students in the early childhood while designing games during
organized participatory game design interventions. The paper also presents the Game
Design Strategies Analysis, a framework that stemmed from the qualitative analysis of
this study, taking into account previous work in this field.
motivating learning experiences, are proposed as a tool for the facilitation of problem
posing education [22]. In order to structure better learning environments, different
approaches on identifying and analyzing problem posing strategies have been proposed
[23]. Those approaches include the use of relevant questions, generating problem
posing strategies and modifying existing problems in order to create new ones. To
facilitate problem posing instruction, Stoyanova [24] classified problem posing situa-
tions as: Structured, Semi-Structured and Free of structure. Similar approaches have
been proposed for the design of game spaces.
2 Methodology
2.1 Participants
The study involved a group of eighteen children in the kindergarten, eight girls and ten
boys. The participants were 5–6 years old and were all children of the same kinder-
garten classroom, located at a suburb of Thessaloniki, Greece.
2.2 Setting
• Designing the game: learners brainstorm, exchange ideas, analyze the proposed
game components, leading to their games.
• Implementing the game: players construct their game prototypes.
• Presenting and looking back: players present their games, observe their peers play
them and receive their feedback.
Game design sessions focused on the creation of low-tech prototypes for both
physical and digital games. For this purpose, different kinds of materials were supplied
to learners. Low-tech prototypes included wireframes, content representations and they
were accompanied with instructions learners needed to present at the end of each
design phase. During each session, learners worked in small groups [26]. Each group
consisted of three to five participants and an adult observer. The role of the observer
was to attend and take notes, as well as facilitate the team’s design process but only in
cases where the team members were stuck [27]. The selection of the team’s members
aimed to maintain the balance between the age of the children (teams are composed by
5 and 6 years) and the mix between boys and girls.
During the period of the study, learners were also presented with a variety of
different games (board games, outdoor games, card games, treasure-hunt games) and
technologies in order to be aware of their various options and creative possibilities [12].
These activities included both physical and digital games.
For the present study, a qualitative research methodology was used. The selection of a
qualitative methodology was also supported from the understanding that in order to
better examine the process of designing games, several other factors needed to be taken
An Analysis for the Identification of Use and Development of Game 61
into account, such as practices, common patterns, interaction among peers, thought
processes and emotions, which are difficult to extract through conventional research
methodologies [29]. Our study focuses on the collection of data from the conversations
among peers during design teams, their actions and decisions and their final creations.
The collection of data was carried out in two ways. From one side, semi-structured
interviews [30] with each participant were conducted at the beginning and the end of
the interventions period. These interviews focused on the application, suggestion and
incorporation of strategies and common practices of learners while they were designing
their games. The interviews presented learners with three game design situations, one
structured, one semi-structured and one free, during which leaners needed to create
their own games, digital or physical, according to their preference. From the other side,
learners’ work in design teams was audio recorded with the intention of later analysis.
Additionally, the works of the design teams were collected and stored to provide
additional information for the analysis of data.
The findings deriving both from personal interviews and design teamwork were all
transcribed. A line-by-line coding was used to identify emergent themes. The GDSA
acted as a first point of reference. Initially codes would be based on the five strategy
categories proposed by the initial GDSA. Through these codes and the analysis of
teams’ deliverables and observers’ notes, categories were identified through a flexible
category standard and an iterative process, where categories would emerge, change or
be refined based on the constant examination of incoming information. A “thorough
and interrogative” approach to data [31], where information would be cross-checked
between cases, interviews, audio recordings and produced work did take place.
This iterative process led to the refinement and re-structuring of a final GDSA
because of the qualitative analysis that was conducted.
4 Results
The third and fourth subcategories describe the rearrangement and modification of
spatial elements and time sequences of events during the game. The third subcategory
describes the repositioning of game components in different spatial arrangements. For
example, for the game Snakes and Ladders, learners decided to arrange the tiles dif-
ferently than the original square arrangement. The fourth subcategory describes the
repositioning of game events in different chronological order. For example, for the
game Forest Maths, a platform game where players need to complete patterns on a line
to allow bugs to pass to the other side, learners decided to modify the intervals of bugs’
appearance so that they change the difficulty of the game.
64 G. Kalmpourtzis et al.
Change of Modification of
presentation and content
description Expansion based on
familiar logic
Modification of
intensity / repetition /
magnitude
Repeating existing
situations
Modification of spatial
components
Expansion through
generalizing
Use of examples Modification of
chronological
sequences
This study, which examines the use of strategies by learners during participatory game
design sessions, offers a perspective on the nature and way of utilization of different
types of game creation strategies. The use and development of the strategies presented
by the GDSA was examined during the three months of interventions. The use and
development of all encountered strategies was examined during three different phases,
each of which corresponded to the three game design situations: structured, semi-
structured and free ones (Table 1). Each period corresponds to approximately a period
of 4–5 weeks. The analysis shows three patterns that evolve during time. The first one
is related to the decrease in the use of reformulation and reconstruction strategies. The
use of those two strategy categories are very frequent during the first game design
sessions and fall rapidly in the two last phases. The first one is the reversely propor-
tional utilization of reformulation and reconstruction strategies during the duration of
the sessions. Learners were observed to use such strategies at the early sessions and can
be linked to the fact that learners were new to the design process, and were not
accustomed to their functions as designers. To this direction points also the increased
number of random uses of strategies with a trial and error approach on behalf of them,
that tends to decrease later in the duration of the study. The great number of usages of
different strategies during the first period, in comparison to the others, also points the
experimental approach of learners, during which they resorted to a continuous and not
always intentional or purposeful, proposition of strategies to create their games.
66 G. Kalmpourtzis et al.
The second one is connected to the increase of use of expansion and invention
strategies during time, in the context of this study this period was three months. The
second tendency is described by the proportional increase of use of expansion and
invention strategies over time. This increase is also followed with a more cautious,
intentional and targeted use of strategies during game design sessions. The increase of
use of those types of strategies is also related to the nature of the tasks that design teams
were asked to design. As part of the scaffolding mechanism that the study examined,
the cases that learners would face would be structured, semi-structured or free-
structured. As a result, initially learners would be asked to change existing games, then
start designing games from half-made games and eventually come up with their ones.
As presented in Table 1, the frequency of using different types of strategies is different
in those phases. From one side, time and familiarity may play a role in this phe-
nomenon. Additionally, the nature and different demands in terms the nature and
structure of the activity in each of the three design situations may also play a role in the
use of learners’ strategies.
The third one is connected to the decrease in the overall use of strategies throughout
the course of time. During phase one, the number of strategies used is almost twice as
big as the number of strategies encountered during the next two phases. The strategies
used during phase one are mainly reformulation and reconstruction and they consist of
several trial and error efforts from learners’ side. This aspect is related both to the
decrease in trial and error strategies, familiarity with the design process and resultant
observation of the previous two observations.
Consequently, this difference in the use of different strategies both as design sit-
uations change from structured to semi-structured and free-structured in the course of
time indicating that experience and familiarity with game design processes impact the
way that learners use different game design strategies that involve the recollection,
identification and combination of other game elements or invent totally new game
concepts. The shifting from reformulation and reconstruction strategies towards ones
that fall into the categories of expansion and invention also seems to be followed by a
decrease in the use of trial and error or arbitrary use of strategies without a purpose.
Further studies around the topic, where the GDSA will be used and reflected upon
will shed more light in the framework’s capacity to describe game design strategies
during the process of game design.
An Analysis for the Identification of Use and Development of Game 67
References
1. Kafai, Y., Peppler, K.: Developing gaming fluencies with scratch. In: Steinkuehler, C.,
Squire, K., Barab, S. (eds.) Games, Learning, and Society: Learning and Meaning in the
Digital Age, pp. 355–380. Cambridge University Press, Cambridge (2012). https://doi.org/
10.1017/CBO9781139031127.026
2. Kalmpourtzis, G.: Developing kindergarten students’ game design skills by teaching game
design through organized game design interventions. Multimed. Tools Appl. 78(14), 20485–
20510 (2019)
3. Kalmpourtzis, G.: Educational Game Design Fundamentals: A Journey to Creating
Intrinsically Motivating Learning Experiences. A K Peters/CRC Press, New York (2018)
4. Fails, J.A., Guha, M.L., Druin, A.: Methods and techniques for involving children in the
design of new technology for children. Found. Trends Hum.-Comput. Interact. 6, 85–166
(2013)
5. Schell, J.: The Art of Game Design: A Book of Lenses. CRC Press, Amsterdam (2014)
6. Chang, K.E., Wu, L.J., Weng, S.E., Sung, Y.T.: Embedding game-based problem-solving
phase into problem-posing system for mathematics learning. Comput. Educ. 58, 775–786
(2012)
7. English, L.: Children’s problem posing within formal and informal contexts. J. Res. Math.
Educ. 29, 83–106 (1998). https://doi.org/10.2307/749719
8. Djaouti, D., Alvarez, J.: The creation of newsgames as a teaching method - empirical
observations. In: Kalmpourtzis, G. (ed.) Educational Game Design Fundamentals: A Journey
to Creating Intrinsically Motivating Learning Experiences, pp. 72–77. CRC Press, Boca
Raton, FL (2018)
9. Malinverni, L., Mora-Guiard, J., Pares, N.: Towards methods for evaluating and
communicating participatory design: a multimodal approach. Int. J. Hum. Comput. Stud.
94, 53–63 (2015). https://doi.org/10.1016/j.ijhcs.2016.03.004
10. Triantafyllakos, G., Palaigeorgiou, G., Tsoukalas, I.A.: Designing educational software with
students through collaborative design games: the we! design & play framework. Comput.
Educ. 56, 227–242 (2011)
11. Könings, K.D., Brand-Gruwel, S., van Merriënboer, J.J.G.: Participatory instructional
redesign by students and teachers in secondary education: effects on perceptions of
instruction. Instr. Sci. 39, 737–762 (2011)
12. Druin, A.: Cooperative inquiry: developing new technologies for children with children.
Hum. Factors Comput. Syst. 14, 592–599 (1999)
13. Bermingham, S., Charlier, N., Dagnino, F., Duggan, J., Earp, J., Kiili, K., Luts, E., Van Der,
S.L., Whitton, N.: Approaches to collaborative game making for fostering 21st century
skills. In: Proceedings 7th European Conference Games-Based Learning, pp. 45–52 (2013)
14. Habgood, M.P.J., Ainsworth, S., Benford, S.: Intrinsic fantasy: motivation and affect in
educational games made by children. Learn. 36, 483–498 (2005)
15. Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta,
R., De Gloria, A.: Mapping learning and game mechanics for serious games analysis. Br.
J. Educ. Technol. 46, 391–411 (2015)
16. Kelle, S., Klemke, R., Gruber, M., Specht, M.: Standardization of game based learning
design. In: Murgante, B., Gervasi, O., Iglesias, A., Taniar, D., Apduhan, B.O. (eds.) ICCSA
2011. LNCS, vol. 6785, pp. 518–532. Springer, Heidelberg (2011)
17. Dickey, M.D.: Game design narrative for learning: appropriating adventure game design
narrative devices and techniques for the design of interactive learning environments. Educ.
Technol. Res. Dev. 54, 245–263 (2006)
68 G. Kalmpourtzis et al.
18. Hong, N.: The relationship between well-structured and ill-structured problem solving in
multimedia simulation. Unpublished doctoral dissertation. The Pennsylvania State Univer-
sity, University Park (1998). www.cet.edu/research/papers.html
19. Papert, S.: The children’s machine. Technol. Rev. Nh-. 96, 28 (1993)
20. Crespo, S., Sinclair, N.: What makes a problem mathematically interesting? Inviting
prospective teachers to pose better problems. J. Math. Teach. Educ. 11, 395–415 (2008).
https://doi.org/10.1007/s10857-008-9081-0
21. Mestre, J.P.: Probing adults’ conceptual understanding and transfer of learning via problem
posing. J. Appl. Dev. Psychol. 23, 9–50 (2002)
22. Chang, M.: Edutainment technologies. educational games and virtual reality augmented
reality applications. In: 6th International Conference on E-learning and Games, Edutainment
2011, Taipei, Taiwan, September 2011
23. Kojima, K., Miwa, K.: A system that facilitates diverse thinking in problem posing. Int.
J. Artif. Intell. Educ. 18, 209 (2008)
24. Stoyanova, E.N.: Extending and exploring students’ problem solving via problem posing
(1997). https://ro.ecu.edu.au/theses/885
25. Kalmpourtzis, G.: Connecting game design with problem posing skills in early childhood.
Br. J. Educ. Technol. 50, 846–860 (2019)
26. Patton, Q.M.: Qualitative Evaluation and Research Methods, 2nd ed. Sage Publications Inc.,
Newsbury Park, London, New Dehli (1990)
27. Kalmpourtzis, G., Vrysis, L., Ketsiakidis, G.: The role of adults in giving and receiving
feedback for game design sessions with students of the early childhood. In: Auer, M.E.,
Tsiatsos, T. (eds.) IMCL 2017. AISC, vol. 725, pp. 266–275. Springer, Cham (2018). https://
doi.org/10.1007/978-3-319-75175-7_28
28. Stoyanova, E., Ellerton, N.: A framework for research into students’ problem posing in
school mathematics. technology in mathematics education. In: Proceedings of the 19th
Annual Conference Mathematics Education Research Group Australas. (MERGA), June 30–
July 3 1996 Univ. Melbourne, 1996 (1993). ISBN 0959684468
29. Strauss, A., Corbin, J.: Basics of qualitative research: grounded theory procedure and
techniques. Qual. Sociol. 13, 3–21 (1990)
30. Fontana, A., Frey, J.: The interview: from structured questions to negotiated text. Collect.
Interpret. Qual. Mater. 66, 911–917 (2006)
31. Barbour, R.S.: Checklists for improving rigour in qualitative research: a case of the tail
wagging the dog? BMJ 322, 1115–1117 (2001)