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Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb 2017 Rochester Institute of Technology

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team found ...


Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb 2017 Rochester Institute of Technology

Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb

Articles

The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.


An Analysis Of Operant Conditioning And Its Relationship With Video Game Addiction, Daniel Vu 2017 San Jose State University

An Analysis Of Operant Conditioning And Its Relationship With Video Game Addiction, Daniel Vu

ART 108: Introduction to Games Studies

A report published by the Entertainment Software Association revealed that in 2015, 155 million Americans play video games with an average of two gamers in each game-playing household (Entertainment Software Association, “Essential Facts about the Computer and Video Game Industry”). With this massive popularity that has sprung alongside video games, the question must be asked: how are video games affecting today's people? With the current way some video games are structured, the video game rewards players for achieving certain accomplishments. For example, competitive video games reward players who achieve victories by giving them a higher ranking or other games ...


Random Numbers And Gaming, Sinjin Baglin 2017 San Jose State University

Random Numbers And Gaming, Sinjin Baglin

ART 108: Introduction to Games Studies

In Counter Strike: Global Offensive spray pattern control becomes a muscle memory to a player after long periods of playing. It’s a design choice that makes the gunplay between players more about instant crosshair placement with the faster player usually winning. This is very different from the gunplay of the current popular shooter Player Unknown’s Battlegrounds. Player Unknown’s Battleground’s spray pattern for the guns are random. So how does this affect the player experience? Well as opposed to Counter Strike: Global Offensive, the design choice makes gunplay between two players more about how a person can ...


Fighting Game Difficulty, Andrew Hon 2017 San Jose State University

Fighting Game Difficulty, Andrew Hon

ART 108: Introduction to Games Studies

Lowering difficulty in games has become a recent trend amongst gaming companies. The goal of this tactic is to provide a more welcoming platform for players that are new to the franchise. However, this trend has been met with criticism amongst more experienced veterans of their respective games. This essay will touch upon different games within the fighting game genre that have lowered their overall difficulty, and the positive/negative effects of it.


Exploring Oculus Rift: A Historical Analysis Of The ‘Virtual Reality’ Paradigm, Chastin Gammage 2017 San Jose State University

Exploring Oculus Rift: A Historical Analysis Of The ‘Virtual Reality’ Paradigm, Chastin Gammage

ART 108: Introduction to Games Studies

This paper will first provide background information about Virtual Reality in order to better analyze its development throughout history and into the future. Next, this essay begins an in-depth historical analysis of how virtual reality has developed prior to 1970, a pivotal year in Virtual Reality history, followed by an exploration of how this development paradigm shifted between the 1970's and the turn of the century. The historical analysis of virtual reality is concluded by covering the modern period from 2000-present. Finally, this paper examines the layout of the virtual reality field in respect to he history and innovations ...


Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten 2017 Ghent University

Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten

CLCWeb: Comparative Literature and Culture

In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeer­sche, and Kris Rutten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many differ­ent and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and differ­ent definitions and functions of art, different motives of artists, and the potential impact of the arts ...


Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter 2017 The University of Western Ontario

Virtual Archaeology, Virtual Longhouses And "Envisioning The Unseen" Within The Archaeological Record, William M. Carter

Electronic Thesis and Dissertation Repository

We are of an era in which digital technology now enhances the method and practice of archaeology. In our rush to embrace these technological advances however, Virtual Archaeology has become a practice to visualize the archaeological record, yet it is still searching for its methodological and theoretical base. I submit that Virtual Archaeology is the digital making and interrogating of the archaeological unknown. By wayfaring means, through the synergy of the maker, digital tools and material, archaeologists make meaning of the archaeological record by engaging the known archaeological data with the crafting of new knowledge by multimodal reflection and the ...


The Synchretic Network: Linking Music, Narrative, And Emotion In The Video Game Journey, Ivan Mouraviev 2017 The University of Auckland

The Synchretic Network: Linking Music, Narrative, And Emotion In The Video Game Journey, Ivan Mouraviev

Nota Bene: Canadian Undergraduate Journal of Musicology

In the 2012 video game Journey, music is an important component of the playing experience. This study adopts an interdisciplinary approach, drawing on narratology, semiology, and film-sound theory to examine the relationship between music, narrative, and emotion in Journey. After first discussing video games’ interactivity in general, philosopher Dominic Lopes’ theory of digital art is presented as a means of articulating the interactive aspects of Journey’s soundtrack. Theories set out by scholars Jochen Kleres and Michel Chion—which deal with the narrativity of emotions and audiovisual meaning, respectively—are then integrated to produce the “synchretic network”: a theoretical framework ...


Game Specific Approaches To Monte Carlo Tree Search For Dots And Boxes, Jared Prince 2017 Western Kentucky University

Game Specific Approaches To Monte Carlo Tree Search For Dots And Boxes, Jared Prince

Honors College Capstone Experience/Thesis Projects

In this project, a Monte Carlo tree search player was designed and implemented for the child’s game dots and boxes, the computational burden of which has left traditional artificial intelligence approaches like minimax ineffective. Two potential improvements to this player were implemented using game-specific information about dots and boxes: the lack of information for decision-making provided by the net score and the inherent symmetry in many states. The results of these two approaches are presented, along with details about the design of the Monte Carlo tree search player. The first improvement, removing net score from the state information, was ...


Salvation: Into The Cosmos: Board Game Project Blending 4x And Eurogame Styles, Zachary Stewart Griffith 2017 California Polytechnic State University, San Luis Obispo

Salvation: Into The Cosmos: Board Game Project Blending 4x And Eurogame Styles, Zachary Stewart Griffith

Liberal Arts and Engineering Studies

This project is an attempt at creating a shorter and simpler 4X strategy game. To do this, the author takes elements of the Eurogame genre and combines aspects of The Settlers of Catan by Klaus Teuber and Shattered Plans by Jagex while following the requirements of the German board game award, the Spiel de Jahres. After following the traditional game design process of conceptualization, prototyping, and repeated testing, analysis, and revision, the author succeeded in creating a core foundation for such a game that also had marketing potential on its own.


Dreamkeeper: 3d Game Using Unreal Engine 4, Marii Elizabeth Boyken, Martin Clayton Coleman, Casey Kendrick Albert-Hall 2017 California Polytechnic State University, San Luis Obispo

Dreamkeeper: 3d Game Using Unreal Engine 4, Marii Elizabeth Boyken, Martin Clayton Coleman, Casey Kendrick Albert-Hall

Liberal Arts and Engineering Studies

The goal of this senior project was to combine our diverse skills to make a 3D game. The plot involves a young girl who has been given the powers to enter dreams and defeat nightmares. The 3D assets that we built and animated were made in Autodesk Maya. We used Unreal Engine 4 to piece together our assets and create the logic for the game. This document explains the technologies that we used, design choices we made, feedback from our player-testing, and work that we want to complete for the project in the future. Our final game demo features two ...


Constructed Reality: A Study In Spatial Perception Through Virtual Reality, Jose P. Rodriguez 2017 Kennesaw State University

Constructed Reality: A Study In Spatial Perception Through Virtual Reality, Jose P. Rodriguez

Bachelor of Architecture Theses - 5th Year

Architecture often begins explorations that lead into various modes of end products. These modes of production and representation could often embed traces that shape the outcome of the design. In his book, “Architectural Representation and The Perspective Hinge.”, Alberto Perez Gomez says that “Architects do not produce Buildings but instead produce images of buildings.” These representational images are an expression of an idea or design. Historically, representation began in static two-dimensions. By bridging into digital environments, these representations become more dynamic. As computing power increases and software broadens, the use of virtual reality environments and immersion simulations are becoming more ...


The Possibilities Of The Video Game Exhibition, Elizabeth Legere 2762328 2017 CUNY Hunter College

The Possibilities Of The Video Game Exhibition, Elizabeth Legere 2762328

School of Arts & Sciences Theses

This paper is an examination of video games as an artistic medium, and of their current presentation in art museums like the Museum of Modern Art in New York, as well as an attempt to come up with better modes of presentation for them within a museum space. Using a general understanding of video game theory and aesthetics, it might be possible to begin to look at solutions to the issues posed by current methods of presentation and interpretation, and to examine whether video games’ complicated aesthetic and artistic importance can be better highlighted by a new mode of display ...


Mmorpgs And Their Effect On Players, Udit Manocha 2017 San Jose State University

Mmorpgs And Their Effect On Players, Udit Manocha

ART 108: Introduction to Games Studies

The purpose of this essay is to explore the popularity and effects of video games in the MMORPG genre. Games and play have been a part of human culture for an exceptionally long time, and in the recent decades video games have a become a large medium to continue this. Studying how video games, such as MMORPGs, can be used in order to advance life skills is important to understand the future of human development. By researching other studies done on various topics of related to MMORPG, I developed the idea that this genre of video games could be very ...


Inside The Mind Of Mcmillen, Tina Duong 2017 San Jose State University

Inside The Mind Of Mcmillen, Tina Duong

ART 108: Introduction to Games Studies

The paper discusses how Edmund McMillen created “The Binding of Isaac”. It goes into his inspirations, influences, and his background leading up to the game. It then describes the game, going into its mechanics, design, art and story and how each of these elements were unique and risky to put into an Indie game. I discussed how “The Binding of Isaac” brought in fresh, new elements that most mainstream games wouldn’t dare touch, and despite that “Binding of Isaac” accomplished amazing success. Then, I talk about how the game was initially made by a group of two people, and ...


Glhf: A Brief Overview Of Gaming Cafes, John Sun 2017 San Jose State University

Glhf: A Brief Overview Of Gaming Cafes, John Sun

ART 108: Introduction to Games Studies

My paper is on the history of internet and gaming cafes, focusing on how they are seen today, the problems they face and some potential solutions. Although my focus is on gaming cafes in America, because they are so popular overseas in Asian countries (such as South Korea, China, and Japan), they inevitably come up more often in my paper and presentation.


Metagames: Postmodern Narrative And Agency In The Video Games Of Davey Wreden, Richard J. Andrews 2017 The University of Southern Mississippi

Metagames: Postmodern Narrative And Agency In The Video Games Of Davey Wreden, Richard J. Andrews

Honors Theses

This study aims to determine how contemporary video games utilize self-reflexive narrative techniques to explore the strengths and weaknesses of video games as an artistic narrative medium. This study combines emergent digital game theory with established literary theory about self-reflexive narrative (also known as ‘metafiction.’) This synthesis is further informed by observing first hand player interaction with self-reflexive gaming platforms. A focus on the problems of ontology and epistemology for both gamers and readers allows comparison between treatments of these problems in both digital game theory and metafictional studies. My study compares these concepts and applies them to the operations ...


Art/Cs 108, Introduction To Game Studies, Section 1, Spring 2017, James Morgan 2017 San Jose State University

Art/Cs 108, Introduction To Game Studies, Section 1, Spring 2017, James Morgan

ART 108: Introduction to Games Studies

Course syllabus.


Art/Cs 108, Introduction To Game Studies, Section 2, Spring 2017, James Morgan 2017 San Jose State University

Art/Cs 108, Introduction To Game Studies, Section 2, Spring 2017, James Morgan

ART 108: Introduction to Games Studies

Course syllabus.


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