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Brittany Steiner

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Publications by Brittany Steiner (bibliography)

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Steiner, Brittany, Kaplan, Nancy and Moulthrop, Stuart (2006): When play works: turning game-playing into learning. In: Proceedings of ACM IDC06: Interaction Design and Children 2006. pp. 137-140. Available online

Current research on technology development for children focuses on children's roles as design partners helping to set high level goals or exploring prototypes and interfaces. In this project, we investigate whether game modification toolkits enable children to build games themselves rather than turning their ideas over to expert developers. Using an accessible toolkit for the game Neverwinter Nights, we invited seven children between the ages of 12 and 14 to design and build their own games. We analyzed their plans, the games, and their reflections on the experience to explore what our participants discovered about the roles of developers and players, how their experience as builders differed from their experiences as players, and what they perceived to be the benefits of building rather than simply designing or playing games. Our results show that children can master modification toolkits and that there may be value in encouraging children to build rather than simply play computer games.

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Changes to this page (author)

11 Feb 2010: Enabled abstracts to be shown on Brittany Steiner's author page.
23 Jun 2007: Author was added to the bibliography

Publication statistics

Publication period:2006-2006
Publication count:1
Number of co-authors:2



Productive colleagues

Brittany Steiner's 3 most productive colleagues in number of publications:

Stuart Moulthrop:15
Nancy Kaplan:9


Collaboration count

Number of publications with 3 favourite co-authors:

Stuart Moulthrop:1
Nancy Kaplan:1

 

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Learn more about Brittany Steiner:
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- ACM
- CSB

Mar 21

Software design is the act of determining the user's experience with a piece of software. It has nothing to do with how the code works inside, or how big or small the code is. The designer's task is to specify completely and unambiguously the user's whole experience.

-- David Liddle, From Bringing Design to Software, edited by Terry Winograd, 1996

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