About
10
Publications
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Introduction
Menno van Pelt-Deen works freelance serious game designer. His work concerns ideation and user research with a prime focus on cross generational interaction.
Furthermore, Menno is chairmen of Foundation Games [4Diversity]. The foundation tries to improve the representation and inclusion of socio-cultural minorities in popular culture by organising gamejams were the jam's theme is inspired by less represented perspectives
Publications
Publications (10)
The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great...
The study used a research through design approach and organized game jams as a method to examine game design processes, with the aim to investigate how the diverse identities of designers affect and inspire their game designs. During the Game [4Diversity] Jams we hypothesised that homogeneity in groups may lead to a singleminded message in their...
Two trends can be witnessed in educational game design: Problem-Based Learning and Drill & Practice Training approach. The general assumption appears to favor Problem-Based approach above Drill & Practice, in regard to players' motivation. However, the differences between the approaches are seldom studied. The authors examined the motivational impa...
This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students’ motivation to learn.
The main contribution of this thesis is a novel approach to serious game design, namely envisioning play and learning as a...
20% of Dutch youth suffer from psychiatric disorders that hamper their daily functioning and their personal development. Clients tend to drop out of school and have problems in their social environment. These clients often suffer from low social competencies and low empathic behavior, resulting in low treatment compliance. The study targets treatme...
Recent years have witnessed a rise in Game Jams - organized events to create playable prototypes in a very short time frame. Game Jams offer a unique and quick way to prototype games. Beyond that, we believe Game Jams can also be seen as a design research method, situated in the research-through-design tradition, to create knowledge in a fast-paced...
Game Jams - energized, fast-paced get-togethers of developers and artists to make digital games - have recently emerged as a way to generate and inspire novel game ideas and new ways of thinking. We intend to introduce the CHI community to this collaborative, fast-paced method of design by holding a game jam with an emphasis on developing novel use...
Young people spend a large part of their day sedentary, both at school and at home. The aim of the PlayFit project is to persuade teenagers to lead a more active lifestyle by using digital as well as non-digital games and play. In this position paper, we describe in detail the three key principles of our vision concerning the design of game-based i...
Bijna alle kinderen tussen 8 en 12 jaar spelen casual games: korte online spelletjes op spelletjesportals zoals Spele.nl, Funnygames.nl en Speeleiland. nl. Vaak spelen ze deze spelletjes in hun eentje, maar zeker niet altijd. Net als bij ‘gameboyen’ (tegenwoordig: ‘DSsen’) kun je kinderen bijvoorbeeld samen achter het scherm zien zitten. Maar ook d...
Projects
Projects (3)
Developing playful, digital media for the swimming pool. Swimming pools have trouble competing for the time of youth. Youths have trouble keeping up their swimming competency. Swim games aim to mitigate that.