Month: June 2018

  • “Knock ‘em down” & “Lock ‘em up” — first attempts at ‘video game’ style activities

    I have been trying out the ‘video game based design’ approach to cricket practices over the last month — aiming to create games that are easy to learn but hard to master, and where learning achievement (acquisition of skills)  is rewarded by the opening up of new and more challenging ‘levels’ in the game.

    I have settled on a couple of games that seem to meet some of the key criteria — I give you “Knock ‘em down” and “Lock ‘em up”. (more…)

  • Lock ‘em up — ‘video game design’ pt 2

    In ‘lock ‘em up’, the batting team earn ‘upgrades’ (more open spaces to hit the ball into) by ‘locking’ fielders into disadvantageous fielding positions by successfully hitting the ball into designated target areas.

    It is, in many respects, a gamified version of the old ‘Lord’s game’.  I have played it only with a front foot drive, but I can see no reason not to adapt it to for other attacking strokes.

    This game has developed from an idea shared by @imsporticus , modified to include concepts from @davidhinchliffe and @ianren21 — thanks to all of my fellow coaches for the inspiration, and also to @AmyPrice_10 et al. for the theoretical underpinnings of sports coaching informed by digital game design.

    (more…)

  • Knock ‘em down — ‘video game design’ pt1

    ‘Knock ‘em down’ is a team bowling game, based on the bowling relay drill.

    Teams have multiple sets of stumps to aim at, and progress to higher (harder) levels as they win a round — targets get smaller as stumps are removed as the team progresses up the levels.

    This is my first game that incorporates the video game “levels” concept – more a gamified bowling drill, but it does seem to engage players more than simply bowling for 5 minutes and counting hits. (more…)