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Viewer Interactions In Animation, Megan Smith 2023 East Tennessee State University

Viewer Interactions In Animation, Megan Smith

Master of Fine Arts in Digital Media Culminating Experience

The art of animation can be viewed in a multitude of ways. Passive viewing, in which an audience is merely observing the acting and are unable to alter the animation in any way, such as watching a TV show or movie. Interactive camera viewings, such as Augmented Reality and Virtual Reality, in which the viewer can manipulate the content visually in the same way you observe the world, by moving the camera around in a digital space. Interaction-dependent viewing describes animations such as video games, where the player has full control of the character’s actions and the timing of those …


Mfa Master Project, Owen Pierce 2023 California State University, San Bernardino

Mfa Master Project, Owen Pierce

Electronic Theses, Projects, and Dissertations

I am a storyteller.

I just happen to paint, draw and sculpt my stories more often than I write them. Thematically, I gravitate towards stories that speak about ecological and humanitarian concerns. Fantasy illustration is where I can create with the greatest freedom and indulge my love of crafting stories, and also as a form of escapism. As the author

Ursula K. Le Guin quotes, “If the direction of escape is towards freedom, what then is ‘escapism’ an accusation of?” Long running series of programs, films and books attest to this desire to be engaged at a deeper, more meaningful …


An “Other” Experience Of Videogames: Analyzing The Connections Between Videogames And The Lived Experience Of Chronic Pain, Gracie Straznickas 2023 DePaul University

An “Other” Experience Of Videogames: Analyzing The Connections Between Videogames And The Lived Experience Of Chronic Pain, Gracie Straznickas

College of Computing and Digital Media Dissertations

In this dissertation I argue for the connections between the lived experience of chronic pain and videogames, exploring what interacts with and influences them. To answer this, I draw on cripistemology as I engage in autoethnography, close-reading and close-gameplay, restorying, mixed methods design, formal interviews, surveys, and inductive coding. I further argue for pushing back against the unhelpful binaries that define the “human” and a false idea of “universal” experience or ability, instead pointing to the intersectionality that better reflects the biopolitics of disability, including both debility and capacity. I engage with these methods in three specific projects that consider …


Hampton Roads' Building Resilient Communities Flood Game, Gul Ayaz, Katherine Smith, Rafael Diaz, Joshua G. Behr 2023 Old Dominion University

Hampton Roads' Building Resilient Communities Flood Game, Gul Ayaz, Katherine Smith, Rafael Diaz, Joshua G. Behr

Modeling, Simulation and Visualization Student Capstone Conference

As rising sea levels and subsequent recurrent flooding disproportionately affects coastal areas, it is crucial to develop a heightened awareness of the impacts of natural disasters on communities and the environments they live in. The Hampton Roads’ Building Resilient Communities (BRC) Flood Game is a simulation role-playing game designed to allow players to increase their understanding of the impact of various community response interventions to sea level rise and recurrent flooding. Players will examine and assess the tradeoffs of resiliency investments, the impact policies may have on the population, and the amount of time return on investment takes. The BRC …


Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith 2023 Old Dominion University

Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith

Modeling, Simulation and Visualization Student Capstone Conference

Mathematics is an important subject that is pervasive across many disciplines. It is also a subject that has proven to be challenging to both teach and learn. Students face many challenges with learning math such as a lack of motivation and anxiety. To address these challenges, game-based learning has become a popular approach to stimulate students and create a more positive classroom environment. It can serve as an alternative or supplement to traditional teaching and can better engage students while developing a positive attitude toward learning. The use of games in a classroom can create a more exciting and engaging …


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.


The Impact Of Draconic Signs Upon The Game Design Process, Peter Carey 2023 SAE University College

The Impact Of Draconic Signs Upon The Game Design Process, Peter Carey

Postgraduate

This creative practice research project explores the use of draconic signs and symbols, and their impact upon the game design process through a game developed in VR and an accompanying exegesis. The research draws on semiotic theory, exploring how meaning is created and conveyed through the use of symbols in games. It examines how the addition of draconic symbols to locomotion, character abilities and dialogue choices may facilitate player agency. Further, it examines the impact integrating these symbols into the player's avatarisation may have on the construction of player identity.

Via a creative practical component, the research demonstrates the practical …


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.


Game Design Learning: Understanding And Supporting The Game Design Process In Higher Education, John Healy 2023 Technological University Dublin

Game Design Learning: Understanding And Supporting The Game Design Process In Higher Education, John Healy

Theses

This thesis presents a study of the game design process in higher education. The PhD research makes several contributions to the field by developing a model of game design learning through the analysis of qualitative data and creating a number of learning supports informed by this model. The research also proposes the signature pedagogy of game design learning as the studio project and explores the relationship between game design and other design disciplines. These contributions advance the understanding and practice of game design education, benefiting researchers, educators, and designers. As the popularity of digital games has grown in the 21st …


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, 2020-2023

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 …


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 …


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 …


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

In A Small Sea, Thomas Giebler

Master's Theses or Doctor of Nursing Practice

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, …


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” …


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 …


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.


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.


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 …


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