Hi all,
At our college in India we are looking out for a name for our course which is in toy & games.Can u give me some creative names that could attract students for the course.
Name for a course
Mon, 06/27/2005 - 09:29
Mon, 06/27/2005 - 10:11
#1
Name for a course
Is the course about the business of toys and games, or inventing toys and games, or the history of toys and games, or what?
-- Matthew
Mon, 06/27/2005 - 15:30
#3
Name for a course
To answer the question that was asked, I would suggest something like "Play Time" or "Fun Factory", or even just "Fun 101".
Mon, 06/27/2005 - 15:39
#4
Name for a course
Fundamentals of Game Design
Toys and Game Theory
Tue, 06/28/2005 - 03:18
#7
Name for a course
I think the most communicative title would be "Game and Toy Design" or "Game and Toy Studies" if there is little actual design. I think these would most clearly evoke the course you described to potential students.

This semester I was able to student teach a course on game design from a different angle than is the normal for my school. I go to a school that is geared towards video game design rather than traditional style game design. I pitched the idea to my teacher about how the "fun" in game design actually transcends media and that the ability to figure out what makes the game fun is more important.
In the class we dont make video game design docs, we dont mod current engines and we really dont look at video games at all. Instead we play existing board, card and dice games and evaluate the game to figure out why we are having fun playing it.
So far we have played a single card game to figure out whats fun about it, changed it to suit different audiences, than they had to change it to fit within an IP that the publisher owned. Currently for the mid term project they are taking a video game, finding out what makes the game fun and trying to recreate that fun in a traditional game.
Later in the semester I will cover research, interactive software (software that is fun but not a game ie. Furby's, Tamogatchi, screen savers, etc.), publisher developer relationships and time constraints.
The course material is based off the yearly Game Design Workshop at the Game Developers Conference. The material can be found online at www.eightkindsoffun.com .
Josh