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Game Design

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2017

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Articles 31 - 38 of 38

Full-Text Articles in Art and Design

Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb

Articles

How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.

The case covered in this chapter is a mobile Augmented Reality …


Dynamic Difficulty Adjustment In Procedural Content Generation, Charles Joseph Calder Jan 2017

Dynamic Difficulty Adjustment In Procedural Content Generation, Charles Joseph Calder

Senior Projects Fall 2017

The world of game development has gone through many chapters since its birth. Many complex techniques, designed to give every player a personal game experience, have been developed by those who love to create. This project explores modern Procedural Content Generation and Dynamic Difficulty Adjustment techniques. The algorithm developed in the course of this project is designed to increase developer and player quality of life. Through adaptive generation, this project will explore how players engage with games and what developers can do to add to the player experience.


A Sound Idea: An Investigation Into Accessible Video Game Design For The Deaf And Hard Of Hearing, Luke James Brook Jan 2017

A Sound Idea: An Investigation Into Accessible Video Game Design For The Deaf And Hard Of Hearing, Luke James Brook

Theses: Doctorates and Masters

A widely accepted, and incorrect, assumption towards hearing accessibility in video games is that deaf and hard of hearing (DHH) users are those who encounter the least barriers and are generally well catered for. Rapid advancement in video game technology has seen video game sound evolve from simple blips generated by internal circuitry to fully realised digital audio used to convey critical information. To accommodate the DHH, this information needs to be conveyed in an alternative manner. However, evidence suggests existing accessible design solutions for the DHH lack specificity and are insufficient. Thus, the inability to hear, or hear well, …


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …


Women Self Actualization: A Narrative Of A Performative Gender Constitution, Hala A. Gabr Jan 2017

Women Self Actualization: A Narrative Of A Performative Gender Constitution, Hala A. Gabr

Theses and Dissertations

In a traditional Middle Eastern society, men and women have been confined within society’s gender definitions. Those imposed social constructs condition men differently from women by dictating expected behaviors, establishing a hierarchy of gender positioning and enforcing definitions that limit abilities and potential.

Based on postmodernist philosopher, feminist and social theorist, Simone de Beauvoir and postmodernist American philosopher and gender theorist Judith Butler, gender is not an inborn role, but rather created through stylized repetition of acts informed by society, named performative acts. For de Beauvoir and Butler, gender can never be a stable identity (Butler 1988).

Informed by Butler’s …


Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana Jan 2017

Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana

Theses and Dissertations

The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The …


School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn Jan 2017

School Has A Bad Storyline: Gamification In Educational Environments, Irene L. Pynn

Electronic Theses and Dissertations

School often has low engagement and frustrating or absent options for the kind of agency the Federal Government's 2016 National Education Technology Plan now recommends educators include in their curriculum. Video games offer opportunities for people to participate in critical problem solving through creative projects. From balancing character statistics, to collaborating with other players, to making ethical and tactical decisions that can change the outcome of the story, successful games draw on the player's interest in learning and analyzing numbers, locations, visual clues, narrative elements, people, and more. One useful example may be found in visual novels (VNs), a medium …


Fantissity, Alexandra N. Dean Jan 2017

Fantissity, Alexandra N. Dean

Masters Theses

No abstract provided.