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Articles 1 - 17 of 17
Full-Text Articles in Art and Design
Pixelated Poison: Addiction Of Vibrant Yet Violent Video Games, Filza Rizwan
Pixelated Poison: Addiction Of Vibrant Yet Violent Video Games, Filza Rizwan
MSJ Capstone Projects
The craze of online gaming has caused addiction in youngsters. They want to play games for leisure but they end up being addicted to them. This capstone project focused on the in-depth analysis of the role and impact of this million-dollar gaming industry on children and their lives.
This project is about the influence of video games on children and adolescents. Recently, the obsession with online gaming is causing an addiction in them, which has led to an increase in physical and cyber bullying.
Fifth Aeon – A.I Competition And Balancer, William M. Ritson
Fifth Aeon – A.I Competition And Balancer, William M. Ritson
Master's Theses
Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do …
World Throne, Wyatt Lam
World Throne, Wyatt Lam
Senior Honors Projects, 2010-2019
World Throne is a four-player strategy board game that has been in development since 2016. Players take control of four distinct factions and battle on a grid-based board. Each player uses unique playing cards to augment piece combat. The object of the game is to conquer other factions by defeating them in battle, defend your castle from opposing players, and claim the power of the World Throne. Prominent game development research guided the creation of World Throne. In addition, Latin, Greek, and Norse mythology informed development of the factions, characters, creatures, cards, and places. The culminating products of this project …
Measuring Player Perceptions Of Freedom And Control In Modded And Unmodded Versions Of Bethesda's Skyrim: A Qualitative Play Study, Mark Kretzschmar
Measuring Player Perceptions Of Freedom And Control In Modded And Unmodded Versions Of Bethesda's Skyrim: A Qualitative Play Study, Mark Kretzschmar
Electronic Theses and Dissertations
This interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda's sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need psychology to understand how users perceive control in media studies. At present, qualitative academic research that measures gamer perceptions of control is non-existent as is research on how users articulate …
Gamification: Badges And Feedback, Brian Macon
Gamification: Badges And Feedback, Brian Macon
Electronic Theses and Dissertations
Gamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a task, providing a credential for gaining a skill, or acknowledging mastery of a particular piece of knowledge. This study implemented digital badges in online courses at a …
Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema
Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema
Electronic Theses and Dissertations
Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine. The author analyzes the making process of her own activist Twine game The Deserters and embeds the project within digital humanities discourses on activism and social justice, hypertext, electronic …
Critical Discourse: Thinking About Power, Privilege, And Voice, Stephanie Werth
Critical Discourse: Thinking About Power, Privilege, And Voice, Stephanie Werth
Honors Projects
We Can Do Better is aimed at creating a space for a dialogue to occur, designed to facilitate conversation around the relationship of resources and identity. As a college student, engaging with difficult or unfamiliar topics is easier when participating in low-pressure, casual settings. Students will have to take chances and make choices, and may change their view of how opportunity affects everyone so they can make informed decisions. We Can Do Better intends for students to expand their knowledge of privileged identities in their community, understand constructed social systems through a dialogue of anecdotal evidence, gain empathy for those …
Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor
Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor
Graduate Theses and Dissertations
EVE Online is a massively-multiplayer online game with complex interactions between players and their unique, virtual environment. These relationships are the ongoing results of a conflict-driven economy, but they vary both in duration and by location.
This study attempts to quantify the direct effects of movement and indirect effects of conflict upon economic activity in the form of currency creation and delineate how successfully these relationships can be quantified by narrower time-spans and areas. Results of the mediation models used in this exploration indicate the changing relationship between movement (Ship Jumps), conflict (Ship Kills), and currency creation (Faction Kills) is …
1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, Kailynn Haskell-Harbert
1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, Kailynn Haskell-Harbert
Capstone Projects and Master's Theses
This paper is a delve into 1999 JRPG AAA video games and how small developers can make something of similar quality with contemporary technology. This is explored by using Final Fantasy VIII and Lunar: Silver Star Story Complete as a 1999 AAA standard, then comparing that standard to modern indie-games as well as my own experience in indie-game development. The ultimate goal of the paper is to prove that small indie-game studios can create 1999 AAA quality JRPGs with relatively minimal investment.
Choosing A Door: Narrative Interactivity In Videogames, Daniel Hawkins
Choosing A Door: Narrative Interactivity In Videogames, Daniel Hawkins
Senior Theses and Projects
No abstract provided.
Cedar Hill: A Case Study In Preservation And Education In A Digital World, Lin Barnett
Cedar Hill: A Case Study In Preservation And Education In A Digital World, Lin Barnett
Senior Projects Spring 2019
Visit Cedar Hill (now Annandale-on-Hudson) as it stood over a century ago, reconstructed in virtual reality. This interactive project retells an important aspect of Hudson Valley History, its mill communities, which do not get preserved in the archeological record and are not as closely maintained as its neighboring communities of Bard College and Montgomery Place. The project analyzes the structures' changing purposes, as well as their changing architectural qualities, to trace the story of the hamlet's decline.
Programming Proletarian Literature: Kobayashi Takiji’S "Kani Kôsen" And Gaming As Reading, Jacob Philip Fisher
Programming Proletarian Literature: Kobayashi Takiji’S "Kani Kôsen" And Gaming As Reading, Jacob Philip Fisher
Senior Projects Spring 2019
Abstract
This project translates a novel, Kobayashi Takiji’s, Kani Kôsen (The Crab Cannery Ship, 1929) into a video game. As a joint project between Computer Science and Japanese, its focus is to develop a game for the original Game Boy (1989) narratively based on a work of Japanese proletarian literature. Specific tools used in development were the Game Boy emulator: bgb, the Game Boy Developers Kit (gbdk), the Game Boy CPU manual, as well as a foundation in the C programming language, and some lower level systems experience. Being based on a novel, the play style utilizes text …
Application Of Retrograde Analysis To Fighting Games, Kristen Yu
Application Of Retrograde Analysis To Fighting Games, Kristen Yu
Electronic Theses and Dissertations
With the advent of the fighting game AI competition, there has been recent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. Additionally, we also characterize how AI can solve the game given a simultaneous action game model, …
Open World Translation: Localizing Japanese Video Games For A Globalizing World, Emily Suvannasankha
Open World Translation: Localizing Japanese Video Games For A Globalizing World, Emily Suvannasankha
Honors Undergraduate Theses
This paper investigates the most effective ways of handling cultural differences in the Japanese-to-English game localization process. The thesis advocates for applying the Skopos theory of translation to game localization; analyzes how topics such as social issues, humor, fan translation, transcreation, and censorship have been handled in the past; and explores how international players react to developers' localization choices. It also includes interviews with three Japanese-to-English translators who have worked with major Japanese game companies to gain insight into how the industry operates today. Through the deconstruction of different aspects of Japanese-to-English localization, this analysis aims to help the game …
Rhythm Quest: Creating A Music Video Game, Tanner Daniel Cohan
Rhythm Quest: Creating A Music Video Game, Tanner Daniel Cohan
Senior Projects Fall 2019
This project was the creation of a music-centric video game named Rhythm Quest. Rhythm Quest is a combination of two very distinct video game genres, in a way that has not yet been done in the mainstream, particularly taking inspiration from the rhythm game Rhythm Heaven and the turn-based roleplaying-game (RPG) Paper Mario. It was a joint project between the computer science and music divisions, and involved the creation of all assets necessary to create a video game, including sprite creation, software development, writing, music, and sound effects. The game’s tutorial, as well as the battle system, is complete.
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Dissertations
Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …
Living Tangent, Cornelius Alexander Hugo
Living Tangent, Cornelius Alexander Hugo
Graduate Theses, Dissertations, and Problem Reports
A living tangent is how I am known by many and how I have lived my life for some time. I think in tangents and my life and art seem to evolve through them. Everything I make is connected by multiple thoughts or tangent lines that run from something as simple as the color red, to the idea that I believe communism has invaded my family’s homeland. This then leads to the recollection of childhood games, taught to me by my family in Venezuela and the importance these games played in my psychological development and in my presence as an …