Generative Logics and Conceptual Clicks: A Case Study of the Method for Design Materialization
Abstract
Game design research is caught between epistemologies and disciplines, leading to a lack of grounded methodologies. Without such methodological approaches, we cannot support evidence-based claims about game design. The Method for Design Materialization (MDM) is a methodological approach to capturing game design via software version control. By embracing a time-sliced representation of a game throughout its development and pairing it with explicit materializations of design thinking through reflective writing, we believe significant progress can be made in understanding and extrapolating from the design process.
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Such theory is largely absent: we lack a comprehensive understanding of game development practices and the regional differences in how developers think and work.
“Crucially though, such theory is largely absent: we lack a comprehensive understanding of game development practices and the regional differences in how developers think and work [9, 27, 28].”
From Generative AI in Game Development: A Qualitative Research Synthesis (2026) · cites this paper as [28]
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Barr, P. (2023) · The MIT Press eBooks · doi:10.7551/mitpress/14495.001.0001 · Cited by 14 · see citing works
Self-citationGenerative AI in Game Development: A Qualitative Research Synthesis
Ternar, D.-A., Denisova, A., Cunha, J. M., Kultima, A., & Guckelsberger, C. (2026) · Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems · doi:10.1145/3772318.3791206 · Cited by 6 · see citing works
“Where coun-terpoints appear, they operate at different scopes: augmentation framings in C5 focus on the mechanics of collaboration without dis-puting the need for legitimacy measures, while adoption optimism in C6 captures attitudes that coexist with ownership, legal, and job-security constraints.”
Generative AI in Game Development: A Qualitative Research Synthesis
Ternar, A., Denisova, A., Cunha, J. M., Kultima, A., & Guckelsberger, C. (2025) · arXiv
“Where coun-terpoints appear, they operate at different scopes: augmentation framings in C5 focus on the mechanics of collaboration without dis-puting the need for legitimacy measures, while adoption optimism in C6 captures attitudes that coexist with ownership, legal, and job-security constraints.”
- Authors
- Khaled, R., & Barr, P.
- Venue
- Design Issues
- Publisher
- MIT Press
- Published
- 2023-01-01
- Volume
- 39
- Issue
- 1
- Pages
- 55-69
- ISSN
- 0747-9360 (ISSN-L)
- 1531-4790
- OpenAlex
- W4313476401
- Cited by
- 9
- References
- 0
- Citations by year
- 2026: 5 · 2025: 2 · 2024: 1 · 2023: 1
- FWCI
- 0.89
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Design Issues (publishedVersion)
- Topics
- Physical Sciences › Engineering › Mechanical Engineering › Design Education and Practice
- Social Sciences › Sociology and Political Science › Digital Games and Media
- Social Sciences › Psychology › Developmental and Educational Psychology › Educational Games and Gamification
- Keywords
- game design methodology, version control, game development process, design thinking, reflective writing, generative logic
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