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The Ethics Of Choice In Single-Player Video Games, Erica L. Neely 2019 Ohio Northern University

The Ethics Of Choice In Single-Player Video Games, Erica L. Neely

Philosophy and Religion Faculty Scholarship

Video games are a specific kind of virtual world which many engage with on a daily basis; as such, we cannot ignore the values they embody. In this paper I argue that it is possible to cause moral harm or benefit within a video game, specifically by drawing attention to the nature of the choices both players and designers make. I discuss ways in which games attempt to represent morality, arguing that while flawed, even games with seemingly superficial devices such as morality meters can attempt to promote moral reflection. Ultimately, I argue that the moral status of the actions ...


Nba 2k, Joseph Saludo 2018 San Jose State University

Nba 2k, Joseph Saludo

ART 108: Introduction to Games Studies

The NBA 2K games have come a long way from an emerging basketball game to now becoming the biggest basketball game ever created. From its graphics, gameplay, community, and many more reasons why the game became so successful today, NBA 2K has evolved into the best basketball game by improving its overall structure every year-round.


The State Of The Video Game Industry And Potential Implications Of Current Business Practices, Stephen Friend 2018 South Georgia State College

The State Of The Video Game Industry And Potential Implications Of Current Business Practices, Stephen Friend

Georgia Undergraduate Research Conference (GURC)

The State of the Video Game Industry and Potential Implications of Current Business Practices

Stephen J. Friend - Stephenfri89@gmail.com

  • Student at South Georgia State University

Abstract

This study aims to highlight the state of the video game industry by examining “AAA” (triple A) development studios and publishing companies and their business structure along with their implementation of microtransactions and other monetary schemes. The fiscal returnings and statistic quarterly updates provided by GameIndustry.biz, GameRant, and Newzoo show companies such as Ubisoft and Electronic Arts(EA) are making more than 51% of their annual income from microtransactions. In conjunction, the ...


Mixed Logical And Probabilistic Reasoning In The Game Of Clue, Todd W. Neller, Ziqian Luo 2018 Gettysburg College

Mixed Logical And Probabilistic Reasoning In The Game Of Clue, Todd W. Neller, Ziqian Luo

Computer Science Faculty Publications

Neller and Ziqian Luo ’18 presented a means of mixed logical and probabilistic reasoning with knowledge in the popular deductive mystery game Clue. Using at-least constraints, we more efficiently represented and reasoned about cardinality constraints on Clue card deal knowledge, and then employed a WalkSAT-based solution sampling algorithm with a tabu search metaheuristic in order to estimate the probabilities of unknown card places.


Using Three Fields Of Education Research To Frame The Development Of Digital Games, Michelle Zandieh, David Plaxco, Caro Williams-Peirce, Ashish Amresh 2018 Embry-Riddle Aeronautical University

Using Three Fields Of Education Research To Frame The Development Of Digital Games, Michelle Zandieh, David Plaxco, Caro Williams-Peirce, Ashish Amresh

Ashish Amresh

No abstract provided.


How Representation Of Game Information Affects Player Performance, Matthew Paul Bryan 2018 California Polytechnic State University, San Luis Obispo

How Representation Of Game Information Affects Player Performance, Matthew Paul Bryan

Computer Science

The goal of this small experiment was to see if it could be determined whether or not user interface design and the way information is portrayed in a game can affect a player’s performance in that game. During this study, 26 anonymous participants selected one design of a timer from three different categories to be used in a simple, objective-based game. 10 different participants were then run through three levels of that game, with each level corresponding to a different version of timer. The amount of objectives completed were recorded, as well as their thoughts on which version they ...


Procedural Level Generation For A 2d Platformer, Brian Michael Egana 2018 California Polytechnic State University, San Luis Obispo

Procedural Level Generation For A 2d Platformer, Brian Michael Egana

Computer Science

No abstract provided.


The Effects Of Video Games On Human Intelligence, Lifeng Yuan, Wenxiang Hu 2018 San Jose State University

The Effects Of Video Games On Human Intelligence, Lifeng Yuan, Wenxiang Hu

ART 108: Introduction to Games Studies

With the help of rapidly growing electronics industry offering more affordable electronic gaming devices, an increasing number of people have stepped into the realm of video games and as a result, playing video games has become part of life for many to some extent. While the majority of people are embracing the fun and the thrill that video games have brought about, a handful of people are still holding relatively negative opinions on video games, thinking that playing video game is just a waste of time and money. In fact, the truth is quite the opposite. It has proved that ...


Essential Feature - Cooperative Gameplay, Thanh Bui, Hung Nguyen 2018 San Jose State University

Essential Feature - Cooperative Gameplay, Thanh Bui, Hung Nguyen

ART 108: Introduction to Games Studies

Although single player and multiplayer is very important in today game, cooperative mode is an essential part of a great game. There are a lot of benefits of playing co-op mode in a game such as education and joy. Communicating, solving problems, handling stress, managing time, making decision, following instructions, acting fast as well as working in a team are skills that students can learn and practice while they are playing cooperative games. These skills are valuable for students to use in education and even in careers.


A Comparison Between Esports And Traditional Sports, Mark Filchenko 2018 San Jose State University

A Comparison Between Esports And Traditional Sports, Mark Filchenko

ART 108: Introduction to Games Studies

Sports have been around since the dawn of mankind and civilizations throughout the years have evolved sports into huge events with many spectators. Because of this, it makes sense that the rise of technology and video games has also brought out a competitive scene: electronic sports, or esports for short. As long as esports have been around, people have questioned the validity of the name and whether these video game competitions are actually sports. Society generally sees avid video game players as being lazy and overweight adults or children with too much time on their hands. They associate esports athletes ...


Applications Of Modular Synthesis In Music & Sound Design For Video Games, Wyatt Gay, Shelby Pease, Logan Starks, Travis Wattigney 2018 Stephen F Austin State University

Applications Of Modular Synthesis In Music & Sound Design For Video Games, Wyatt Gay, Shelby Pease, Logan Starks, Travis Wattigney

Undergraduate Research Conference

Project Objective: Score one minute of gameplay footage and produce fifteen sound effects for a video game solely utilizing the virtual modular synthesizer Reaktor Blocks.


The Evolution Of Nintendo Company, Yaochen Wei 2018 San Jose State University

The Evolution Of Nintendo Company, Yaochen Wei

ART 108: Introduction to Games Studies

Through consistent innovation, investment in quality, research, and diversification, Nintendo managed to evolve from a playing card manufacturer to a world-leading video game company.


Ready, Set, Play! Disrupting Our Preconceptions Of Classroom Learning Through Innovative Teaching Practices., Heather Shaw 2018 Lesley University

Ready, Set, Play! Disrupting Our Preconceptions Of Classroom Learning Through Innovative Teaching Practices., Heather Shaw

Lesley University Community of Scholars Day

What is play in the context of an undergraduate classroom? For our purposes, play is an attitude and an approach to making work. Both inside and outside of the classroom, there are many ways in which play can serve as a base for serious problem-solving.

As educators, we choose to create a learning environment that provides enjoyment to the people who conduct activities within it. Play does not need to be frivolous — it encourages curiosity, constructive and critical discourse, and provides a safe environment to fail. Framing work within the context of “play” allows students to go beyond their presumed ...


Plentiful Possibilities For Pen, Pencil, And Paper Play, Todd W. Neller 2018 Gettysburg College

Plentiful Possibilities For Pen, Pencil, And Paper Play, Todd W. Neller

Computer Science Faculty Publications

Neller presented games such as Dots and Boxes, Sprouts, Jotto, Chomp, and Pentominoes in order to illustrate the diversity of existing pencil and paper games. Additionally, he presented his own pencil and paper game design, Paper Penguins, and discussed the game design process.


Emergent Narrative: Stories Of Play, Playing With Stories, Eric Murnane 2018 University of Central Florida

Emergent Narrative: Stories Of Play, Playing With Stories, Eric Murnane

Electronic Theses and Dissertations

Emergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game Skyrim (a large, open world fantasy roleplaying game) and analyzed using a mixed-method framework which is informed by digital ethnography, fan studies, and game ...


Good Game, Greyory Blake 2018 Virginia Commonwealth University

Good Game, Greyory Blake

Theses and Dissertations

This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say ...


Poker Cards For The Color Blind, Xindi Dai 2018 University of Iowa

Poker Cards For The Color Blind, Xindi Dai

Honors Theses at the University of Iowa

POKER CARDS FOR THE COLOR BLIND

Leona Dai

Fall 2018

Ab Gratama

School of Art and Art History

Color, an important element in human activities, exists in almost every aspect of our daily life. People obey traffic signals by looking at red, yellow, and green lights; a bathroom is indicated as vacant or engagedby looking fora green or redsign. However, color blind people have disability in identifying all these above. There are 3 types of color blindness and in 2007, there were 330,000,000 color blind people worldwide, almost 5% of the world’s population. In the macroscopic view ...


Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber 2018 Rochester Institute of Technology

Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws ...


Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb 2018 Rochester Institute of Technology

Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb

Articles

This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to tie ...


Cheyenne Odyssey: Representing Removal In An Educational Video Game, Christina Gish Hill 2018 Iowa State University

Cheyenne Odyssey: Representing Removal In An Educational Video Game, Christina Gish Hill

World Languages and Cultures Publications

This articles reflects on the process of creating digital media in collaboration with Native communities, using the example of Cheyenne Odyssey, a game from Mission US, to argue that such media can illuminate the perspectives of Indigenous peoples for a wide audience while also creating digital repositories for both visual and narrative forms of knowledge. This game takes on the difficult challenge of portraying very sensitive moments of US history to middle school-age children. The game walks the player through the Battle of Little Big Horn, the forced removal of the Northern Cheyenne people, their harrowing journey home again, and ...


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