Designing Inside the Box or Pitching Practices in Industry and Education

Authors

  • Roger Altizer
  • José P. Zagal

Keywords:

industry practices, game pitching, qualitative interviews, design box, game education

Abstract

Pitching, the act of trying to convince others to support the development of a project, has a long, storied tradition in the game industry. This practice has also been adopted by game educators and incorporated into their curricula. In project-oriented classes it is common for students to pitch games to classmates, industry panels, and faculty. Using a series of vignettes, informed by anonymous industry professionals, we explore the mores and myths of pitching. These vignettes reflect a variety of pitching practices in companies both large and small. We also present a pedagogical tool, the Design Box, discuss our experiences using it, including common critiques, and illustrate its use for creative ideation as well as persuasive potential. The Design Box is a method we present for adoption, critique and evaluation. We conclude with a call to explore more practices that find their referent in ‘the industry’ and the development of appropriate pedagogical techniques we can incorporate in game education programs.

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Published

2014-01-01

Bibtex

@Conference{digra626, title ="Designing Inside the Box or Pitching Practices in Industry and Education", year = "2014", author = "Altizer, Roger and Zagal, José P.", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/626}", booktitle = "Proceedings of DiGRA 2014 Conference"}