[game_edu] game_edu Digest, Vol 77, Issue 3
watkins at cgauiw.com
watkins at cgauiw.com
Wed Jan 12 12:23:51 EST 2011
On Mon, 10 Jan 2011 22:44:36 -0500, game_edu-request at igda.org wrote:
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> ----------------------------------------------------------------------
> IGDA Education SIG
>
> ----------------------------------------------------------------------
>
> Today's Topics:
>
> 1. Cf Papers, Posters, Tutorials, Demos, and Workshops ::
> Academic MindTrek 2011 :: Tampere, Finland :: first deadline:
> 31st March 2011 (artur.lugmayr at tut.fi)
> 2. Foundations of Digital Games 2011--please submit a paper or
> poster! (Katherine Isbister)
> 3. Re: SCRUM in Game Development (Nic Colley)
> 4. Re: SCRUM in Game Development (Ian Schreiber)
>
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Mon, 10 Jan 2011 22:34:29 +0200 (EET)
> From: artur.lugmayr at tut.fi
> Subject: [game_edu] Cf Papers, Posters, Tutorials, Demos, and
> Workshops :: Academic MindTrek 2011 :: Tampere, Finland :: first
> deadline: 31st March 2011
> To: game_edu at igda.org
> Message-ID: <87740549.121.1294691669151.JavaMail.abc at HLO1-PC>
> Content-Type: text/plain; charset=us-ascii
>
>
> ========================================================================
> Academic MindTrek 2011:
> Call for Papers, Posters, Tutorials, Demos, and Workshops
> 28th-30th September, 2011
> Tampere, Finland
> http://www.mindtrek.org, http://www.mindtrek.org/2011/academic
>
> In cooperation with ACM, ACM SIGMM and ACM SIGCHI
> publications will be published in the ACM digital library and a
> selected set of high-level
> contributions will published as book chapters or in journals
>
> ========================================================================
>
> Academic MindTrek 2011 Call for Papers, Demonstrations, Tutorials and
> Workshops
>
> We are pleased to invite you to the Academic MindTrek conference from
> 28th - 30th September
> 2011, which brings together a cross-disciplinary crowd of people to
> investigate current and
> emerging topics of media in the ubiquitous arena. Among the media to
> be discussed, will be
> business, social, technical and content-related topics. September 6th
> is the main Academic day,
> featuring the following themes:
>
> Social Media
> ?Get social!? Social media and Web 2.0 technologies are applied in
> ever diverse practices both
> in private and public communities. Totally new business models are
> emerging, traditional
> communication and expression modalities are challenged, and new
> practices are constructed in
> the collaborative, interactive media space.
>
> Ambient and Ubiquitous Media
> ?The medium is the message!? ? This conference track focuses on the
> definition of ambient and
> ubiquitous media with a cross-disciplinary viewpoint: ambient media
> between technology, art,
> and content. The focus of this track is on applications, theory,
> art-works, mixed reality concepts,
> the Web 3.0, and user experiences that make ubiquitous and ambient
> media tick.
>
> Digital Games
> The culture and business of digital games is becoming increasingly
> varied. The current trends
> range from novel interface innovations and digital distribution
> channels to social game dynamics
> and player-generated content. The games track is open for theoretical
> works, empirical case
> studies and constructive projects.
>
> Open Source
> The last decade has seen a significant increase in open source
> initiatives such as open source
> software, open standards, open content, open media, or even open
> source hardware. On the
> one hand, the open movement has created new kinds of opportunities
> such as new business
> models and development approaches. On the other hand, it has
> introduced new kinds of
> technical and non-technical challenges.
>
> Media Business, Media Production and Media Management
> Media business and media management face the challenges of the
> emergence of new forms of
> digital media. This theme focuses on business studies, policies,
> practices, and organizational
> structure of media firms. It discusses competition, patterns of media
> usage, advertising models,
> and how traditional media can cope with the challenges coming from
> digital media focusing on
> media business and media management issues.
>
> In addition, special academic sessions (e.g. tutorials,
> demonstrations, workshops, and
> multidisciplinary sessions) will be held parallel to the MindTrek
> business conference. Academic
> speakers and authors are warmly welcome to attend the business
> conference tracks as part of
> the academic conference fee during these days as well.
>
> The MindTrek Association hosts MindTrek as a yearly conference, where
> the Academic
> MindTrek conference has been a part of this unique set of events
> comprising competitions,
> world famous keynote speakers, plenary sessions, media festivals, and
> workshops since 1997.
> It is a meeting place where experts and thinkers present results from
> their latest work regarding
> the development of Internet, interactive media, and the information
> society. MindTrek brings
> together researchers and practitioners from diverse disciplines that
> are involved in the
> development of media in various fields, ranging from sociology and
> the economy, to technology.
>
> The organizing committee invites you to submit original high quality
> full papers, long or short,
> addressing the special theme and the topics, for presentation at the
> conference and inclusion in
> the proceedings.
>
> Academic MindTrek 2011 offers a wider spectrum of topic areas that
> previously, and we are
> looking forward for:
> - case-studies (successful, and especially unsuccessful ones)
> - oral presentation of fresh and innovative ideas
> - artistic installations and running system prototypes
> - user-experience studies and evaluations
> - technological novelties, evaluations, and solutions
> - scientific, business, or media oriented contributions
> - proposals for own workshops.
>
> Paper Proposals
>
> ========================================================================
> All submissions will be peer-reviewed double blinded, therefore
> please remove any information
> that could give an indication of the authorship. The scientific part
> of the conference is organized
> in cooperation with ACM SIGMM, and ACM SIGCHI. Conference proceedings
> will be published
> in the ACM Digital Library. Selected high quality papers will be
> published in international
> journals, as book chapters, edited books, or via open access
> journals. There will also be a
> reward for the overall best paper from the academic conference.
>
> Workshop Proposals
>
> ========================================================================
> Feel free to suggest workshops which are co-organized with MindTrek
> 2011. Workshop
> proposals should include the organizing committee, a 2 page
> description of the theme of the
> workshop, a short CV of organizers, duration, the proceedings
> publisher, and the schedule.
> Workshop organizers also have the possibility to add publications to
> the main conference
> proceedings.
>
> Tutorial Proposals
>
> ========================================================================
> Tutorial proposals should include a 2-page description of the
> tutorial, intended audience, a short
> CV, timetable, required equipment, references, and a track record of
> previous tutorials. The
> target length of tutorials is 2-4 hours.
>
> Submission Deadlines
>
> ========================================================================
> - 31st March 2011: deadline for workshop proposals
> - 22nd May 2011: deadline for long papers (6-8 pages), short papers
> (3-4 pages), posters (1-2
> pages) and demonstrations (2-3 pages)
> - 1st July 2011: deadline for tutorial proposals
> - 20 July: camera ready papers and copyright forms
>
> Key-Dates
> - 15th April 2011: notification for workshops
> - 22nd June 2011: notification of acceptance/rejection for papers,
> posters, and demos
> - 15th July 2011: notification of tutorial proposals
> - 28th-30th Sept. 2011: MindTrek academic conference
>
> Suggested key-dates for workshop organizers
> - 1st July 2011: deadline for workshop papers
> - 20th July 2011: deadline for final papers
>
> Conference Themes
>
> ========================================================================
> 1. Social Media
> - business models, service models, and policies
> - social media in innovation and business
> - intra- and interorganizational use of social media
> - questions related to identity, motivation and values
> - blogs, wikis, collaboration and social platform designs in practice
> - knowledge management and learning with social media
> - experience management with social media
> - crowdsourcing, user-created content and social networks
> - enterprise 2.0 and social computing in work organizations
> - evaluation and research methods of social media
> - social media and community design
> - benefits and limitations of social media applications
>
> 2. Ambient and Ubiquitous Media - between Technology, Services, and
> Users
> - applications and services utilizing ubiquitous and pervasive
> technology
> - ubicom in eLearning, leisure, storytelling, art works, advertising,
> and mixed reality contexts
> - next generation user interfaces, ergonomics, multimodality, and
> human-computer interaction
> - art works for smart public or indoor spaces, mobile phones,
> museums, or cultural applications
> - context awareness, sensor perception, context sensitive internet,
> and smart daily objects
> - personalization, multimodal interaction, smart user interfaces, and
> ergonomics
> - ambient human computer interaction, experience design, usability,
> and audience research
> - software, hardware, middleware, and technologies for pervasive and
> ubiquitous
> - theoretical methods and algorithms in ubiquitous and ambient
> systems
> - business models, service models, media economics, regulations,
> x-commerce, and policies
> - user positioning, location awareness
> - augmented reality in ubiquitous applications
> - device interoperability, remote user interfaces, inter-device
> connections
>
> 3. Digital Games
> - theoretical and analytical approaches on games and play
> - analysis of player experience
> - game design research
> - economy and business models in the game industry
> - innovation in and around games
> - digital distribution of games
> - online gaming
> - social and casual gaming
> - player-created content
> - pervasive and ubiquitous gaming
> - mobile and cross-media gaming
> - gamification, funware and playful designs
>
> 4. Open Source
> - forms of openness: open source software, open standards,
> open content, open media, open source hardware, and open access
> - establishment of an open source community
> - practices on developing open source systems
> - practices for maintaining a successful project
> - open source processes and techniques
> - differences on open source and closed source systems
> - using open source in commercial context
> - challenges of open source development
> - teaching open source in academia and industry
>
> 5. Media Business and Media Management
> - media policy, politics, practices, conception, and media regulation
> - organizational structures, practices, and strategies
> - production technology, processes, and optimization
> - business models, service models, public funding, and media
> economics
> - patterns of media use, engagement, and consumer experiences
> - advertising, media consumption, new audience models, and media user
> models
> - competition analysis, media governing, assessment, performance
> indicators
> - business and media management in new media genres: gaming, social
> media, Internet, digital
> cinema, iTV
> - traditional media business and management: broadcasting,
> publishing, journalism, and movie industry
> - innovative service designs, strategies, and ideas
> - teaching & training of media management and media business
>
> Paper Submission
>
> ========================================================================
> - Please follow the style guidelines on
> http://www.acm.org/sigs/publications/proceedings-
> templates for formatting your position paper and final paper.
> - Note that since the papers will be published by the ACM digital
> library
> - all authors need to sign an ACM copyright form. (For further
> guidelines see:
> http://www.acm.org/pubs/copyright_form.html)
> - Submit papers here
> http://webhotel2.tut.fi/emmi/Conferences/2011mindtrek/
>
> Organizing Committee
>
> ========================================================================
> General Chair
> Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN
>
> Programme Chairs
> Helj? Franssila, Tampere Univ. (UTA), FIN
> Christian Safran, Graz University of Technology, AUT
> Imed Hammouda, Tampere Univ. of Technology (TUT), FIN
>
> Theme chair: Social Media
> Hannu K?rkk?inen, Tampere Univ. of Technology (TUT), FIN
>
> Theme chair: Open Source
> Bj?rn Lundell, University of Sk?vde, SE
>
> Theme chair: Ambient Media
> Lasse Kaila, Tampere Univ. of Technology (TUT), FIN
>
> Theme chair: Media Business, Economics and Management
> Artur Lugmayr, Tampere Univ. of Technology (TUT), FIN
>
> Theme chair: Digital Games
> Janne Paavilainen, University of Tampere (UTA), FIN
>
> Demonstration Chair
> Daniela Soares Cruzes, Norwegian Univ. of Science and Technology,
> NOR
>
> Workshop Chair
> Niels Henrik Helms, Knowledge Lab, Univ. of Southern Denmark, DK
>
> Tutorial Chair
> Theresa Champel, Univ. of Lisbon, PT
>
> Local Arragement Chair and Conference Management
> Karen Thorburn, Hermia, FIN
>
> Steering Board
> Olli Sotamaa, University of Tampere (UTA), FIN
> Pertti N?r?nen, Tampere Univ. of Applied Sciences (TAMK), FIN
>
> Tentative Programme Committee (from MindTrek 2010 - to be confirmed)
>
> ========================================================================
> Pradeep K. Atrey, The University of Winnipeg, CANADA
> Staffan Bj?rk, Chalmers University of Technology, SWEDEN
> Johanna Bragge, Helsinki School of Economics, FINLAND (Confirmed)
> Peter A Bruck, CEO and Chief of Research Studios Austria, AUSTRIA
> Irek Defee, Tampere University of Technology (TUT), FINLAND
> Nicole Ellison, Michigan State University, USA
> Hanna-Kaisa Ellonen, Lappeenranta University of Technology
> (Confirmed)
> Jussi Holopainen, Nokia, FINLAND
> Abdelmagid Salem Hammuda, Qatar University, QATAR
> Kaisa Henttonen, Lappeenranta University of Technology (Confirmed)
> Sal Humphreys, Queensland University of Technology, (QUT), AUSTRALIA
> Aki J?rvinen, IT University of Copenhagen, DENMARK
> Juha Kaario, NOKIA, FINLAND
> Jan Kallenbach, Helsinki University of Technology (HUT), FINLAND
> Jonas Kronlund, ELISA, FINLAND
> Kai Kuikkaniemi, HIIT - Helsinki Institute for Information
> Technology, FINLAND
> Cai Melakoski, TAMK University of Applied Sciences, FINLAND
> Maarit M?kinen, University of Tampere (UTA), FINLAND (confirmed)
> Frans M?yr?, University of Tampere (UTA), FINLAND
> Marko Nieminen, Helsinki University of Technology (HUT), FINLAND -
> (confirmed)
> Marianna Obrist, ICT & S Centre, University of Salzburg, AUSTRIA
> Hannu Paunonen, Metso Automation, FINLAND (confirmed)
> Matthias Rauterberg, Eindhoven University of Technology, NETHERLANDS
> Calin Rusu, Technical University of Cluj-Napoca, ROMANIA
> Antti Salovaara, Helsinki Institute for Information Technology
> (HIIT), FINLAND
> Kirsi Silius, Tampere University of Technology (TUT), FINLAND
> Sanna Talja, University of Tampere (UTA), FINLAND (confirmed)
> Manfred Tscheligi, ICT & S Centre, University of Salzburg, AUSTRIA
> Kaisa V??n?nen-Vainio-Mattila, Tampere University of Technology
> (TUT), Finland
> Annika Waern, Swedish Institute of Computer Science, SWEDEN
> Karsten D.Wolf, University of Bremen, GERMANY
> Zhiwen Yu, Kyoto University, JAPAN
> Ioannis Stamelos, Aristotle University of Thessaloniki, GREECE
> Jonas Gamalielsson, University of Sk?vde, SWEDEN
> Sulayman K. Sowe, UNU-MERIT, NETHERLANDS/UNITED NATIONS
> Tommi Mikkonen, Tampere University of Technology, FINLAND
> Jaco Geldenhuys, Stellenbosch University, SOUTH AFRICA
> Andrea Capiluppi, University of East London, UK
>
> Contact
>
> ========================================================================
> Questions concerning academic content, papers, tutorials, workshops,
> scientific contributions:
> Email: academic.chairs (at) mindtrek.org
>
> General questions concerning payments, administration, copyright
> forms, local arrangements,
> and the venue:
>
> ========================================================================
> Email: academic.info (at) mindtrek.org
>
> Submit papers here
>
> ========================================================================
> http://webhotel2.tut.fi/emmi/Conferences/2011mindtrek/
>
> Further Information
>
> ========================================================================
> http://www.mindtrek.org
>
> Supported by:
> City of Tampere, Nokia Oyj, Ubiquitous Computing Cluster, Tampere
> University of Technology,
> Tampere University, TAMK University of Applied Sciences, Technology
> Centre Hermia,
> Neogames, Digibusiness cluster, Sombiz and COSS The Finnish Centre
> for Open Source
> Solutions, Ambient Media Association (AMEA).
>
>
> ------------------------------
>
> Message: 2
> Date: Mon, 10 Jan 2011 16:51:09 -0500
> From: Katherine Isbister <katherine.isbister at gmail.com>
> Subject: [game_edu] Foundations of Digital Games 2011--please submit
> a
> paper or poster!
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Message-ID: <30E48E25-8606-4D03-928B-ED046F357373 at gmail.com>
> Content-Type: text/plain; charset=windows-1252
>
> Hello all,
>
> It's time to get your paper or poster together for the Foundations of
> Digital Games 2011, which will be held this summer (June 28-July 1)
> in
> Bordeaux, France.
>
> Submissions are due February 10--for more information, see
> http://www.fdg2011.org/calls.html (the call is also posted below).
>
> Please consider submitting work--this is a great venue for a wide
> range of game engineering and game research topics.
>
> Regards,
>
> Katherine Isbister and Charles Rich, Technical Co-Chairs
>
> -----------------------------
> CALL FOR PAPERS
> The goal of the Foundations of Digital Games conference is to advance
> the scientific understanding of digital games, with an emphasis on
> substantial, evidence-based contributions to both the theory and
> practice of game design, engineering and applications. The 2011
> conference will include presentation of peer-reviewed papers, posters
> and doctoral consortium submissions, invited talks and panels by
> academic and industry leaders, workshops and hands-on tutorials.
>
> Important dates
> ? Website open for submissions: 3 January 2011
> ? Paper and poster submissions due: 10 February 2011
> ? Paper and poster author notification: 12 April 2011
> ? Paper and poster camera-ready due: 3 May 2011
>
> Content areas
> Digital games are highly interdisciplinary. We therefore welcome
> submissions on a wide range of topics overlapping computer science,
> the social sciences, humanities and design, as long as there is a
> substantial and novel impact on digital games. These topics (in
> alphabetic order) include, but are not limited to:
>
> ? Artificial Intelligence: e.g., machine-learning or goal-based
> approaches to implementing NPCs or dynamic difficulty adjustment
> ? Curriculum: e.g., game development courses, game development in
> computer science courses
> ? Design: e.g., case studies of novel designs, new methodologies and
> theoretical frameworks
> ? Game Studies: e.g., empirical studies of player experience,
> social, economic and cultural interpretations, entertainment
> psychology
> ? Graphics: e.g., new modeling and rendering techniques, special
> effects
> ? Interactive Storytelling: e.g., story generation, drama
> management, digital characters.
> ? Mobile: e.g., smart phones, location-based games, augmented
> reality
> ? Networking: e.g., performance, security, latency, architectures
> ? Serious Games: e.g., for health, education, advertising, social
> change
> ? Social Games: e.g., technology, psychology and business models of
> ? Tools: e.g., game engines, tools for game development, content
> authoring, hosting
> ? User Interface: e.g., virtual and augmented reality, tangible
> interfaces, speech, brain
>
> We also expect submissions which overlap topics, such as a tool for
> developing game AI, or an empirical study of game education.
>
> Submissions Guidelines
> All paper and poster submissions will be rigorously peer reviewed for
> their significance, clarity and relevance to the advancement of the
> scientific and scholarly understanding of games. All full papers must
> describe a completed unit of work and include evaluation of the ideas
> presented. Poster submissions should describe novel work in progress
> that is not at the same level of maturity as a full submission.
>
> Full papers must not exceed eight pages, but can be shorter. We will
> review for quality not length! Poster submissions must not exceed
> three pages. All submissions must be submitted via
> http://fdg2011.confmaster.net and must comply with the official ACM
> proceedings format using one of the templates provided at
> http://www.acm.org/sigs/pubs/proceed/template.html
>
> All accepted paper and poster submissions will be published in the
> conference proceedings. For a paper or poster to appear in the
> proceedings, at least one author must register for the conference by
> the deadline for camera-ready copy submission.
>
> All papers and posters publications from FDG 2011 will be included in
> the ACM Digital Library.
>
> Submissions must not have been published previously. In addition, a
> submission identical to or substantially similar (or even a subset or
> superset) in content to one submitted to FDG should not be
> simultaneously under consideration at another conference or journal
> during the entire FDG review process (i.e., from the submission
> deadline until the notifications of decisions are emailed to
> authors).
>
>
>
>
> ------------------------------
>
> Message: 3
> Date: Mon, 10 Jan 2011 17:47:22 -0500
> From: Nic Colley <Nic.Colley at cpcc.edu>
> Subject: Re: [game_edu] SCRUM in Game Development
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Message-ID: <B69A1827-3689-4950-907E-9168942CDB76 at cpcc.edu>
> Content-Type: text/plain; charset="utf-8"
>
> Thanks for the reads. Some great info.
>
> Sent from my iPad
>
> On Jan 9, 2011, at 6:55 PM, "Adam Parker"
> <aparker at qantmcollege.edu.au<mailto:aparker at qantmcollege.edu.au>>
> wrote:
>
> Maic,
>
> Thanks for the work. There are parallels to what we're already doing,
> so we'll certainly benefit from the rigor here.
>
> Cheers,
> Adam
>
> On Mon, Jan 10, 2011 at 2:50 AM, Masuch, Maic, Prof. Dr.
>
> <<mailto:maic.masuch at uni-due.de>maic.masuch at uni-due.de<mailto:maic.masuch at uni-due.de>>
> wrote:
> Hi Nic,
> you might want to have a look at our 2010 FDG paper
>
> <http://www.uni-due.de/~hk0377/papers/Schild_ABC-Sprints_Adapting_Scrum_to_Academic_Game_Development_Courses_FDG2010.pdf>http://www.uni-due.de/~hk0377/papers/Schild_ABC-Sprints_Adapting_Scrum_to_Academic_Game_Development_Courses_FDG2010.pdf
> where we summed up our experiences of some 3 years in teaching game
> development courses as part of a M.Sc. computer science curriculum.
> We found out that you have to adopt the scrum methodology to an
> academic environment, but all in all I see a fundamental rise in
> quality and effectiveness of projects.
>
> Best,
> Maic
>
>
>
>
> Prof. Dr. Maic Masuch
> Professor for Multimedia Technology|Entertainment Computing
> Department for Computer Science and Cognitive Science
> Faculty of Engineering
> University of Duisburg-Essen
>
> Forsthausweg 2, D-47057 Duisburg, Germany
> Tel. +49 (0) 203 / 379 - 1434 - Fax +49 (0) 203 / 379 - 3557
>
>
>
>
>
>
> -----Original Message-----
> From: <mailto:game_edu-bounces at igda.org>
> game_edu-bounces at igda.org<mailto:game_edu-bounces at igda.org>
>
> [mailto:<mailto:game_edu-bounces at igda.org>game_edu-bounces at igda.org<mailto:game_edu-bounces at igda.org>]
> On Behalf Of Nic Colley
> Sent: Saturday, January 08, 2011 7:48 PM
> To: IGDA Game Education Listserv; Games Research Network
> Subject: [game_edu] SCRUM in Game Development
>
> Happy New Year All!
>
> What lessons have you learned while using SCRUM and any best
> practices?
>
> I ask this as I am currently building a class "Agile Game
> Development". In this class I will be focusing on SCRUM with projects
> while talking about other development practices. I am able to pull
> from my experiences with SCRUM, but to better serve the students, I
> thought I should ask the community on their experiences.
>
> Thanks,
> Nic Colley
> Faculty, Simulation & Game Development
>
> <mailto:Nic.Colley at cpcc.edu>Nic.Colley at cpcc.edu<mailto:Nic.Colley at cpcc.edu>
> _______________________________________________
> game_edu mailing list
> <mailto:game_edu at igda.org>game_edu at igda.org<mailto:game_edu at igda.org>
>
> <http://seven.pairlist.net/mailman/listinfo/game_edu>http://seven.pairlist.net/mailman/listinfo/game_edu
> _______________________________________________
> game_edu mailing list
> <mailto:game_edu at igda.org>game_edu at igda.org<mailto:game_edu at igda.org>
>
> <http://seven.pairlist.net/mailman/listinfo/game_edu>http://seven.pairlist.net/mailman/listinfo/game_edu
>
>
>
> --
> Adam Parker
> Senior Lecturer, Games Design (Melbourne)
>
> Qantm College Pty Ltd (Brisbane, Sydney, Melbourne)
> 235 Normanby Road
> South Melbourne VIC 3205
>
> Tel. +61 (03) 8632 3450
> Fax. +61 (03) 8632 3401
> Email: <mailto:aparker at qantmcollege.edu.au>
> aparker at qantmcollege.edu.au<mailto:aparker at qantmcollege.edu.au>
> Web: <http://melbourne.qantm.com> http://melbourne.qantm.com
>
> CRICOS Numbers: 02689A (QLD), 02852F (NSW), 02837E (VIC)
> _______________________________________________
> game_edu mailing list
> game_edu at igda.org<mailto:game_edu at igda.org>
> http://seven.pairlist.net/mailman/listinfo/game_edu
>
> ------------------------------
>
> Message: 4
> Date: Mon, 10 Jan 2011 19:37:54 -0800 (PST)
> From: Ian Schreiber <ai864 at yahoo.com>
> Subject: Re: [game_edu] SCRUM in Game Development
> To: IGDA Game Education Listserv <game_edu at igda.org>
> Message-ID: <198159.92587.qm at web39702.mail.mud.yahoo.com>
> Content-Type: text/plain; charset="us-ascii"
>
> Hi Nic,
>
> I will say that my experience with Scrum in industry was highly
> positive.
> Biggest benefit for us was that we had constantly shippable code --
> you've got
> to clean up your mess of bugs while it's still fresh in your mind.
> Compare to a
> situation where you build an unstable foundation and then pile a
> bunch of
> additional code on top, which just tends to occlude and obscure bugs
> and
> increase technical risk down the road. Also, it means you can
> basically fit the
> project to any timeline; if the ship date changes, that just means
> more or fewer
> sprints, but you always have something that works that's ready to
> ship at any
> time.
>
> I've not used Scrum or Agile in the classroom per se, but that is
> mainly
> because a typical class project doesn't last much longer than a
> sprint, so I
> suppose you could say that almost all class projects are "agile" due
> to their
> scope, with perhaps the exception of a year-long capstone (and in
> that case, do
> you want to focus on the production methodology at the possible
> expense of
> removing focus from the project itself?).
>
> If you want to do an Agile Game Dev class, there's a few things to
> consider. Do
> you want to build in some kind of professional certification, or at
> least
> preparation for students to certify themselves after the class is
> over
> ("Certified Scrum Master" on a student business card would probably
> get some
> attention)? Have students worked on projects with other methodologies
> (waterfall, etc.) prior to taking the Agile class, so they can
> compare the
> methodologies and better understand the pros and cons of various
> methodologies?
> Is the purpose of the course to show students the "right" way to
> develop
> software, or to expose them to several "potentially right" ways of
> doing things,
> or is it just to get them used to the production models used in
> industry so they
> don't sound like n00bs during the interview? No right or wrong
> answers here, but
> they do affect what the final class would look like.
>
> One thing I've seen used successfully in one project-based class is
> giving
> student teams a choice of methodology, "traditional" or "agile". This
> lets the
> students research and weigh the various methodologies against one
> another, and
> they can report on the effectiveness of their chosen approach at a
> post-mortem
> at the end of the class (this also lets them share their experiences
> with other
> student groups that chose different approaches).
>
> - Ian
>
>
>
>
> ________________________________
> From: Nic Colley <Nic.Colley at cpcc.edu>
> To: IGDA Game Education Listserv <game_edu at igda.org>; Games Research
> Network
> <GAMESNETWORK at uta.fi>
> Sent: Sat, January 8, 2011 1:48:24 PM
> Subject: [game_edu] SCRUM in Game Development
>
> Happy New Year All!
>
> What lessons have you learned while using SCRUM and any best
> practices?
>
> I ask this as I am currently building a class "Agile Game
> Development". In this
> class I will be focusing on SCRUM with projects while talking about
> other
> development practices. I am able to pull from my experiences with
> SCRUM, but to
> better serve the students, I thought I should ask the community on
> their
> experiences.
>
> Thanks,
> Nic Colley
> Faculty, Simulation & Game Development
> Nic.Colley at cpcc.edu
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