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Full-Text Articles in Art and Design

Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley Aug 2019

Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley

Presentations and other scholarship

Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.


Game On, Theresa Loong May 2019

Game On, Theresa Loong

School of Arts & Sciences Theses

Game On is a 25-minute documentary about game designer Brenda Romero, a successful woman in a male-dominated industry. Brenda, whose career spans over thirty-five pioneering years, has contributed to almost fifty game titles, developing innovative video and board games. How is her life a game space?


Painting Down, Claire Stankus Mar 2019

Painting Down, Claire Stankus

MFA Statements

No abstract provided.


A Comparison Between Esports And Traditional Sports, Mark Filchenko May 2018

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 ...


The Evolution Of Nintendo Company, Yaochen Wei Apr 2018

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.


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

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.


The Birds Of A Feather Research Challenge, Todd W. Neller Nov 2017

The Birds Of A Feather Research Challenge, Todd W. Neller

Computer Science Faculty Publications

Neller presented a set of research challenges for undergraduates that allow an excellent formative experience of research, writing, peer review, and potential presentation and publication through a top-tier conference. The focus problem is the analysis of a newly-designed solitaire card game, Birds of a Feather, so potentials for discovery abound. Open access talk slides, research code, solvability data sets, research tutorial videos, and more are also available at http://cs.gettysburg.edu/~tneller/puzzles/boaf .


Amazons, Penguins, And Amazon Penguins, Todd W. Neller Oct 2017

Amazons, Penguins, And Amazon Penguins, Todd W. Neller

Computer Science Faculty Publications

This talk discussed a family of games based on Amazons (1988), a distant relative of Go (area control) and Chess (queen-like movement), innovated with the introduction of move obstacles. Hey! That’s My Fish! (2003) restricted the addition of obstacles and added varying points for position visits. Introducing original related game designs (e.g. Amazon Penguins (2009) and Paper Pen-guins (2009)), we demonstrated how game mechanics are like genes that mutate, crossover, and invite evolution of new games.


A Normal Novel Collection, Xiaopeng Qi May 2017

A Normal Novel Collection, Xiaopeng Qi

Masters Theses

This thesis is a game novel collection.

Which is an experimental attempt that I use the playable texts as a way to document daily clues. While reading the thesis, the readers will have an experience of the game-like sense of substitution and view switching. Through the narrative of texts, I try to express that in the future, making games which under structural wraps is a living strategy way to self-expression and communicate to outside in this hyper-normal spectacular society.


I Remembered I Am Happy, Emily Pan May 2017

I Remembered I Am Happy, Emily Pan

Masters Theses

This journal is a collection of thoughts on small actions and repetition and getting through getting places.


Impractical Community, Zixin Xiong May 2017

Impractical Community, Zixin Xiong

Masters Theses

Zixin lost her phone and she went on a journey with a girl to find it. During the journey, they collected cellphones to let these machines get a good rest; they explored a sandwich city and took a risk to follow an insect who ate people’s profiles. They were trapped in a forest of lies and heard about lots of silly questions, etc. After experiencing these weird adventures, Zixin found a new friend underground and dove into a magic river to live with her.

The Impractical Community is a magic realist fiction that reveals the disadvantages of our technology ...


Playful Ai Education, Todd W. Neller Feb 2017

Playful Ai Education, Todd W. Neller

Computer Science Faculty Publications

In this talk, Neller shared how games can serve as a fun means of teaching not only game-tree search in Artificial Intelligence (AI), but also such diverse topics as constraint satisfaction, logical reasoning, planning, uncertain reasoning, machine learning, and robotics. He observed that teachers teach best when they enjoy what they share and encouraged AI educators present to teach to their unique strengths and enthusiasms.


Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary Dec 2016

Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary

School of Arts & Sciences Theses

The goal of this paper and Kickstarter project is to enable the production of my last semester’s work and thesis exhibition, and also to aid in the post-graduation transition to a sustainable art practice that does not rely on the current gallery structure.


Ai Education: Birds Of A Feather, Todd W. Neller Jan 2016

Ai Education: Birds Of A Feather, Todd W. Neller

Computer Science Faculty Publications

Games are beautifully crafted microworlds that invite players to explore complex terrains that spring into existence from even simple rules. As AI educators, games can offer fun ways of teaching important concepts and techniques. Just as Martin Gardner employed games and puzzles to engage both amateurs and professionals in the pursuit of Mathematics, a well-chosen game or puzzle can provide a catalyst for AI learning and research. [excerpt]


Leveling The Playing Field: Gender Inclusive Design For Single And Multiplayer Computer Role-Playing Games, Sandra N. Armstrong Jan 2016

Leveling The Playing Field: Gender Inclusive Design For Single And Multiplayer Computer Role-Playing Games, Sandra N. Armstrong

CEC Theses and Dissertations

Women represent 45% of the entire workforce in the United States, but only comprise 26% of the high-tech industry. Early introduction and interest in video games, contributes to computer literacy and self-confidence in terms of computing skills. Socially pervasive gender stereotypes, found in ubiquitous software, specifically games, factor in the alienation of young girls from active participation in computing. Currently marketed gaming software perpetuate this societal bias in the guise of overly-sexualized game avatars, and fail to adequately address documented female gaming preferences.

Gender inclusive design is more a pragmatic approach to ameliorating gender bias, than creating a pink box ...


Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach Oct 2015

Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach

English Theses & Dissertations

The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival ...


A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky Jan 2014

A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky

CMC Senior Theses

Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past ...


World Of Golf: A Socially Relevant Simulation Game, Ramin Tadayon, Winslow Burleson, Ashish Amresh Aug 2012

World Of Golf: A Socially Relevant Simulation Game, Ramin Tadayon, Winslow Burleson, Ashish Amresh

Ashish Amresh

Socially Relevant Simulation Games (SRSG), a new medium for social interaction, based on real-world skills and skill development, creates a single gaming framework that connects both serious and casual players. Through a detailed case study this paper presents a design process and framework for SRSG, in the context of mixed-reality golf swing simulations. The "World of Golf" SRSG utilizes a real-time expert system to capture, analyze, and evaluate golf swing metrics combining swing data and players' backgrounds, e.g., golf-handicaps, to form individual profiles. Simulation and assessment modules provide the serious player with tools to build golf skills while allowing ...


Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka Aug 2012

Adventures In The Classroom Creating Role-Playing Games Based On Traditional Stories For The High School Curriculum, Csenge Virág Zalka

Electronic Theses and Dissertations

The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. By developing 3 sample games based on Greek mythology, Arthurian legends, and a widespread folktale type, I explored the process of creating games that fit the limits of secondary classrooms and can be used to address specific educational standards. The sample games were tested with groups of high school and college students, and the results of the testing sessions evaluated in a narrative case study format. Feedback from the testing sessions was incorporated in the template, the final ...


Minecraft As Web 2.0: Amateur Creativity In Digital Games, Greg Lastowka Jan 2012

Minecraft As Web 2.0: Amateur Creativity In Digital Games, Greg Lastowka

Greg Lastowka

This book chapter considers how the digital game Minecraft has both enabled and benefited from various Web 2.0 practices. I begin with an explanation of the concept of Web 2.0 and then consider how that concept applies to the space of digital games.


Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor Dec 2011

Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor

Master's Theses

This thesis explores how game makers conceive of and navigate the intersection between digital systems and real world systems by asking, how can social impact game designers shape procedural rhetoric to effectively address complex real world systems with digital systems? By examining three game case studies, I reach four significant findings regarding player agency, subversive play, design approaches to scale, and game difficulty in regards to systems fluency.


Pennsylvania Folklife Vol. 38, No. 1, Lorett Treese, Rhoda Horning Denlinger, William B. Fetterman, Lee C. Hopple Oct 1988

Pennsylvania Folklife Vol. 38, No. 1, Lorett Treese, Rhoda Horning Denlinger, William B. Fetterman, Lee C. Hopple

Pennsylvania Folklife Magazine

• "Faithful Laborers in this Vineyard of the Lord": The Swedish Mission to America
• Metzler's School, Then and Now
• E. H. Rauch's Formative Influence on Pennsylvania German Folk Theater
• Germanic Origins and Religious-Geographical History of the Mennonites in Europe
• Aldes un Neies (Old and New)


Pennsylvania Folklife Vol. 35, No. 1, Mary Laycock Selders, Yvonne J. Milspaw, Priscilla Stevenson Lockard, Guy Graybill, John D. Kendig, Elda F. Gehris Oct 1985

Pennsylvania Folklife Vol. 35, No. 1, Mary Laycock Selders, Yvonne J. Milspaw, Priscilla Stevenson Lockard, Guy Graybill, John D. Kendig, Elda F. Gehris

Pennsylvania Folklife Magazine

• Grandmother's Flower Garden: The Quilts of Sadie Ida Christian Laycock
• Our Good Old One-Room School Days
• A Parade from the Past
• The Philip Arndts of Manheim (1797-1888)
• Pennsylvania German Cookery
• Aldes un Neies


Pennsylvania Folklife Vol. 34, No. 3, Earl F. Robacker, Henry J. Kauffman, Mac E. Barrick, Hilda Adam Kring Apr 1985

Pennsylvania Folklife Vol. 34, No. 3, Earl F. Robacker, Henry J. Kauffman, Mac E. Barrick, Hilda Adam Kring

Pennsylvania Folklife Magazine

• Johann Adam Eyer: "Lost" Fraktur Writer of Hamilton Square
• Aunt Lydia
• The Image of the Jew in South-Central Pennsylvania
• Gertrude Rapp: Harmony Society Abbess
• Aldes un Neies


Pennsylvania Folklife Vol. 33, No. 2, Joseph S. Miller, Hilda Adam Kring, Susan P. Martin, Elizabeth M. Safanda, William T. Parsons, Harold C. Miller, Amos B. Hoover Jan 1984

Pennsylvania Folklife Vol. 33, No. 2, Joseph S. Miller, Hilda Adam Kring, Susan P. Martin, Elizabeth M. Safanda, William T. Parsons, Harold C. Miller, Amos B. Hoover

Pennsylvania Folklife Magazine

• Children of the Spirit, Not of the Law: Themes in Anabaptist Theology
• Religious Symbols in a Symbol-less Society
• Games and Activities of the New Wilmington Amish School Children
• The Amish Quilts of Lancaster County 1860 to 1930
• Francis Daniel Pastorius, Public Servant and Private Citizen
• Life with Grandfather: Growing Up in a Plain Pennsylvania German Community in the 1920s
• A Tear for Jonas Martin: Old Order Mennonite Origins in Lancaster County


Pennsylvania Folklife Vol. 27, Folk Festival Supplement, Richard Shaner, Tom Ahern, Theodore W. Jentsch, Mary E. Sise, Robert W. Murphy, John E. Stinsmen, Barry Mcfarland, Paul E. Forster, Anne E. Denney, Kristen R. Angstadt, Earl F. Robacker, Ada Robacker Jul 1978

Pennsylvania Folklife Vol. 27, Folk Festival Supplement, Richard Shaner, Tom Ahern, Theodore W. Jentsch, Mary E. Sise, Robert W. Murphy, John E. Stinsmen, Barry Mcfarland, Paul E. Forster, Anne E. Denney, Kristen R. Angstadt, Earl F. Robacker, Ada Robacker

Pennsylvania Folklife Magazine

• Hex Signs: A Living Tradition
• Decoys and How to Make Them
• Kutztown's Plain People
• The Old Country Kitchen: Where Food Preparation was an Art
• Wooden Toys, Games and Puzzles: The Delight of All Children
• A Sketch of the Seminar Stage Programs
• Festival Focus
• Folk Festival Programs
• The Furniture-Makers at the Kutztown Festival
• The Muzzle-Loading Gunsmith
• Those Rare Things Called "Antiques!"
• Mouth-Watering Baked Goods, Fresh From the Ovens!
• The Art of the Potter


Pennsylvania Folklife Vol. 24, No. 1, Albert F. Jordan, Theodore W. Jentsch, Carol Shiels Roark, Suzanne Cox, Louis Winkler Oct 1974

Pennsylvania Folklife Vol. 24, No. 1, Albert F. Jordan, Theodore W. Jentsch, Carol Shiels Roark, Suzanne Cox, Louis Winkler

Pennsylvania Folklife Magazine

• Some Early Moravian Builders in America
• Old Order Mennonite Family Life in the East Penn Valley
• Historic Yellow Springs: The Restoration of an American Spa
• The Use of Speech at Two Auctions
• Pennsylvania German Astronomy and Astrology IX: Johann Friederich Schmidt
• Courtship and Marriage: Folk-Cultural Questionnaire No. 36


Pennsylvania Folklife Vol. 23, No. 4, Scott Hambly, Waln K. Brown, Denis Mercier, Angela Varesano, Elizabeth Mathias, Don Yoder, Mac E. Barrick, Berton E. Beck, Claude K. Deischer Jul 1974

Pennsylvania Folklife Vol. 23, No. 4, Scott Hambly, Waln K. Brown, Denis Mercier, Angela Varesano, Elizabeth Mathias, Don Yoder, Mac E. Barrick, Berton E. Beck, Claude K. Deischer

Pennsylvania Folklife Magazine

• Cultural Learning Through Game Structure: A Study of Pennsylvania German Children's Games
• "Nipsy": The Ethnography of a Traditional Game of Pennsylvania's Anthracite Region
• The Game as Creator of the Group in an Italian-American Community
• Pennsylvania Town Views of a Century Ago
• "The Barber's Ghost": A Legend Becomes a Folktale
• Grain Harvesting in the Nineteenth Century
• My Experience With the Dialect
• Harvest on the Pennsylvania Farm: Folk-Cultural Questionnaire No. 34


Pennsylvania Folklife Vol. 21, No. 1, Earl F. Robacker, Eleanor Fein Reishtein, Ronald L. Michael, C. Frances Berman, Maurice A. Mook, Don Yoder Oct 1971

Pennsylvania Folklife Vol. 21, No. 1, Earl F. Robacker, Eleanor Fein Reishtein, Ronald L. Michael, C. Frances Berman, Maurice A. Mook, Don Yoder

Pennsylvania Folklife Magazine

• The Fraktur of Monroe County
• Minutes of the West Grove Housekeepers Association as Source Material for Folklife Studies
• The Searight Tavern on the National Road: An Archaeological Study
• The "Brown Sugar" Game in Western Pennsylvania
• Bread Baking in Mifflin County, Pennsylvania: Commentary for the Documentary Film in the "Encyclopaedia Cinematographica"
• Notes and Documents: Literature for the Allegheny Frontier: The Huntingdon Literary Museum and Monthly Miscellany (1810)
• Hunting and Food-Gathering: Folk-Cultural Questionnaire No. 21


Pennsylvania Folklife Vol. 19, No. 4, Earl F. Robacker, Ada Robacker, Sioux Baldwin, Edna Eby Heller, Martha S. Best, Dodds Meddock, Mac E. Barrick, Henry Snyder Gehman, Hilda Adam Kring Jul 1970

Pennsylvania Folklife Vol. 19, No. 4, Earl F. Robacker, Ada Robacker, Sioux Baldwin, Edna Eby Heller, Martha S. Best, Dodds Meddock, Mac E. Barrick, Henry Snyder Gehman, Hilda Adam Kring

Pennsylvania Folklife Magazine

• Whittling: Dumb Dutch Pastime
• Amish Plain Costume: A Matter of Choice
• It's Sticky - But We Love It
• The Folk Festival Seminars: Folk Art and Antique Collecting
• Festival Highlights
• Folk Festival Program
• 19th-Century Ballooning Tradition Continues at Kutztown Festival
• Jump-Rope Rhymes
• Ghost Stories and Old Superstitions of Lancaster County
• Mary Goes Over the Mountain
• Children's Games: Folk-Cultural Questionnaire No. 16