Games Catalogue
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GAMES CATALOGUE This book contains reviews of serious and commercial games that can be used for learning. www.projectgreat.eu 1 ABOUT GREAT = Game-based Research in Education and Action Training “We talk about creative learning. However, all learning involves some form of destruction, some form of creation and/or particular co-creation... The centrality of learning is here translated into a need for action: learning. Learn to create, learn how to create disruptions, learning to create innovation, learning to live together to collaborate. But if Learning and Technology, together, can build and host its core in the destructive potential of creativity and, by extension, of the collaboration, the need for meaning in all this is imperative. It is crucial to making sense of all forms of learning: informal, formal, not formal.” Roberto Carneiro in CREDITS Conference Book Creative Learning & Innovation:2009 Editor: Prof. DI Dr. Maja Pivec This project aims to proceed according to the Theory and Trends that cross Europe for its Layout: DI(FH) Anika Kronberger number one Priority in the EU 2020: Growth based on knowledge and innovation: Innovation; Contributors: APG - Portuguese Association of Human Resources Managers, FH JOANNEUM Education; Digital Society. University of Applied Sciences, Graz, Austria; MERIG - Multidisziplinares Institut fur Europa- Forschung Graz; AIF - Associazone Italiana Formatori; Gazy University, na Turquia; I.Zone The starting point for this project is the experience and knowledge base sustained by the Knowledge Systems partnership. Partners are well known and experienced. Games in Education are one of the Trends for the Future of Learning (JRC/IPTS. Trends for 2030). ACKNOWLEDGEMENTS The purpose and general objective is to provide a methodology and a way to use Game-Based This publication was funded with support from the European Comission. The book was Learning by Training Companies/Organizations (focusing on SMEs and on the Social Economy) published as part of the work program for the project, GREAT = Game-based Research in and VET organizations (including Higher Education) trough the knowledge producers and Education and Action Training (www.projectgreat.eu). This project was funded in the Leonardo distributors: Trainers and Teachers. da Vinci - Transfer of Innovation program with the project number 2011-1-PT1-LE005-08600. APG - Portuguese Association of Human Resources Managers leads the development This project has been funded with support from the European Commission. partnership: This publication reflects the views only of the author, and the Commission cannot be held • FH JOANNEUM University of Applied Sciences, Graz, Austria responsible for any use which may be made of the information contained therein. • MERIG - Multidisziplinares Institut fur Europa-Forschung Graz • AIF - Associazone Italiana Formatori • Gazy University, na Turquia • I.Zone Knowledge Systems www.projectgreat.eu TABLE OF CONTENTS Games ............................................................................. 6 Diner Dash The Sims FreePlay Tiny Tower Trine Portal2 Carcasone EntreEXPLORER TRAVIAN PING PLAYHOST English Language Scenarios MIRifiuto Project Description ......................................................... 30 EN/IT/GER/TK/PT/RO Criteria for Game Selection ............................................. 42 Game Catalogues ........................................................... 46 Diner Dash www.dinerdash.com COMPANY: PlayFirst, Inc. PLATFORM/CONSOLE: Windows, Mac OSX, Android, Nintendo DS, XBox 360 (XBLA), Playstation 3 (PSN), Nintendo Wii (WiiWare), Playstation Portable PLAYMODE: singleplayer only LANGUAGE: The iOS Version is English only, The Webpage offers German, French, and Spanish versions for Windows and Mac. GAME GENRE: Arcade + Strategy PROJect management competences: Leadership, People management, Planning, Time management, Cost management The easy to learn game mechanics and the cartoonish artstyle are targeted towards a young audience. Though the game demands some motor skills, the time restrained decision making mechanics may benefit in learning to work under stressful conditions. The game asks the player to manage orders in a restaurant within a short period of time. This problem is best overcome by managing the order of taking orders and providing food, which leads to stressful situations that also have to be overcome. In Diner Dash, the player takes the role of a waiter who has to take orders, provide the dish, bring the cheque and clear the table within a certain time. The faster the player is, the more points are rewarded. If the player achieves a certain amount of points, the next level unlocks. At the beginning of a level, the screen shows a counter, empty tables and trash can. People arrive at the restaurant, which have to be lead to a table. The customers start to look at the menu. As soon as they have chosen what to eat, the player then has to walk to the table to take the order. The order has to be taken to the counter, behind which a cook is preparing the food. After it is done, it is marked with the table number it belongs to. The player has to bring the food to the customers, wait until they have finished eating, provide a cheque and clear the table afterwards. The faster the player does these tasks, the happier the customers are and the more points the player achieves. In this version (iOS), every aspect of the game is either drag and drop (for example showing the customers to their places) or point and click (going somewhere and interacting with objects). This free version provides 10 levels, which last an estimated 2 hours. More levels can be purchased through the game. It could be used for project management classes to train decision making in stressful environments. 6 7 The Sims FreePlay firemonkeys.com.au/downloadSFP COMPANY: Maxis and later by The Sims Studio, and published by Electronic Arts PLATFORM/CONSOLE: Microsoft Windows, Mac OS, PlayStation 2, Xbox, GameCube PLAYMODE: Single-player LANGUAGE: English, Spanish, Danish, Dutch, Polish, Suomi, German, Japanese, Korean, Greek, Italian, Portuguese, French, Chinese, Czech, Norwegian, Russian, Swedish GAME GENRE: Simulation PROJect management competences: Planning, Time - and Cost management The game is an open ended simulation of a little town. In it, the player creates houses and virtual characters (called Sims) to live in the town. There are three virtual points systems in place: Simoleons, the virtual currency, is used to buy furniture and build houses. It is earned through the jobs the Sims do and the the overall worth of the city. Experience points are gained through most interactions with the game like providing food for a Sim or building another home. Lifestyle points are gained for reaching special goals and can be used to speed up activities like sleeping, eating or petting a dog. The goal of the game is to increase the wealth of the town and to keep the inhabitants happy. Similar Games: • Megapolis • FarmVille • Social Wars • ChefVille • CoasterVille • CityVille • Disney City Girl • CastleVille • The Sims Social • TrainStation • Pet Society 8 9 Tiny Tower www.tinytowerwiki.com COMPANY: NimbleBit PLATFORM/CONSOLE: Apple devices with iOS 3.0 or later, Android PLAYMODE: Single-Player LANGUAGE: English GAME GENRE: Strategy PROJect management competences: Leadership, People management, Planning, Time management, Cost management In this open ended game, the player tries to build a tower in which people live. This includes building floors, providing stores for food and entertainment and keeping the inhabitants happy. Since it is open ended, there is no real win or lose situation. Building floors for the player’s tower is usually made of three parts. First, the floor has to be built. After that, it has to be assigned with some use. It either is a floor for people to live in, or it is a floor with a specific purpose, for example a food store. After that, the player either navigates new inhabitants to their homes or assignes unemployed inhabitants to run the newly built shop. The inhabitants have many different qualities, which plays into their capabilities in their assigned jobs and their overall happyness. Every action that would take some time, for example building a floor, can be sped up by spending money. Furthermore, a menu shows statistics, a facebook clone called bitbook, in which inhabitants post status updates about their feelings, and missions, which give the player specific tasks to heighten the challenge. 10 11 Trine www.trine-thegame.com COMPANY: Developed by Frozenbyte, Inc. Published by Nobilis Publishing PLATFORM/CONSOLE: PC (Mac, Linux) PlayStation Network PLAYMODE: Singleplayer and Multiplayer modus LANGUAGE: The European version is available in English, French, German, Italian and Spanish or alternatively with subtitles. GAME GENRE: Action/Adventure + Puzzle PROJect management competences: Leadership, People management, Negotia- tion skills and Conflict management skills Trine is a physics-based action game where three characters allow clever solutions to challenges created by hazardous puzzles and threatening enemies. The gameplay is based on fully interactive physics - each character’s different abilities and tactics can be used to invent new ways to overcome obstacles and save the kingdom! The story is about a trio that touches a magical stone at the same time and gets cursed into one person. They start searching a way to destroy the evil that came over the land to become independent of each other