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Articles 1 - 4 of 4
Full-Text Articles in Art and Design
Proactive Conversation, 3d Printing, And An Old Nintendo, Tesha C. Ellis
Proactive Conversation, 3d Printing, And An Old Nintendo, Tesha C. Ellis
Undergraduate Research Posters
Abstract
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.
The Impact Of User-Generated Interfaces On The Participation Of Users With A Disability In Virtual Environments: Blizzard Entertainment's World Of Warcraft Model, Donald Merritt
Electronic Theses and Dissertations
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. …
Why Video Game Genres Fail: A Classificatory Analysis, Rachel I. Clarke, Jin Ha Lee, Neils Clark
Why Video Game Genres Fail: A Classificatory Analysis, Rachel I. Clarke, Jin Ha Lee, Neils Clark
School of Information Studies - Faculty Scholarship
This paper explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization, and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. …
A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors, Rachel I. Clarke, Jin Ha Lee, Stephanie Rossi
A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors, Rachel I. Clarke, Jin Ha Lee, Stephanie Rossi
School of Information Studies - Faculty Scholarship
Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire, and play video games. With the aim of better understanding people’s game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video games. Participants included casual and avid gamers, parents, collectors, industry professionals, librarians, and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations on …