Augmented Reality In Fashion Retail: A Walmart Unlimited Study,
2026
University of Arkansas, Fayetteville
Augmented Reality In Fashion Retail: A Walmart Unlimited Study, Chloe A. Mcpherson
Apparel Merchandising and Product Development Undergraduate Honors Theses
As technology continues to evolve, augmented reality (AR) has become increasingly common within the retail and fashion industries. This study explored Gen Z consumers’ perceptions of immersive AR shopping experiences through Walmart Unlimited, an interactive digital shopping platform. The purpose of this research was to better understand how younger consumers respond to AR-enhanced shopping environments and whether these technologies influence attitudes toward convenience, engagement, and sustainability in retail.
A quantitative research design was used for this study. Participants completed the Walmart Unlimited shopping experience and then responded to a Qualtrics survey measuring areas such as immersion, satisfaction, ease of use, …
Depicting Cultural Nuance Through Level Design,
2026
Clemson University
Depicting Cultural Nuance Through Level Design, Sydney A V Fleming
All Theses
As the audience for gaming grows and expands, gamers consistently crave new stories that are interesting and that immerse them. The ability of gamers to relate to the characters is solely dependent on conscious choices made by developers. For the story to be enjoyable and immersive, It helps to understand the character’s motivation. Why would they act this way? Would they make this choice? Understanding a character culturally is a step in the right direction to gaining this needed understanding. Conveying culture respectfully in games is always a challenge. The goal of this project is to use the Unreal Engine …
Visual Development For Descent To Paradise,
2026
East Tennessee State University
Visual Development For Descent To Paradise, Rowyn Porterfield
Undergraduate Honors Theses
The focus of this thesis is a study in the process of concept development for video games within the format of a video game pitch. This includes concept designs for important characters, relevant settings, and other supplemental material deemed necessary within my research for a complete pitch. The content shown within this paper includes visual research, creative writing, 3D setting design, and 2D artworks for character, setting, and prop design. All of this is then put into context through two 2D illustrations of key art.
Leveraging Generative Artificial Intelligence To Launch An Independent Game Studio,
2026
Lindenwood University
Leveraging Generative Artificial Intelligence To Launch An Independent Game Studio, Douglas Evans
Theses
This project report examines how Generative Artificial Intelligence (Generative AI) can be integrated into the early formation and operations of an independent/indie game studio. Using a qualitative, practice-based single-case study approach, the project focused on Boar’s Head Studio, LLC. A human-in-the-loop approach was maintained with Generative AI used to support company formation, ideation, planning, documentation, analysis, coding assistance, marketing preparation, and community-building preparation
The report concludes that Generative AI can serve as a meaningful system integrated into the studio pipeline when used with structured, repeatable, human-in-the-loop processes. The project contributes a practical, case-based framework that may be useful to other …
Prototyping For Game Design With Unlv Libraries,
2026
University of Nevada, Las Vegas
Prototyping For Game Design With Unlv Libraries, Silvey Benson, Amber Sewell
UNLV Best Teaching Practices Expo
Involving students in a hands-on creative way to implement ideation, design, and prototyping skills gives students the opportunity to apply the theory of iterative design. Students analyze and reverse engineer current game designs prior to beginning their own innovations. They are then encouraged to apply innovation and creativity to their own game designs, test the games’ effectiveness through having others play their game and provide feedback, and fail safely in a controlled environment. Students will ideally increase their tolerance for failure through the implementation of the iterative design process while gaining a variety of skills that will serve them outside …
Minecraft: A Retrospective,
2026
Pepperdine University
Minecraft: A Retrospective, Kylie Salinger
Pepperdine Journal of Communication Research
This speech explores Minecraft as more than a popular sandbox video game, framing it as a creative, narrative-rich, and culturally influential platform that has shaped how players interact with virtual worlds. Beginning with the game’s simple mechanics and origins, the work examines Minecraft’s deeper lore, including its progression through multiple dimensions and the philosophical implications of the End Poem. It also highlights fan-driven theories suggesting a complex, hidden history within the game’s world-building. Finally, the piece analyzes the reasons behind Minecraft’s enduring success, emphasizing its multiplayer connectivity, resurgence during the COVID-19 pandemic, and immersive musical design. Ultimately, the essay argues …
Solarvale: Exploring Australian Ecology And Culture Through Serious Game Design,
2026
SAE University College
Solarvale: Exploring Australian Ecology And Culture Through Serious Game Design, Ping-I (Adam) Ho, Elliot Birch
Staff Scholarship - Australia & Dubai
This research examines how a serious game: Solarvale: Tale of the Sun Root (Birch et al., 2024), developed by students from SAE University College addresses the importance of ecological conservation and cultural awareness specifically in relation to the Australian landscape. While some Australian serious games, such as Catchment Detox (2008), Paperbark (2018), and Bleached Az (2019) engage with similar themes, few titles integrate storytelling with interactive ecological environments and cultural awareness in a way that encourages players to reflect on their own role and actions—which is the central focus of Solarvale. Drawing on the concepts from serious game (Gee, 2007), …
So You've Landed In A Fantasy World By Josiah Lebowitz,
2026
"Beyond Bree"
So You've Landed In A Fantasy World By Josiah Lebowitz, Nancy Martsch
Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature
So You've Landed in a Fantasy World by Josiah Lebowitz; book review.
Sae What? Magazine - Issue 1 - 2026,
2026
SAE Institute Australasia
Sae What? Magazine - Issue 1 - 2026, Sae University College
SAE What? - Student Magazine
No abstract provided.
Pachisi Go! Making A Video Game Older Than Writing,
2026
Bridgewater College
Pachisi Go! Making A Video Game Older Than Writing, Tony C.E. Lucy None
ASPIRE 2026
Pachisi Go!: Making a Video Game Older Than Writing explores the process of recreating one of the world’s oldest board games as a modern digital experience using the Godot game engine. Beginning with minimal programming knowledge, this project focused on learning GDScript, experimenting with 2D and 3D design approaches, and translating traditional game mechanics into functional systems. Through iterative development, debugging, and problem-solving, a working prototype was created while addressing challenges such as scope limitations and mechanical accuracy. Although the game was not fully completed, the project emphasizes growth through failure, demonstrating how experimentation and adaptability are essential to game …
Is Nostalgia The Hidden Mechanic Of Mmorpgs?,
2026
San Jose State University
Is Nostalgia The Hidden Mechanic Of Mmorpgs?, Zoee Sowders
ART 108: Introduction to Games Studies
Since the advent of online gaming, MMORPG video games have allowed players to socialize and collaborate within the bounds of a virtual world. For many, these online worlds were an escape from their daily lives, a place where they could meet people with similar interests and embark on adventures impossible in real life.1 While many of the early MMORPG games faded into obscurity after the genre lost its shiny new sparkle, there are still a handful today that maintain player counts in the millions even after nearly two decades of operation. Specifically, World of Warcraft, Runescape, and Final Fantasy XIV …
Finding Light,
2026
St. Mary's University
Finding Light, Jose Enrique Martinez Melgar
Posters - 2026
Finding Light is a narrative driven RPG that follows the journey of Hop, a protagonist who is navigating a fragmented world of lost memories. By exploring diverse environments and interacting with environmental puzzles, you can uncover a story of existentialism and self-discovery. This project aims to explore how interactive media can represent the process of reclaiming one's identity in moments of darkness. Moreover, Finding Light aims to promote mental health awareness.
Fallen Light,
2026
St. Mary's University
Fallen Light, Joshua Do
Posters - 2026
Lucifer is often portrayed in popular media as purely evil; however, this interpretation overlooks the more complex idea of gradual moral corruption through deception and pride. The purpose of Fallen Light is to explore how doubt, pride, and subtle deception can lead even a highly exalted being away from God over time.. The game emphasizes the internal struggle between obedience and self-exaltation rather than immediate rebellion, and the problems with Being overly prideful.
Voice And Pain: Representations Of Disability In Adaptations Of “The Little Mermaid”,
2026
University of Mary Washington
Voice And Pain: Representations Of Disability In Adaptations Of “The Little Mermaid”, Ace Molloy
Departmental Honors & Graduate Capstone Projects
Hans Christian Andersen’s 1837 story, “The Little Mermaid,” is a popular fairy tale that has been adapted several times by writers, filmmakers, and game developers. It is one of the few fairy tales with explicit portrayals of disability; the mermaid in the tale is nonspeaking and experiences chronic pain, as well as being a mermaid—a nonnormative figure who is aligned with disability. This paper looks at the ways that the mermaid is portrayed in literary, film, and new media adaptations from a disability-justice perspective. Examining multiple representations of the character, I argue that while feminist adaptations erase her disability and …
Investigating The Viability Of A Shared Skill System Between Enemies And Players,
2026
California Polytechnic State University, San Luis Obispo
Investigating The Viability Of A Shared Skill System Between Enemies And Players, Andrea Ng
Computer Science and Software Engineering
Over time, Japanese light novels and media inspired by it have been heavily influenced by RPGs in implementing skill systems, with one common trope arising from this being the ability to copy or steal others’ skills. However, there aren’t many games that implement this familiar trope despite how it takes advantage of an integral system to RPGs. Rather than treating enemies as simply obstacles, having to copy skills from enemies turns them into a resource. This project aims to implement the skill copy mechanic while also minimizing player-side specific handling so that skills are interchangeable between both players and enemies.
Infrared Simulation,
2026
Virginia Commonwealth University
Infrared Simulation, Sophia Zhou, Ashton Hoo, Tyler Ricks, Sebastian Fox, Kathy Phu
UROP Posters
Infrared image recognition is more difficult than visible-spectrum recognition due to limited high-quality training data. This project addresses that challenge by generating simulated infrared images using temperature-driven rendering in Unreal Engine and other 3D software. These simulations can support applications such as health monitoring, heat detection in mechanical and structural systems, thermal regulation, and engineering process control.
Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers,
2026
Macon & Joan Brock Virginia Health Sciences at Old Dominion University
Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen
Ellmer School of Nursing Faculty Publications
Background/Objectives: HPV vaccination is safe, effective, and recommended at ages 11–12, yet uptake remains suboptimal. Serious video games may offer an innovative strategy to deliver brief, engaging education during clinic visits. This qualitative paper, embedded within a mixed-methods study, examined adolescents’, parents’, and healthcare providers’ (HCPs’) perceptions of the acceptability, usability, and perceived clinical applicability of HPV Detective, a tablet-based digital game designed to provide HPV-related education to parent–child dyads during pediatric clinic wait times. Methods: Eight adolescent–parent dyads (N = 16) and three HCPs from university-affiliated pediatric clinics participated in 30–60-min semi-structured Zoom interviews. Interviews were audio-recorded, transcribed, and …
Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial,
2026
Michigan State University
Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd
Ellmer School of Nursing Faculty Publications
Background/Objectives: Human papillomavirus (HPV) vaccination coverage among adolescents remains below public health targets despite strong evidence of vaccine effectiveness in preventing HPV-related cancers. Digital interventions (e.g., serious games) may improve HPV vaccine uptake, but evidence for effects on vaccination behavior remains limited. Methods: This secondary analysis of a randomized controlled trial evaluated a co-designed, game-based digital intervention to increase HPV vaccine initiation among unvaccinated youth aged 11-14 years and their parents. The sample included 64 parent-adolescent dyads (33 intervention and 31 usual care dyads). The primary outcome was HPV vaccine initiation at 2-month follow-up. Results: A significantly greater proportion of …
Stargen - A Procedurally Generated Galaxy For Automated World Building,
2026
Lindenwood University
Stargen - A Procedurally Generated Galaxy For Automated World Building, Christopher B. Del Gesso
Game Design
StarGen supports mixed-scale generation workflows, including galaxy-wide star distributions, quadrant and sector density visualization, subsector star fields via lazy sector generation, and full star system generation (stars, orbits, planets, moons, and belts) from selected stars or standalone seeded system generation. The tool also supports procedural jump route generation and visualization through a jump-lane pipeline, enabling early exploration of navigable spatial structures for game design.
StarGen is a mixed-initiative authoring tool rather than an autonomous content replacement system. Designers control seeds, galaxy presets, galaxy type (spiral, elliptical, irregular), and structural and density parameters (e.g., arm count, pitch, bulge settings, ellipticity, irregularity, …
Lucha Libre: Legends Of The Mask,
2026
University Central of Florida
Lucha Libre: Legends Of The Mask, Anthony J. Aguilar
Graduate Studies Theses and Dissertations 2026
Lucha libre, also known as Mexican wrestling, is a cultural phenomenon whose history dates to 1933. Every wrestling match pits flamboyantly costumed and masked wrestlers (luchadores), classified as either the good guys (técnicos) or the bad guys (rudos), against each other in choreographed and dramatized battles. Although lucha libre is often seen as campy or “low brow” due to its exaggerated, theatrical style, this perception overlooks the deeper cultural significance and narrative potential inherent in the form. This thesis will explore the cultural evolution of lucha libre as a highly interactive themed ride attraction. By integrating guest participation through custom …
