A New Variant Of Baccarat For Vip Players, 2016 University of Utah
A New Variant Of Baccarat For Vip Players, Stewart N. Ethier, Jiyeon Lee
International Conference on Gambling and Risk Taking
In 2013 baccarat generated over US$41 billion in revenue for the 35 casinos of Macau, of which nearly US$30 billion was attributed to VIP players (high-stakes gamblers). Although the VIP market segment has declined over the past two years, it is still substantial. In this talk we propose a new variant of baccarat that will appeal to and attract VIP players. Its appeal lies in the facts that (a) it has a historical connection to baccarat and (b) it is closer to a fair game than is baccarat.
The Elder Scrolls V: Skyrim Stamina Combat Overhaul, 2016 California Polytechnic State University, San Luis Obispo
The Elder Scrolls V: Skyrim Stamina Combat Overhaul, Richard Rattner
Liberal Arts and Engineering Studies
No abstract provided.
Scare Tactics, 2016 Rochester Institute of Technology
Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida
It is the purpose of this document to describe the design and development processes of Scare Tactics. The game will be discussed in further detail as it relates to several areas, such as market analysis, development process, game design, technical design, and each team members’ individual area of background research. The research areas include asymmetrical game design, level design, game engine architecture, real-time graphics, user interface design, networking and artificial intelligence.
As part of the team’s market analysis, other games featuring asymmetric gameplay are discussed. The games described in this section serve as inspirations for asymmetric game design. Some ...
The Impact And Creation Of Level Music For Video Games, 2016 East Tennessee State University
The Impact And Creation Of Level Music For Video Games, Randolph Kestner
Undergraduate Honors Theses
This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.
Leveling The Playing Field: Gender Inclusive Design For Single And Multiplayer Computer Role-Playing Games, 2016 Nova Southeastern University
Leveling The Playing Field: Gender Inclusive Design For Single And Multiplayer Computer Role-Playing Games, Sandra N. Armstrong
CEC Theses and Dissertations
Women represent 45% of the entire workforce in the United States, but only comprise 26% of the high-tech industry. Early introduction and interest in video games, contributes to computer literacy and self-confidence in terms of computing skills. Socially pervasive gender stereotypes, found in ubiquitous software, specifically games, factor in the alienation of young girls from active participation in computing. Currently marketed gaming software perpetuate this societal bias in the guise of overly-sexualized game avatars, and fail to adequately address documented female gaming preferences.
Gender inclusive design is more a pragmatic approach to ameliorating gender bias, than creating a pink box ...
Applying Artificial Intelligence To Locomotion, 2015 Loyola Marymount University
Applying Artificial Intelligence To Locomotion, Anson Adams
Research & Exhibition
No abstract provided.
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, 2015 Old Dominion University
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
English Theses & Dissertations
The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival ...
Two Phenomenological Notions As Expressed In The Interactive Art Contained Within Myron Krueger And Jeffrey Shaw's Immersive Environment, 2015 Indiana University - Purdue University Fort Wayne
Two Phenomenological Notions As Expressed In The Interactive Art Contained Within Myron Krueger And Jeffrey Shaw's Immersive Environment, Andres R. Montenegro
Visual Communication and Design Faculty Publications
The case of Myron Krueger and Jeffrey Shaw epitomizes the paradigm of creative experience near the end of the twentieth century. They survived the grasp of particular dogmas provided by trends such as conceptualism or positions preconizing dematerialization in visual art. This paper analyzes the installation of Krueger’s "Videoplace" and Jeffrey Shaw’s immersive environment "The Legible City” from a phenomenological approach.
My proposal is seeking to demonstrate how an "artificial computational environment” that configures a complex sensed spatiality is not purely physical or material, addressing also the significance of the body as a cooperative interface for interactive phenomenological ...
Towards A Unified Theory Of Play: A Case Study Of Minecraft, 2015 Bond University
Towards A Unified Theory Of Play: A Case Study Of Minecraft, James Hooper, Penny De Byl
Penny de Byl
Researchers in the fields of game design, childhood development, learning, and movement studies discuss the concept of play. However, the term has been frequently redefined resulting in a divergent understanding of the concept. This paper presents a Unified Theory of Play that aims to provide a holistic examination of the domain that will enhance understanding of play by delivering a tripartite framework for critical analysis of a variety of computer games. Minecraft is presented herein as a case study analysis using the proposed framework.
Theorising Film-To-Game Adaptation, 2015 Bond University
Theorising Film-To-Game Adaptation, Scott Knight
Scott J. Knight
This paper investigates the intersection of ludic and cinematic forms and theories how games are adapted from films in the case of movie-licensed games. It proposes a series of film-to-game adaptation models which describe the practice of this type of adaptation based on structuralist approaches to adaptation theory, aesthetic game studies, and scholarship on transmedia storytelling.
Clairvoyant Learning: The Strangeness Of Playing Games, 2015 Washington University in St. Louis
Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley
Graduate School of Art Theses
In retelling multiple stories of my research, this document serves as a quest to archive my interest in games as evolved systems of play that continue to manipulate the way we view literacy. In describing the subtly of these terms while examining the folkloric histories that contextualize the language of this media, I have doubly manipulated the form of my paper to be like a choose-your-own-adventure tale, reflecting the estrangement of time and authorship unique to the narrative space in games. Unlike the formal structures found in literature or cinema, games animate collaborative and nonlinear systems that return the craft ...
Testing An Original Story In Multiple Artistic Mediums, 2015 East Tennessee State University
Testing An Original Story In Multiple Artistic Mediums, Alexander F. Morton
Undergraduate Honors Theses
The Story is one of the oldest forms of communication between humans. Various methods have enhanced and updated the Art in a variety of ways since the concept was created. In modern times, a story can exist in multiple mediums because of the variations that humans use today to tell stories. I present an artistic project that will show my development of an original universe, plot, and characters into a storyline introduction for enjoyable purposes. The belief was that these ideas I created could succeed in multiple formats, but I would need to narrow it down and test what I ...
Game Research Methods: An Overview, 2015 Carnegie Mellon University
Game Research Methods: An Overview, Petri Lankoski, Steffan Bjork
Games are increasingly becoming the focus for research due to their cultural and economic impact on modern society. However, there are many different types of approaches and methods than can be applied to understanding games or those that play games. This book provides an introduction to various game research methods that are useful to students in all levels of higher education covering both quantitative, qualitative and mixed methods. In addition, approaches using game development for research is described. Each method is described in its own chapter by a researcher with practical experience of applying the method to topic of games ...
Walls Have Ears But They Also Speak –A Comparative Study Of Two Playgrounds, 2015 Bard College
Walls Have Ears But They Also Speak –A Comparative Study Of Two Playgrounds, Anna Hirson-Sagalyn
Senior Projects Spring 2015
Senior Project submitted to The Division of Arts of Bard College.
Reconnect: Designing To Touch, 2015 Virginia Commonwealth University Qatar
Reconnect: Designing To Touch, Dana Seros Rohani
Theses and Dissertations
Our everyday lives are surrounded by gadgets and digital devices that help us perform our daily chores with ease and efficiency. However, these digital devices can also separate us from what we should do ourselves. Although children who are exposed to high levels of technology might become attuned to the latest and the best gadgets, they might not learn to use their physical abilities. Another implication of a child’s over dependence on technology is that parental interactions such as encouragement, tutoring and reinforcement are provided by gadgets rather than living, breathing parents. Research done by Padma Ravichandran and Brandel ...
Proactive Conversation, 3d Printing, And An Old Nintendo, 2015 Virginia Commonwealth University
Proactive Conversation, 3d Printing, And An Old Nintendo, Tesha C. Ellis
Undergraduate Research Posters
One hundred years from now, it would be a true historical treat to be able to showcase 20th and 21st century digital entertainment by presenting video game consoles in mint condition for interactive, educational, play. Arguably, it would be more enlightening and informative for future audiences to be able to physically engage with the electronic artifacts instead of simply observing them behind glass. With the use of 3D technology, components of video game systems can be preserved, and then printed as needed for repairs. It will help keep them functional for future researchers, educators, and enthusiasts.
Mirroring Reality: Music In Video Games, 2014 Chapman University
Mirroring Reality: Music In Video Games, Allison Burr
Student Research Day Abstracts and Posters
This paper explores the effectiveness of music in video games in terms of mood setting and immersion. The effectiveness of the emotion evoked is studied through both personal and scholarly research. Four video games are explored from different game genres. In "Bioshock" and "Fallout 3", the music immerses the player into the environment of the video game, whether it is an underwater dystopia or the post apocalyptic Washington DC area. "Dead Space", a survival horror game set on an abandoned mining vessel in space, pushes the boundaries in terms of musical dissonance and terror by using innovative sound design. The ...
Learning, Education And Games. Volume One: Curricular And Design Considerations, 2014 Carnegie Mellon University
Learning, Education And Games. Volume One: Curricular And Design Considerations, Karen Schrier
This book is perfect for any educator or designer seeking an introduction to research-driven best practices for using and designing games for learning. This book provides the latest research and techniques for designing games for a variety of curricular needs--including STEM, literacy learning, history education, music, and computational, ethical, and critical thinking. The book also delves into specific design issues, such as aligning goals, designing for an audience, playtesting, and assessment. Each chapter provides an overview of the relevant frameworks and research findings, as well as practical case studies and useful resources.
This book is the first in a series ...
The Immersive Medium: Art, Flow, And Video Games, 2014 Oglethorpe University
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an ...
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, 2014 American Veterinary Medical Association
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Journal of Interactive Humanities
This paper details the process we went through to develop an educational video game, which includes: research on implementing video games into the classroom, vendor selection, video game design, and curriculum development. Throughout the video game development process, we faced challenges such as budget, time constraint, and varying areas of expertise. This paper serves as a guideline for similar organizations interested in educational video game development.
Play game on desktop or tablet: www.avma.org/videogame
Play within browser: https://www.avma.org/KB/K12/videogame/index.html