Some game design tools allow users to develop
3D games (e.g. Unreal Engine). Some are restricted
to 2D games (e.g. Scratch). The choice of the game
design tool will depend on the look the user would
like that the game has. Some game design tools are
freeware (e.g. Scratch). Others are commercial tools
and users have to pay fees (e.g. RPG Maker VX Ace).
According to the budgetary constraints of the user, the
user could use some game design tools, but not others.
Regarding the export of the game developed, for
some game design tools, the user has to upload his
game to the community website of the game (e.g.
Scratch). For other game design tools, the export
possibilities are various: Microsoft, MacOS, iOS,
Android, HTML5, console (e.g. Unity).
5 CONCLUSION AND
PERSPECTIVES
This review of literature presents a current panorama
of game design tools for the last ten years based on 9
identified criteria: (1) programming language, (2) tool
language, (3) tutorials, (4) scenes and characters, (5)
game type, (6) target audience-designer, (7) 2D or 3D
modelling, (8) prize, and (9) export. To our
knowledge, there is no research work that addresses
the literature review of such topic between 2010 and
2020. This study intents to fill in that gap by
reviewing the most recent and high-quality academic
publications on this topic.
Then, we have conducted a systematic literature
review following the PRISMA methodology. Out of
an academic database search result pool of 302
publications, 18 papers were reviewed. In addition to
studies identified via the databases, 8 other references
have been identified via another method: the
interview of a pedagogical engineer. Three references
out of eight have been included in the discussion.
These 2 methods allow us to identify 12 game design
tools.
The discussion concludes that we cannot
recommend one game design tool, the choice depends
on the needs of users because each user has different
needs and constraints. But this systematic literature
review can help game designers, pedagogical
engineers, teachers, and researchers to identify the
game design tool the more suitable for their needs.
This review of literature is inscribed in the context
a project where we aim to experiment a game design-
based learning activity with nursing students, and to
assess the effects of this design activity on students’
learning and social flow (Gajewski, El Mawas, and
Heutte, 2020). The current challenge is to analyse our
nursing students’ public in order to choose the most
suitable game design tools that we will use in our
experimentation. Note that the experimentation will
hold in IFsanté, a nursing school in Lille Catholic
University in France with 135 second-year students.
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