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Ideation And Iteration For Creatives, Sandee M. Chamberlain 2023 Kennesaw State University - School of Art and Design

Ideation And Iteration For Creatives, Sandee M. Chamberlain

KSU Distinguished Course Repository

This course addresses the development of visual literacy including concepting, initial approaches of creating an encompassing aesthetic, creating timelines for production, and exploring the refining aspects of creative production. Students will devise an advanced creative problem and provide a documented account of their creative journey to present as a process journal at the end of the course.


What You Don't See: The Impact Of Hidden Game Mechanics On Players, Jan Virsunen 2023 San Jose State University

What You Don't See: The Impact Of Hidden Game Mechanics On Players, Jan Virsunen

ART 108: Introduction to Games Studies

Since the rise of technology in the early nineteen sixties the art of gaming became an increasingly popular form of entertainment for many people throughout the years. As time progressed so did the advancements in technology which allowed for video games to become more immersive, captivating, and complex. Due to these advancements in tech, it generated a wide variety of ways for developers to increase game complexities. However, as the complexity of video games has increased, so too has the number of hidden game mechanics. These game mechanics are seen as the underlying systems and rules that govern how the …


Ithell Colquhuon Taro As Colour Tarot Deck And Book By Ithell Colquhoun, Emily E. Auger 2023 Independent Scholar

Ithell Colquhuon Taro As Colour Tarot Deck And Book By Ithell Colquhoun, Emily E. Auger

Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature

A brief note regarding Fulgur's release of Ithell Colquhoun's "Taro" deck (2022) with links to a full-length review of it and to other reviews of related publications about Colquhoun and Leonora Carrington's work with Tarot.


On Video Games And Freedom, Warren Sexson 2023 University of Minnesota Law School

On Video Games And Freedom, Warren Sexson

Minnesota Journal of Law, Science & Technology

No abstract provided.


In A Small Sea, Thomas Giebler 2023 Fort Hays State University

In A Small Sea, Thomas Giebler

Master's Theses

A pool of water stands before you. It is nebulous and free flowing. As you peer in, you realize how vast and deep something initially so unassuming on the surface has become.

This is my small sea.

Within this sea that rests between my ears, I am a small ‘c’ creator. This body of water is filled with experiences, inspiration, and vision. In this place, I synthesize the world around me into my work, creating microcosms that are full of life, color, and story. The idea of microcosms is the cornerstone of my design.

Within each of my created worlds, …


Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone 2023 Claremont Colleges

Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone

CMC Senior Theses

Let’s play a game. What effect do you think video games have on twenty-first-century marketing? In this age defined by its nature of digitality, capturing the attention of consumers is an arduous competition. Through market segmentation, research, and the observable variables of consumer behavior, product marketing has turned to video games as a solution to appeal to younger demographics. Gamification is an increasingly applied product marketing strategy employed to increase favorable metrics. Of those key performance indicators (KPIs), boosted measures such as click-through rates, impressions, and engagement rates suggest that gamification is a strategic opportunity to persuade consumers to take …


Activist-Casual Game Design: Iterating Serious Games Through Research-Creation, Daniel J. King 2023 University of Central Florida

Activist-Casual Game Design: Iterating Serious Games Through Research-Creation, Daniel J. King

Graduate Thesis and Dissertation 2023-2024

How can activists and scholars design serious game projects that attract and engage people, that are inviting for many types of players, and that empower players to create positive change? My hypothesis was that the Activist-Casual Game Design Framework I published in 2021 could facilitate this work. I took a design-based research approach to answer my research question by way of demonstration and self-reflection through a creative case study of the production of an activist-casual game called Climate Somnia. Chapter 1 explains the literature review and synthesis behind the creation of the original framework, and Chapter 2 reviews the …


Capturing And Scaffolding The Complexities Of Self-Regulation During Game-Based Learning, Daryn Dever 2023 University of Central Florida

Capturing And Scaffolding The Complexities Of Self-Regulation During Game-Based Learning, Daryn Dever

Electronic Theses and Dissertations, 2020-

Game-based learning environments (GBLEs) can offer students with engaging interactive instructional materials while also providing a research platform to investigate the dynamics and intricacies of effective self-regulated learning (SRL). Past research has indicated learners are often unable to monitor and regulate their cognitive and metacognitive processes within GBLEs accurately and effectively on their own due mostly to the open-ended nature of these environments. The future design and development of GBLEs and embedded scaffolds, therefore, require a better understanding of the discrepancies between the affordances of GBLEs and the required use of SRL. Specifically, how to incorporate interdisciplinary theories and concepts …


Rabbit Hole, Olivia Wiebe 2023 Claremont Colleges

Rabbit Hole, Olivia Wiebe

Scripps Senior Theses

Rabbit Hole explores an alternate reality which erupts within moments of insomnia, and posits it as a place of self-discovery. Though this Rabbit Hole is a personal one, the work implies that these worlds can be found within any person when they are alone. Digital spaces have become tools of absolute availability and distraction, capitalized on by companies who profit when our eyeballs are stuck to our screens. However, cyberspace was once dreamed of as a place of self-discovery and experimentation. Rabbit Hole is an attempt to reclaim digital space, and turn towards ourselves within technology. These individual “Rabbit Holes” …


Artistic Representation And Self Esteem, Brianna Davis 2023 Georgia Southern University

Artistic Representation And Self Esteem, Brianna Davis

Honors College Theses

Dependent upon the constructs of the perception of self and the viewpoint of others, humans base the value of their self esteem on outer perspectives rather than internal ones. For this thesis in particular, the outer perspective to be examined is representation in the field of the arts. This thesis project explores the process of self esteem, artistic representation in the arts, how one affects the other, a history of the correlation between the two, and ways to inform and educate the masses with the tools necessary to advance representation in the arts thus raising the self esteem of its …


What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone 2022 CUNY Hunter College

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone

Theses and Dissertations

My exhibition reconciles representations of domesticity, labor, and morality through the lens of sex-work (SW). It consists of video work, a video game, and free-to-take objects, where donation, the strip club, and the fish tank converge. My work concludes that SW is a timeless construct that will always exist even after reimagining multiple worlds.


Sam's Story, Anna Michelle Reid, Jennifer Vazquez 2022 California Polytechnic State University, San Luis Obispo

Sam's Story, Anna Michelle Reid, Jennifer Vazquez

Computer Science and Software Engineering

We are exploring presenting mental health topics in video games through the eyes of an axolotl named Sam. Sam goes about his day to day life facing many difficult challenges regarding their mental health. This is an educational game to inform about different mental health symptoms and what they may look like.


Virtual Reality And Video Game Gatekeeping, Autumn Franke 2022 Lindenwood University

Virtual Reality And Video Game Gatekeeping, Autumn Franke

Theses

This thesis focuses on the effects of the video game industry being the only influence on the development of virtual reality technology and the hindrance caused by it. The aim of this thesis is to discuss this flaw and recommend a different route to develop the technology through the education and medical fields instead of the video game industry.


En’S Adventure: Exploring Modern Design Mechanics In Retro Adventure Games, Frank Fasola 2022 Lindenwood University

En’S Adventure: Exploring Modern Design Mechanics In Retro Adventure Games, Frank Fasola

Theses

This project focuses creating a small game prototype that can be used to build a full game around. The primary focus is to create a short experience to establish the mechanics and gameplay of the game. Games made in the style of retro games are released every year, but most of these games strive to provide the same experience from the late 1980s. The project is a top down 2D retro adventure game made using modern techniques and learning from game development in the 30 years since these games were released.


Transforming Character Faces Based On Perceived Personality Traits, Kara Porter 2022 Clemson University

Transforming Character Faces Based On Perceived Personality Traits, Kara Porter

All Theses

The ability to read other human's faces is a crucial part of everyday life. Subconsciously, the human brain analyzes someone's face within the first few seconds of seeing it, making a variety of conclusions ~\cite{FacePerp} such as gathering information about emotional state and assuming character traits this person might possess. The purpose of this thesis is to create a tool that allows a user to alter features of a character's three dimensional (3D) face mesh to look increasingly or decreasingly like the character possesses certain personality traits. Using a sample set of randomly generated faces, a survey is conducted to …


The Death Of Malls: The Rise Of E-Commerce And Digitally Native Brands, Alexis Montgomery 2022 Lindenwood University

The Death Of Malls: The Rise Of E-Commerce And Digitally Native Brands, Alexis Montgomery

Theses

Since the mid-2000s, malls and retail brick and mortar stores have been on the decline. Stores not making enough revenue in-person; the rise of online shopping and e-commerce, the COVID-19 pandemic, and the rise of digitally native brands have contributed to this. This research aims to figure out how the current consumer atmosphere, as well as how the rise of e-commerce and digital marketing, will impact the mall of the future. This research aims to discover how local malls are faring, if stores are truly closing and if national retail brands are pulling out of malls. This research also aims …


The Foreboding Campaign System, Michael Fetters 2022 Lindenwood University

The Foreboding Campaign System, Michael Fetters

Theses

This project creates a new campaign setting compatible with the Dungeons and Dragons system utilizing the SRD Open Game License content as a starting point. The campaign setting created establishes mechanics allowing for narrative interaction between the past and present timeline of events in the world of Lunaria. This new system, entitled The Foreboding, utilizes a shift mechanic to alter the player characters in several possible ways, ranging from changes in race or character history to interactions with past time periods and events that alter the present timeline of the narrative. New character options for race and class were also …


Hacia La Preservación De Los Relatos De Las Comunidades Digitales De Los Mmorpg Mediante Etnografías Digitales: Una Mirada Desde Los Estudios Visuales Al Caso Futur0 Server [2005-2012] De Ragnarok Online, Romano Ponce-Díaz 2022 Universidad Michoacana de San Nicolás de Hidalgo

Hacia La Preservación De Los Relatos De Las Comunidades Digitales De Los Mmorpg Mediante Etnografías Digitales: Una Mirada Desde Los Estudios Visuales Al Caso Futur0 Server [2005-2012] De Ragnarok Online, Romano Ponce-Díaz

Journal of Roleplaying Studies and STEAM

Resumen: La ponderación planteada en los siguientes párrafos centra su interés en las plataformas digitales de narrativa audiovisual donde los participantes pueden alterar y determinar el relato por medio de la interacción social sucedida en el mismo, concretamente, los videojuegos multijugador masivos de rol en línea en servidores emulados. Además, se abordan las implicaciones de la desaparición potencial y real de la información, datos, testimonios y vestigios de estas comunidades digitales participativas a causa de la naturaleza falible de los dispositivos de almacenaje electrónico. De esa forma, se busca plantear un breve panorama general de los antecedentes históricos de las …


Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber 2022 Lindenwood University

Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber

Faculty Scholarship

The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with …


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor 2022 Rochester Institute of Technology

Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor

Articles

This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …


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