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

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 casual …


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

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 …


Positive Media: An Introductory Exploration, Meghan B. Keener 2012 University of Pennsylvania

Positive Media: An Introductory Exploration, Meghan B. Keener

Master of Applied Positive Psychology (MAPP) Capstone Projects

Media has become an increasingly large part of our lives, and therefore plays a crucial role in our well-being. Positive psychology, the science of well-being, can be complemented through the new potentialities of media, which in many ways also seeks to improve the human experience. I create the context for a new dialogue about what "positive media" might be. By adopting a positive lens and discussing exemplars in different formats, this paper explores the ways media effectively incorporates elements of well-being. Through this positive approach, we gain an appreciation for what media does well. The paper also recommends ways that …


Women And Video Games: Pigeonholing The Past, Allison Perry 2012 Scripps College

Women And Video Games: Pigeonholing The Past, Allison Perry

Scripps Senior Theses

Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.


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

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.


"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette 2012 Old Dominion University

"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette

English Faculty Publications

Machinima, the practice of adapting recorded video game play into short films, highlights an often unacknowledged but significant shift in the consumption of video games and represents a key and underexplored intersection between the two leading theoretical camps. Considering the landmark series Red vs. Blue through the lens of Bolter and Grusin's propositions about "new" media's relationships with other forms offers an entry point for theorizing not only machinima but also the intersections between the ludology and narratology positions in games studies.


Accurate Player Modeling And Cheat-Proof Gameplay In Peer-To-Peer Based Multiplayer Online Games, Daniel Everett Pittman Jr. 2012 University of Denver

Accurate Player Modeling And Cheat-Proof Gameplay In Peer-To-Peer Based Multiplayer Online Games, Daniel Everett Pittman Jr.

Electronic Theses and Dissertations

We present the first detailed measurement study and models of the virtual populations in popular Massively Multiplayer Online Role-Playing Games (MMORPGs). Our results show that, amongst several MMORPGs with very different play styles, the patterns of behaviors are consistent and can be described using a common set of models.

In addition, we break down actions common to Trading Card Games (TCGs) and explain how they can be executed between players without the need for a third party referee. In each action, the player is either prevented from cheating, or if they do cheat, the opponent will be able to prove …


Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor 2011 The University of San Francisco

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.


Texture Mapping With Mudbox And 3ds Max, Joshua Holland 2011 California Polytechnic State University - San Luis Obispo

Texture Mapping With Mudbox And 3ds Max, Joshua Holland

Graphic Communication

The purpose of this study was to determine the intuitiveness of texture mapping and compressibility of files generated using Autodesk 3ds Max 2012 versus Autodesk Mudbox 2012. This will be used by anyone starting to learn how to texture map and who is comparing programs that have the capability to do so. This will save users time in researching which program is better suited for their needs.

This study investigated how Autodesk 3ds Max 2012 and Autodesk Mudbox 2012 compared in mapping textures to 3D models. A basic computer skills assessment test and an intuitive test was administered to twelve …


Socially Relevant Simulation Games: A Design Study, Ramin Tadayon, Ashish Amresh, Winslow Burleson 2011 Arizona State University

Socially Relevant Simulation Games: A Design Study, Ramin Tadayon, Ashish Amresh, Winslow Burleson

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 SRSG, entitled "World of Golf", a real-time expert system to capture, analyze, and evaluate golf swing metrics. The game combines swing data and players' backgrounds, e.g., handicaps, to form individual profiles. These profiles are then used to implement a golf simulation game using artificially controlled agents …


Engaging Game Design Students Using Peer Evaluation, Amber Settle, Charles Wilcox, Chad Settle 2011 DePaul University

Engaging Game Design Students Using Peer Evaluation, Amber Settle, Charles Wilcox, Chad Settle

Amber Settle

Many information technology educators have worked in recent years to develop courses to attract students to the field. As faculty achieve success with technical courses designed to be appeal to a broad audience, it can be hard to maintain the initial excitement particularly as multiple sections of the courses are taught on a continuing basis. In this article we describe a project that added peer evaluation to an assessment in a game design course with a large non-major audience. While controversial, peer evaluation has shown some promise in motivating students to work harder and in improving certain key skills. Consistent …


Computational Thinking In A Game Design Course, Amber Settle 2011 DePaul University

Computational Thinking In A Game Design Course, Amber Settle

Amber Settle

As a part of an NSF-funded project to enhance computational thinking in undergraduate general education courses, activities and assessments were developed for a game design course taught at DePaul University. The focus of the course is on game analysis and design, but the course textbook uses an approach that is heavily grounded in computational thinking principles. We describe the course activities and assignments and discuss an initial assessment of those materials. Our results show that there is a gap in difficulty between several of the activities and indicate that the materials developed help students to better learn the computational thinking …


Possible Symbolics 33, Stephen Andrade 2011 Johnson & Wales University - Providence

Possible Symbolics 33, Stephen Andrade

Computer Graphics Department Faculty Publications and Creative Works

Professor Steve Andrade is continuously experimenting in a wide range of visual arts and technology. He is an avid researcher in the areas of interactive technology, gaming, modern visual metaphor, archeology, fine arts, Western geology and the sociology of technology space.

When he is not teaching or conducting projects at the University, Professor Andrade can be found traveling or working in his studio (pictured here). His artwork includes digital imaging, graphic art posters, virtual space planning, information graphics, 2d and 3d sculpture, representational sketching, realism, video and his current passion - abstract modern painting with a hint of allegory. He …


Evolution Of Flow In Games, Paul J. Tunison 2011 Union College - Schenectady, NY

Evolution Of Flow In Games, Paul J. Tunison

Honors Theses

Every one wants to play a fun game, but ”fun” is a subjective quality. Flow, a psychological theory to define what ”fun” is, states that, for an activity to be considered fun, the chal-lenge it presents must correlate with that participant’s abilities such that the activity is neither too easy or too difficult. One of the biggest problems for game designers is balancing the difficulty of its content in such a way that it appeals to the largest audience possible. In order to broaden audiences, de-velopers need to invest effort into creating numerous, discrete balances that are aligned to varying …


Redefining Classical Music Literacy: A Study Of Classical Orchestras, Museum Anthropology, And Game Design Theory, Kimberly M. Zahler 2011 University of Denver

Redefining Classical Music Literacy: A Study Of Classical Orchestras, Museum Anthropology, And Game Design Theory, Kimberly M. Zahler

Electronic Theses and Dissertations

The current state of declining audiences for the performing arts in the United States is cause for concern for those musicians and ensembles interested in the continuation of the art forms. The previous model of using audience numbers as the sole or primary measure of an orchestra's success is no longer sufficient in an era of participatory design and interactive experiences. Through observation and analysis of the culture of classical music, this study focuses on the emerging visions of participatory culture and the ways in which museum anthropology and game design theory can be used to redefine classical music literacy …


Maerken: A Multiplayer Role Playing Game, Chanh Ho 2011 California State University, San Bernardino

Maerken: A Multiplayer Role Playing Game, Chanh Ho

Theses Digitization Project

The purpose of this project is to develop a base implementation of Maerken using the Unreal Development Kit (UDK), a game framework that supports development of 3D games. We describe the game development process that was used to develop Maerken using UDK. The process includes game design, game implementation, and game distribution.


Computational Style Processing, Foaad Khosmood 2010 California Polytechnic State University - San Luis Obispo

Computational Style Processing, Foaad Khosmood

Foaad Khosmood

Our main thesis is that computational processing of natural language styles can be accomplished using corpus analysis methods and language transformation rules. We demonstrate this first by statistically modeling natural language styles, and second by developing tools that carry out style processing, and finally by running experiments using the tools and evaluating the results. Specifically, we present a model for style in natural languages, and demonstrate style processing in three ways: Our system analyzes styles in quantifiable terms according to our model (analysis), associates documents based on stylistic similarity to known corpora (classification) and manipulates texts to match a desired …


Teaching Design And Communication Through Project-Based Service Learning: Past, Present And Future, Ulrike Gencarelle, Laura Gabiger 2010 Johnson & Wales University - Providence

Teaching Design And Communication Through Project-Based Service Learning: Past, Present And Future, Ulrike Gencarelle, Laura Gabiger

Computer Graphics Department Faculty Publications and Creative Works

No abstract provided.


A Location Aware P2p Voice Communication Protocol For Networked Virtual Environments, Gabor Papp 2010 University of Denver

A Location Aware P2p Voice Communication Protocol For Networked Virtual Environments, Gabor Papp

Electronic Theses and Dissertations

Multiparty voice communication, where multiple people can communicate in a group, is an important component of networked virtual environments (NVEs), especially in many types of online games. While most research has been conducted on one-to-one communication, we focus on group communication. In this dissertation, we present the first measurement study on the characteristics of multiparty voice communications and develop a model of the talking and silence periods observed during multiparty communication. Over a total of 5 months, we measured over 11,000 sessions on an active multi-party voice communication server to quantify the characteristics of communication generated by game players, including …


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