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All Articles in Game Design

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Simply Mo., Marjolijn Jaliene Oskam 2019 University of San Francisco

Simply Mo., Marjolijn Jaliene Oskam

Creative Activity and Research Day - CARD

Small portfolio presentation of design work by Marjolijn Oskam, branded under simply mo. The poster includes school work as well as professional work.


3d Procedural Maze & Cave Generation, Jacob Sharp 2019 University of Lynchburg

3d Procedural Maze & Cave Generation, Jacob Sharp

Student Scholar Showcase

The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research …


Death Arena Game, Ryan Deasy, Nick Snan, Albert Anderson, David Cole, Shahzada Aqib Gill 2019 University of Lynchburg

Death Arena Game, Ryan Deasy, Nick Snan, Albert Anderson, David Cole, Shahzada Aqib Gill

Student Scholar Showcase

Death Arena is a 3D first-person action shooter with a horror twist. The player has 30 seconds to collect guns and health before a monster spawns. The map will be large with indoor and outdoor play. In each round a more powerful boss spawns with minions. Our goal is to appeal to horror and action fans alike.


Child’S Play: A Service Learning Project Conducted At Roroš, Nové Mešto Pod Smrkem, Sanaya Attari 2019 SIT Study Abroad

Child’S Play: A Service Learning Project Conducted At Roroš, Nové Mešto Pod Smrkem, Sanaya Attari

Independent Study Project (ISP) Collection

For my Independent Study Project, I designed a board game for young children inspired by the service learning activities held at ROROŠ. ROROŠ is a private organization located in the town of Nové Mešto pod Smrkem, offering different activities for children which provide a meaningful use of their leisure time. For a period of three weeks, I lived in Nové Mešto with Yveta Svobodová, one of the head directors of the organization. During my stay, I partook in several activities each week and used my experiences to generate new ideas when designing the final game. The game was completed by …


Iceland's Migratory Birds In Changing Environmental Conditions: An Interactive Synthesis, Frances J. Duncan 2019 SIT Study Abroad

Iceland's Migratory Birds In Changing Environmental Conditions: An Interactive Synthesis, Frances J. Duncan

Independent Study Project (ISP) Collection

Human-driven changes to environmental conditions alter the habitats, behaviors, and migration patterns of migratory species. Changes in temperature, vegetation, and precipitation are just some of the factors contributing to shifts in phenology, demography, and distribution of migratory birds. These changes are driven by anthropogenic climate change and amplified by human land-use change, and are especially intense at high latitudes. This project creatively communicates the effects of environmental changes on three species of migratory birds in Iceland—the northern wheatear, the Greenland white-fronted goose, and the black-tailed godwit—using principles of storytelling and game design. The resulting interactive product is a game that …


Budget Magic: The Gathering For Beginners, Todd W. Neller 2019 Gettysburg College

Budget Magic: The Gathering For Beginners, Todd W. Neller

Computer Science Faculty Publications

In this talk, Neller overviewed budget-friendly entry points to playing Magic: The Gathering (M:TG) after its first quarter-century of success. Noting the ways in which M:TG players have applied head-designer Mark Rosewater’s “restrictions breed creativity” lesson, he celebrated their creative formats that push back against expensive “pay to win” dynamics.


The Ethics Of Choice In Single-Player Video Games, Erica L. Neely 2019 Ohio Northern University

The Ethics Of Choice In Single-Player Video Games, Erica L. Neely

Philosophy and Religion Faculty Scholarship

Video games are a specific kind of virtual world which many engage with on a daily basis; as such, we cannot ignore the values they embody. In this paper I argue that it is possible to cause moral harm or benefit within a video game, specifically by drawing attention to the nature of the choices both players and designers make. I discuss ways in which games attempt to represent morality, arguing that while flawed, even games with seemingly superficial devices such as morality meters can attempt to promote moral reflection. Ultimately, I argue that the moral status of the actions …


A Usability Study On Shape Shape Hooray: An Adaptive Educational Game Associating 3d Geometric Shapes To Daily Objects, Winna Mia Victoria D. Buenviaje, Ma. Anniela B. Dela Cruz, Ingrid Marie Therese P. Fadriquela 2019 Ateneo de Manila University

A Usability Study On Shape Shape Hooray: An Adaptive Educational Game Associating 3d Geometric Shapes To Daily Objects, Winna Mia Victoria D. Buenviaje, Ma. Anniela B. Dela Cruz, Ingrid Marie Therese P. Fadriquela

Goal 4: Quality Education

Situated learning theory argues that learning is embedded within an activity, context, and culture. It posits that students are more likely to learn if they have an exposure to the authentic context of the learning environment. Based loosely on this theory, Shape Shape Hooray is an adaptive educational game that aims to teach basic 3D geometric shapes by allowing basic education students associate 3D shapes to daily objects. As an adaptive game, this paper discusses the paths developed for different kinds of players (no prior/low prior, average, and high prior knowledge). A usability test was conducted to which a generally …


Application Of Retrograde Analysis To Fighting Games, Kristen Yu 2019 University of Denver

Application Of Retrograde Analysis To Fighting Games, Kristen Yu

Electronic Theses and Dissertations

With the advent of the fighting game AI competition, there has been recent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. Additionally, we also characterize how AI can solve the game given a simultaneous action game model, …


The Resilient City: A Platform For Informed Decision-Making Process, Paul Niculescu-Mizil Gheorghe, Jarutpong Vasuthanasub, Adrian Gheorghe 2019 National Institute for Research and Development in Informatics - ICI Bucharest

The Resilient City: A Platform For Informed Decision-Making Process, Paul Niculescu-Mizil Gheorghe, Jarutpong Vasuthanasub, Adrian Gheorghe

Engineering Management & Systems Engineering Faculty Publications

As over half of the world’s inhabitants lives in metropolises, the rapid growth in urbanization has made cities becoming more and more exposed and vulnerable to a broad spectrum of threats and hazards. In order to respond to such difficulties, a concept of resilience is considered a significant component for the long-term planning and sustainable development of the cities. “Resilient City” is a new paradigm that challenges the idealistic principle of stability and resistance to change implicitly in sustainable development and success. However, building a resilient city requires a holistic approach, as well as the appropriate adoption of knowledge and …


Open World Translation: Localizing Japanese Video Games For A Globalizing World, Emily Suvannasankha 2019 University of Central Florida

Open World Translation: Localizing Japanese Video Games For A Globalizing World, Emily Suvannasankha

Honors Undergraduate Theses

This paper investigates the most effective ways of handling cultural differences in the Japanese-to-English game localization process. The thesis advocates for applying the Skopos theory of translation to game localization; analyzes how topics such as social issues, humor, fan translation, transcreation, and censorship have been handled in the past; and explores how international players react to developers' localization choices. It also includes interviews with three Japanese-to-English translators who have worked with major Japanese game companies to gain insight into how the industry operates today. Through the deconstruction of different aspects of Japanese-to-English localization, this analysis aims to help the game …


Experiencing Poverty In An Online Simulation: Effects On Players’ Beliefs, Attitudes And Behaviors About Poverty, Pedro Hernandez-Ramos, Christine M. Bachen, Chad Raphael, John Ifcher, Michael Broghammer 2019 Santa Clara University

Experiencing Poverty In An Online Simulation: Effects On Players’ Beliefs, Attitudes And Behaviors About Poverty, Pedro Hernandez-Ramos, Christine M. Bachen, Chad Raphael, John Ifcher, Michael Broghammer

Teacher Education

Digital simulations are increasingly used to educate about the causes and effects of poverty, and inspire action to alleviate it. Drawing on research about attributions of poverty, subjective well-being, and relative income, this experimental study assesses the effects of an online poverty simulation (entitled Spent) on participants’ beliefs, attitudes, and actions. Results show that, compared with a control group, Spent players donated marginally more money to a charity serving the poor and expressed higher support for policies benefitting the poor, but were less likely to take immediate political action by signing an online petition to support a higher minimum wage. …


Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino 2019 University of San Diego

Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino

Dissertations

Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …


Software Design Considerations For Mathematics In Mobile Games, Katherine Smith, Yuzhong Shen, Anthony Dean 2019 Old Dominion University

Software Design Considerations For Mathematics In Mobile Games, Katherine Smith, Yuzhong Shen, Anthony Dean

VMASC Publications

A software system has been designed and developed to allow for the display, symbolic manipulation, and player entry of mathematics expressions in mobile games. Display, manipulation, and entry of mathematical expressions are traditionally difficult tasks. Increased limitations on screen space and user input when developing for mobile devices only exacerbate these difficulties. The developed software system balances considerations for ease of use and user interaction with the desire for players to be able to enter answers in a way that is more flexible and interactive than multiple choice, which is the dominant method of interactions in serious games. The software …


Living Tangent, Cornelius Alexander Hugo 2019 West Virginia University

Living Tangent, Cornelius Alexander Hugo

Graduate Theses, Dissertations, and Problem Reports (ETD)

A living tangent is how I am known by many and how I have lived my life for some time. I think in tangents and my life and art seem to evolve through them. Everything I make is connected by multiple thoughts or tangent lines that run from something as simple as the color red, to the idea that I believe communism has invaded my family’s homeland. This then leads to the recollection of childhood games, taught to me by my family in Venezuela and the importance these games played in my psychological development and in my presence as an …


Nba 2k, Joseph Saludo 2018 San Jose State University

Nba 2k, Joseph Saludo

ART 108: Introduction to Games Studies

The NBA 2K games have come a long way from an emerging basketball game to now becoming the biggest basketball game ever created. From its graphics, gameplay, community, and many more reasons why the game became so successful today, NBA 2K has evolved into the best basketball game by improving its overall structure every year-round.


Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb 2018 Rochester Institute of Technology

Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb

Articles

Lost & Found is a game series, created at the Initiative for

Religion, Culture, and Policy at the Rochester Institute of

Technology MAGIC Center.1 The series teaches medieval

religious legal systems. This article uses the first two games

of the series as a case study to explore a particular set of

processes to conceive, design, and develop games for learning.

It includes the background leading to the author's work

in games and teaching religion, and the specific context for

the Lost & Found series. It discusses the rationale behind

working to teach religious legal systems more broadly, then

discuss the …


Augmented Reality, Augmented Ethics: Who Has The Right To Augment A Particular Physical Space?, Erica L. Neely 2018 Ohio Northern University

Augmented Reality, Augmented Ethics: Who Has The Right To Augment A Particular Physical Space?, Erica L. Neely

Philosophy and Religion Faculty Scholarship

Augmented reality (AR) blends the virtual and physical worlds such that the virtual content experienced by a user of AR technology depends on the user’s geographical location. Games such as Pokémon GO and technologies such as HoloLens are introducing an increasing number of people to augmented reality. AR technologies raise a number of ethical concerns; I focus on ethical rights surrounding the augmentation of a particular physical space. To address this I distinguish public and private spaces; I also separate the case where we access augmentations via many different applications from the case where there is a more unified sphere …


The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber 2018 Rochester Institute of Technology

The Lost & Found Game Series: Teaching Medieval Religious Law In Context, 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. The Lost & Found 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 in our pluralist democracy. The first game in the series is a strategy game called Lost & Found …


Mixed Logical And Probabilistic Reasoning In The Game Of Clue, Todd W. Neller, Ziqian Luo 2018 Gettysburg College

Mixed Logical And Probabilistic Reasoning In The Game Of Clue, Todd W. Neller, Ziqian Luo

Computer Science Faculty Publications

Neller and Ziqian Luo ’18 presented a means of mixed logical and probabilistic reasoning with knowledge in the popular deductive mystery game Clue. Using at-least constraints, we more efficiently represented and reasoned about cardinality constraints on Clue card deal knowledge, and then employed a WalkSAT-based solution sampling algorithm with a tabu search metaheuristic in order to estimate the probabilities of unknown card places.


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