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What is Balancing

Handbook of Research on Effective Electronic Gaming in Education
A key activity in the iterative game design process in which the designer refines the design of a game after play-testing to better achieve the goals of the design that were not realized in the play-test.
Published in Chapter:
The Design, Play, and Experience Framework
Brian M. Winn (Michigan State University, USA)
Copyright: © 2009 |Pages: 15
DOI: 10.4018/978-1-59904-808-6.ch058
Abstract
This chapter introduces a framework for the design of serious games for learning, called the design, play, and experience framework. The author argues that the great potential of serious games will not be realized without a formal design approach. To that end, the author presents and thoroughly explains the design, play, and experience framework which provides a formal approach to designing the learning, storytelling, game play, user experience, and technology components of a serious game. The author concludes by detailing how the framework provides a common language to discuss serious game design, a methodology to analyze a design, and a process to design a serious game for learning.
Full Text Chapter Download: US $37.50 Add to Cart
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Health Protection and Resonable Balancing of Interests
Technique to reach a solution to a specific conflict between rights and/or interests that has manifested itself in a concrete case.
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