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Psychological Effects Of Video Games, Myles Johnson 2022 San Jose State University

Psychological Effects Of Video Games, Myles Johnson

ART 108: Introduction to Games Studies

Through the birth of the computer, our world has seen a rapid advancement in the multi-faceted use of this technology. The advancements in computers brought about the invention of video game consoles. Basically a different type of computer. Game consoles today are all basically computers, they contain a hard drive and operating system just like a computer (Daniel, 2012). Without even looking into the harmful effects of what a regular computer has on the brain and eyes of a person, one can assume that it is not beneficial to spend hours on one every day or even every other day. …


The Woman Behind The Whitney, Breanna Epp 2022 University of Nebraska - Lincoln

The Woman Behind The Whitney, Breanna Epp

Honors Program: Senior Projects (Public)

Gertrude Vanderbilt Whitney was the founder of the Whitney Museum of American Art, as well as a prominent sculptor and patron to artists in the early 1900s. Her art collection was the largest of American art at the time, and she led the nation into an appreciation of its own native art. Native in this context specifically means any art that was made in America, not strictly art made by the indigenous people of the Americas. Tackling her entire life, from growing up in the Vanderbilt family to her death, I provide an overview of her interactions with the art …


Story And Play: Applying Narrative Game Scholarship To Game Design, Rodale Wenger 2022 Portland State University

Story And Play: Applying Narrative Game Scholarship To Game Design, Rodale Wenger

University Honors Theses

This paper examines the relationship of narrative to computer games from a design perspective. Over the past three decades, the academic discourse on narratives games has evolved considerably while producing a wealth of serious scholarship. However, the process of narrative game design continues to be an underdeveloped area of study. In this thesis, I review influential scholarship on narrative games and the broader topic of interactive digital narrative (IDN) and attempt to analyze its potential application to the process of design. I examine some of the major works on IDN, explore historical and ongoing debates related to narrativity within games, …


Lucid, Gabriela Garcia 2022 DePaul University

Lucid, Gabriela Garcia

College of Computing and Digital Media Dissertations

The PC video game, Lucid, promotes self-reflection and emotional exploration by balancing interactive dream journals with a meditative platform puzzle. Players switch between reflecting on their dreams through dream journals and following the main character’s story as they realize they are in a dream. To finish the platforming portion, the player travels up and around the mountain by completing short puzzles. This is done to deliver the last living flower from the garden to the castle at the top of the mountain.

By building personal dream journals into the game, Lucid highlights how games can be used as tools for …


A Date With Cheemis: Bullying In The Virtual Space, Nicholas Roger Nolasco 2022 California Polytechnic State University, San Luis Obispo

A Date With Cheemis: Bullying In The Virtual Space, Nicholas Roger Nolasco

Liberal Arts and Engineering Studies

A Date With Cheemis is an alternative game mode for the social platform VRChat designed in the Unity real-time 3D development platform. The project is an experience where the player meets many non-playable characters (NPCs) and makes decisions based on different scenarios. The game tells the story of a VRChat user named Cheemis who is bullied for the avatar they use and how they interact with other characters. The player must make choices of how to react to the way the NPCs treat Cheemis, whether that be defending him or being a bystander. This experience is only available through the …


Utilizing Game-Based Learning To Promote Mental Health Advocacy In Black And Brown Communities, Ashlyn Stewart, Tracey L. Moore, Hira Roberts 2022 Prairie View A&M University

Utilizing Game-Based Learning To Promote Mental Health Advocacy In Black And Brown Communities, Ashlyn Stewart, Tracey L. Moore, Hira Roberts

Pursue: Undergraduate Research Journal

The aim of this project was to explore the effectiveness of video games and game-based learning as a means of mental health advocacy within People of Color (POC) and their communities. Research has shown that within black and brown communities, a heightened stigma is attached to the discussion of mental health, often preventing those who are affected from seeking treatment. This unwillingness to accept and care for mental illness within communities of color is highly detrimental, especially in the context of conditions such as Alzheimer’s or dementia, where African-Americans and Hispanics are at a significantly higher risk of developing these …


The Lighthouse Is Calling Me, Ina Muphy 2022 Northern Illinois University

The Lighthouse Is Calling Me, Ina Muphy

Graduate Artistry Projects and Performances

This is a story about the longing for and pursuit of Home when confronted with the reality that one has been resigned to settling their heart in exile.


Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan 2022 Old Dominion University

Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan

Engineering Management & Systems Engineering Faculty Publications

Although strategic coalition formation is traditionally modeled using cooperative game theory, behavioral game theorists have repeatedly shown that outcomes predicted by game theory are different from those generated by actual human behavior. To further explore these differences, in a cooperative game theory context, we experiment to compare the outcomes resulting from human participants’ behavior to those generated by a cooperative game theory solution mechanism called the core partition. Our experiment uses an interactive simulation of a glove game, a particular type of cooperative game, to collect the participant’s decision choices and their resultant outcomes. Two different glove games are considered, …


Towards A Model Of The Design Process For Games, John Healy, Charlie Cullen 2022 Technological University Dublin

Towards A Model Of The Design Process For Games, John Healy, Charlie Cullen

Conference Papers

In this paper, we present an approach to studying the game design process by drawing upon general models of design to support research into the process of game design. Several general models of design exist to consider the processes through which designers work. Many of these fit within a structure of analysis, synthesis and evaluation that was first proposed by Christopher Jones in 1963 and later adapted by Bryan Lawson to account for the messy nature of design and the undertaking of these activities while negotiating between problem and solution. This paper proposes the adaptation of Lawson’s model of design …


Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball 2022 Old Dominion University

Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball

English Faculty Publications

The Unity Asset Store sells amateur designers and artists a promise of being able to participate in an idealized, rationalized vision of how the game design industry operates. However, the Unity Asset Store depends on marketing the content created by amateur artists in ways that require the artists to essentially package their work as labor and to mask their role as artists. This essay views labor and capital in the Unity Asset Store through a Marxist lens, informed by Kline, Dyer-Witheford, and de Peuter's (2003) model of technological, cultural, and marketing forces as "three circuits of interactivity" in the mediatized …


Metamosque – Envisioning The Mosque As A Virtual Public Space, Alaa Albarazy 2022 Virginia Commonwealth University

Metamosque – Envisioning The Mosque As A Virtual Public Space, Alaa Albarazy

Theses and Dissertations

Historically, the mosque was not only a space for a communal prayer but also a place for building a community. Today, however, with conflicts and diseases fragmenting society, people are less able to gather physically in large spaces. Out of necessity, people rely on technology to get together and interact virtually. In this context, my research challenges the notion of the mosque as a physical space, proposing, instead, its extension into virtual space. Recent global events pose the question: Can the metaverse offer an opportunity for the mosque to reassert itself as a public space. I propose that a MetaMosque …


Ready Raider One: Exploring The Misuse Of Cloud Gaming Services, Guannan Liu, Daiping Liu, Shuai Hao, Xing Gao, Kun Sun, Haining Wang 2022 Old Dominion University

Ready Raider One: Exploring The Misuse Of Cloud Gaming Services, Guannan Liu, Daiping Liu, Shuai Hao, Xing Gao, Kun Sun, Haining Wang

Computer Science Faculty Publications

Cloud gaming has become an emerging computing paradigm in recent years, allowing computer games to offload complex graphics and logic computation to the cloud. To deliver a smooth and high-quality gaming experience, cloud gaming services have invested abundant computing resources in the cloud, including adequate CPUs, top-tier GPUs, and high-bandwidth Internet connections. Unfortunately, the abundant computing resources offered by cloud gaming are vulnerable to misuse and exploitation for malicious purposes. In this paper, we present an in-depth study on security vulnerabilities in cloud gaming services. Specifically, we reveal that adversaries can purposely inject malicious programs/URLs into the cloud gaming services …


Winter 2021, 2021 DePaul University

Winter 2021

In The Loop

2021 Emmy Nominees; Animator Tapped by Cartoon Network; IndieCade Horizons 2021; Hack4Space; Security Daemons Prevail; Role Models: DePaul Originals Game Studio students build industry-level skills that benefit themselves and others; Frames and Fortune: Eugene Bush programmed his indie video studio with patience and planning; Reality Check: Heather Snyder Quinn augments reality to question systems of unchecked power


Mechanics Of Ascension Through Genshin Impact, Megan Chao 2021 San Jose State University

Mechanics Of Ascension Through Genshin Impact, Megan Chao

ART 108: Introduction to Games Studies

Genshin Impact, or Genshin for short, is a free roleplaying, open-world, adventure video game released for Playstation 4, Microsoft Windows, iOS, and Android on September 28th, 2020. Since its initial release, the game has gained considerable recognition for its storytelling ability, in-depth lore, and amazing character and world-building design. They were awarded Apple’s “Game of the Year” in 2020 and have grossed over $100 million from in-app iOS purchases alone.


Difficulty In Video Games, Jason Bechdolt 2021 San Jose State University

Difficulty In Video Games, Jason Bechdolt

ART 108: Introduction to Games Studies

Throughout time games have been utilized for a great variety of purposes: relaxing leisure, competitive activity, intellectual exercise, and many other sources of enjoyment. The element of difficulty has existed in various degrees throughout all of those game styles, usually found through the skill of an opponent, but lately many games have been designed to have a digital opponent to provide that difficulty. With access to more information than ever before, people have gotten the chance to witness lives and worlds that they can never physically enjoy, and this has led to a considerable market for games that can provide …


Acceleration Skinning: Kinematics-Driven Cartoon Effects For Articulated Characters, Niranjan Kalyanasundaram 2021 Clemson University

Acceleration Skinning: Kinematics-Driven Cartoon Effects For Articulated Characters, Niranjan Kalyanasundaram

All Theses

Secondary effects are key to adding fluidity and style to animation. This thesis introduces the idea of “Acceleration Skinning” following a recent well-received technique, Velocity Skinning, to automatically create secondary motion in character animation by modifying the standard pipeline for skeletal rig skinning. These effects, which animators may refer to as squash and stretch or drag, attempt to create an illusion of inertia. In this thesis, I extend the Velocity Skinning technique to include acceleration for creating a wider gamut of cartoon effects. I explore three new deformers that make use of this Acceleration Skinning framework: followthrough, centripetal stretch, and …


Towards A “Filipino” Video Game: Teaching Filipino Culture And Identity For Video Game Development, Christoffer Mitch C. Cerda 2021 Ateneo de Manila University

Towards A “Filipino” Video Game: Teaching Filipino Culture And Identity For Video Game Development, Christoffer Mitch C. Cerda

Filipino Faculty Publications

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work …


Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record 2021 Jacksonville State University

Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record

Theses

Game-based learning is an ideal experiential learning framework for introducing the critique process to reduce student anxiety and create competence in visual literacy and self-assessment. Critique, the assessment, and analysis of one’s work is an essential step in any creative process. It is an integral part of art school. However, it can also be a source of high anxiety for new students. This paper discusses the importance of critique, the challenges associated with teaching critique, and the benefits of utilizing game-based learning. Examples of game-based learning solutions are explored, including the development of, and response to, Lumen, a card game …


The Art Of The Climbing Wall, Gavin P. Day 2021 East Tennessee State University

The Art Of The Climbing Wall, Gavin P. Day

Undergraduate Honors Theses

The aim of my thesis is to share the intricacies of climbing wall design, and the building blocks of art, science, and philosophy that go into the work. I will also be detailing my journey of learning through mentorship, trial and error, and my own experience with climbing. All of this culminates in a redesign of the current climbing wall at ETSU’s Basler Center for Physical Activity. While there is limited information on climbing wall design theory, insight is given through industry standards, competition regulations, and interdisciplinary design philosophies


Full Bloom: Diegetic Ui For Musical Phrases In Virtual Reality, Peter Armstrong, Elliot Cole, Peter Ferry, Joe Geigel, Susan Lakin, Richard Swientonioski, Zachary Talis, Jennie Thomas 2021 Rochester Institute of Technology

Full Bloom: Diegetic Ui For Musical Phrases In Virtual Reality, Peter Armstrong, Elliot Cole, Peter Ferry, Joe Geigel, Susan Lakin, Richard Swientonioski, Zachary Talis, Jennie Thomas

Frameless

We propose a novel system for communicating musical note pitch and sequence information to users within a virtual reality environment. Our approach utilizes ‘Blooms,’ objects that resemble flowers with various petal arrangements. These formations, when constructed in view of users, act as diegetic, user-parsable encodings of their inputs. Blooms exist within the virtual space as simulated physics objects that collectively serve the role of a user interface.


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