[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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>

>

>

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