Creating Worlds Of Endless Variety: An Evaluation Of Procedural Content Generation In Gaming,
2020
University of Lynchburg
Creating Worlds Of Endless Variety: An Evaluation Of Procedural Content Generation In Gaming, David Cole
Undergraduate Theses and Capstone Projects
Today, video games are more ingrained in American society than they have ever been before. This entertainment medium has become more profitable than all television streaming services combined as well as the entire film industry in Hollywood. Playing video games, which was once considered a pastime, has become a career for many, with websites such as YouTube and Twitch hosting thousands of “let’s play” channels and various esports tournaments boasting six- or even seven-figure prize pools.
With the evident popularity and financial success of video games, radical changes to the game development process can carry a massive impact on society, …
Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games,
2020
Air Force Institute of Technology
Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton
Theses and Dissertations
The Game Design Matrix makes effective game design accessible to novice game designers. Serious Games are a powerful tool for educators seeking to boost the level of student engagement and application in academic environments, but the can be difficult to incorporate into existing courses due to availability and the cost of quality game design. The Game Design Matrix was used by two educators, novice game designers, to create a serious game. The games were assessed in an academic setting and observed to be effective in engagement, interaction, and achieving higher levels of learning.
Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development,
2020
ArtHistorySurvey.com
Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace
Art History Pedagogy & Practice
This heuristic, design-based research study examines student perceptions of their learning experience in the art history survey course as manifested through a game design process. With the purpose of improving upon the lecture model of the standard art history survey, two sections of a capstone class of interdisciplinary art and design students—who had all taken the survey as part of their degree programs—selected learning objectives and designed games to accompany the introductory class. The researchers used the game design process to understand first how students perceived the survey class, its learning objectives, and the students’ experiences. Then the investigation addressed …
Lost & Found: New Harvest,
2020
Rochester Institute of Technology
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Presentations and other scholarship
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens …
Narratological Experiments In Cinematic Alternate Reality Games,
2020
Connecticut College
Narratological Experiments In Cinematic Alternate Reality Games, Christian Parker
Film Studies Honors Papers
No abstract provided.
The Level Of Creative Thinking Of Stem-Oriented Middle And High School Children Associated With The Level Of Self-Motivated Play And Success Within A Builder Game And Engagement In Builder Gaming Communities' Social Media Culture,
2020
University of Central Florida
The Level Of Creative Thinking Of Stem-Oriented Middle And High School Children Associated With The Level Of Self-Motivated Play And Success Within A Builder Game And Engagement In Builder Gaming Communities' Social Media Culture, John Aedo
Electronic Theses and Dissertations, 2020-2023
Literature indicates that the United States has fallen behind other countries in the world in terms of creativity. At the same, children's self-motivated gaming and involvement in gaming communities have grown as a major pass time. The literature is inconsistent on the relationship between games and creativity with some indicating benefit while others indicate harm. Might the observed level of creative thinking among children be associated with the level of a priori self-motivated engagement with creative games and associated social media? Given the wide spectrum of the kinds of games, this research considers the "builder" (e.g. Minecraft) genre and related …
Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model,
2020
Ateneo de Manila University
Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo
Department of Information Systems & Computer Science Faculty Publications
In this paper, we used Hidden Markov Model (HMM) to describe the gaming behaviors of students and whether they will exhibit “stag” or “hare” hunting behavior in a mobile game for mathematics learning. We found that there is a 99% probability that the students will stay either as stag or hare hunters. Our results also suggest that they would choose arithmetic problems involving addition. These game behaviors are not beneficial to learning because they are only exhibiting mathematical skills they already know. The results of the study show that stag and hare hunters have unique traits that separate the one …
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found,
2020
Rochester Institute of Technology
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.
Plausible Expositions With Possible Expeditions,
2020
Georgia Southern University
Plausible Expositions With Possible Expeditions, Nikolaus D. James
College of Graduate Studies: Theses & Dissertations
Influenced by video games and cinema, in this body of work, Plausible Expositions with Possible Expeditions, I use objects to create scenarios that suggest a narrative. The scenes are then photographed and displayed through cathode-ray tube televisions and viewers use their own knowledge and ideas about the objects to create that narrative. Each of these objects has is own data set, and the most common have a universal data set—information surrounding the object that is widely recognized, much like how a crowbar is commonly associated with crime. Similar to playing a video game, an algorithm is used when viewing my …
Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation,
2020
Edith Cowan University
Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek
Research outputs 2014 to 2021
© 2013 IEEE. This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers' intent in gameplay requirement-based terrain generation. Examples of such gameplay elements include vantage point, strongholds, chokepoints and hidden areas. Our measures are constructed on characteristics of an isovist, that is, the volume of visible space at a local area and the connectivity of areas within the terrain. The calculation of these measures is detailed, in particular we introduce two new ways to accurately and efficiently calculate the …
God Of War: Masculinity And Fatherhood Through Procedural Rhetoric,
2020
University of the Pacific
God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan
University of the Pacific Theses and Dissertations
Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the …
Fool's Rest,
2020
Virginia Commonwealth University
Fool's Rest, Aidan Quinlan
Theses and Dissertations
The text calls itself a guide, but it is no guide. From the genre of guide, it borrows the outlines and silhouettes and lines between things and spaces and ideas. It lingers on the shadows of its subject(s); it is attentive to the periphery of its world; but it cannot take you there. There is no there. It lacks the authority of the guide; it lacks the lucidity, the efficiency, the false totality of the guide; it lacks the confidence.
The guide embodies its own anxieties. This makes sense, as its reason to exist was born on the one-way highway …
Pixelated Poison: Addiction Of Vibrant Yet Violent Video Games,
2019
Institute of Business Administration
Pixelated Poison: Addiction Of Vibrant Yet Violent Video Games, Filza Rizwan
MSJ Capstone Projects
The craze of online gaming has caused addiction in youngsters. They want to play games for leisure but they end up being addicted to them. This capstone project focused on the in-depth analysis of the role and impact of this million-dollar gaming industry on children and their lives.
This project is about the influence of video games on children and adolescents. Recently, the obsession with online gaming is causing an addiction in them, which has led to an increase in physical and cyber bullying.
Fall 2019,
2019
DePaul University
Fall 2019
In The Loop
Health Outlook: A unique medical informatics partnership opens students' eyes to research-intensive graduate programs and careers; The Voices of Summer: CDM and the Chicago Housing Authority team up to help Chicago youth express their creativity; Bright Idea: Data science professors take a shine to luminous technology for online learning; They've Got Game: A team of students and alumni score points with a tricked-out basketball toy and an anime hoops star; You Look Marvelous; A DePaul alumna sours at America's most superpowered dream factory; Seen and Heard; Code of Honor: Redar Ismail transforms adversity into award-winning software that aids others
Jewish Time Jump: New York,
2019
Rochester Institute of Technology
Jewish Time Jump: New York, Owen Gottlieb
Articles
Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …
Publication And Evaluation Challenges In Games & Interactive Media,
2019
Rochester Institute of Technology
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.
Virtual Dissection Of White Matter Tracts In A Human Brain Using Applied Game Design And Virtual Reality Imaging,
2019
Technological University Dublin
Virtual Dissection Of White Matter Tracts In A Human Brain Using Applied Game Design And Virtual Reality Imaging, Basil Lim, Anurag Nasa, Nicola Carswell, Elena Roman, Malia Kissner, Darren W. Roddy, Veronika O'Keane, James Carswell
Other
Visualisation of neural tracts in the human brain has previously been accomplished using two dimensional (2D) representational formats. In most cases, pre-operative visualisation is through the medium of 2D MRI image slices, representing coordinates in the brain through a combination of axial, sagittal, and coronal orthographic viewpoints. Software such as ExploreDTI can visualise off-axis viewpoints, however this method is limited to 2.5D image representations. The use of such 2D representations can require significant training in order to contextualise real-world 3D positions and accurately locate and identify neural tract pathways in the brain. Utilising anonymised tract data and advanced neuroimaging technologies …
Fifth Aeon – A.I Competition And Balancer,
2019
California Polytechnic State University, San Luis Obispo
Fifth Aeon – A.I Competition And Balancer, William M. Ritson
Master's Theses
Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do …
Spring 2019,
2019
DePaul University
Spring 2019
In The Loop
Lab Life: New and improved School of Computing labs inspire research in robotics and engineering; A Festival to Remember: Students thrive in film festival environments; Next Gen Data Scientists: Data Science Academy introduces high school students to the big world of data; A Well-Designed Design Colloquium; Game Face: "Sausage Sports Club: creator and CDM alumnus Chris Wade shares the story behind his playful Nintendo Switch game: Connected from Afar: Graduate student Sierra Sellman makes the most of her online degree program; Seen and Heard; Bravo! Bravo!
World Throne,
2019
James Madison University
World Throne, Wyatt Lam
Senior Honors Projects, 2010-2019
World Throne is a four-player strategy board game that has been in development since 2016. Players take control of four distinct factions and battle on a grid-based board. Each player uses unique playing cards to augment piece combat. The object of the game is to conquer other factions by defeating them in battle, defend your castle from opposing players, and claim the power of the World Throne. Prominent game development research guided the creation of World Throne. In addition, Latin, Greek, and Norse mythology informed development of the factions, characters, creatures, cards, and places. The culminating products of this project …
