James Joyce: I. Am. A. Discover Dublin By Reading And Running,
2018
Technological University Dublin
James Joyce: I. Am. A. Discover Dublin By Reading And Running, Barry Sheehan
Academic Articles
You are walking through it howsomever. I am, a stride at a time. A very short space of time through very short times of space.
James Joyce (Ulysses,p.31).
In Ulysses, on the morning of the 16th June 1904, Stephen Dedalus is striding on Sandymount strand, thinking about time and place as he moves. Later in the day, Leopold Bloom writes I. AM. A.with a stick in the sand on the same Sandymount strand. His scrubbed words will wash away with the tide but remain forever in the novel.
Using geotracking, I recreated the same ephemeral I. AM. …
Procedural Level Generation For A 2d Platformer,
2018
California Polytechnic State University, San Luis Obispo
Procedural Level Generation For A 2d Platformer, Brian Michael Egana
Computer Science and Software Engineering
Procedural Content Generation (PCG), as defined in the book “Procedural Content Generation in Games”, is “the algorithmic creation of game content with limited or indirect user input”. Whether it creates the levels by itself, or together with game designers, PCG is a method used to reduce the cost of designing games, and to produce an endless amount of game content. One of the main challenges that come with PCG is the desire to use PCG algorithms to create entire levels that are feasible, unique, and fun. This is especially challenging for games of progression within the 2D platformer genre; insufficient …
How Representation Of Game Information Affects Player Performance,
2018
California Polytechnic State University, San Luis Obispo
How Representation Of Game Information Affects Player Performance, Matthew Paul Bryan
Computer Science and Software Engineering
The goal of this small experiment was to see if it could be determined whether or not user interface design and the way information is portrayed in a game can affect a player’s performance in that game. During this study, 26 anonymous participants selected one design of a timer from three different categories to be used in a simple, objective-based game. 10 different participants were then run through three levels of that game, with each level corresponding to a different version of timer. The amount of objectives completed were recorded, as well as their thoughts on which version they preferred …
The Effects Of Video Games On Human Intelligence,
2018
San Jose State University
The Effects Of Video Games On Human Intelligence, Lifeng Yuan, Wenxiang Hu
ART 108: Introduction to Games Studies
With the help of rapidly growing electronics industry offering more affordable electronic gaming devices, an increasing number of people have stepped into the realm of video games and as a result, playing video games has become part of life for many to some extent. While the majority of people are embracing the fun and the thrill that video games have brought about, a handful of people are still holding relatively negative opinions on video games, thinking that playing video game is just a waste of time and money. In fact, the truth is quite the opposite. It has proved that …
Essential Feature - Cooperative Gameplay,
2018
San Jose State University
Essential Feature - Cooperative Gameplay, Thanh Bui, Hung Nguyen
ART 108: Introduction to Games Studies
Although single player and multiplayer is very important in today game, cooperative mode is an essential part of a great game. There are a lot of benefits of playing co-op mode in a game such as education and joy. Communicating, solving problems, handling stress, managing time, making decision, following instructions, acting fast as well as working in a team are skills that students can learn and practice while they are playing cooperative games. These skills are valuable for students to use in education and even in careers.
Applications Of Modular Synthesis In Music & Sound Design For Video Games,
2018
Stephen F Austin State University
Applications Of Modular Synthesis In Music & Sound Design For Video Games, Wyatt Gay, Shelby Pease, Logan Starks, Travis Wattigney
Undergraduate Research Conference
Project Objective: Score one minute of gameplay footage and produce fifteen sound effects for a video game solely utilizing the virtual modular synthesizer Reaktor Blocks.
The Evolution Of Nintendo Company,
2018
San Jose State University
The Evolution Of Nintendo Company, Yaochen Wei
ART 108: Introduction to Games Studies
Through consistent innovation, investment in quality, research, and diversification, Nintendo managed to evolve from a playing card manufacturer to a world-leading video game company.
Ready, Set, Play! Disrupting Our Preconceptions Of Classroom Learning Through Innovative Teaching Practices.,
2018
Lesley University
Ready, Set, Play! Disrupting Our Preconceptions Of Classroom Learning Through Innovative Teaching Practices., Heather Shaw
Lesley University Community of Scholars Day
What is play in the context of an undergraduate classroom? For our purposes, play is an attitude and an approach to making work. Both inside and outside of the classroom, there are many ways in which play can serve as a base for serious problem-solving.
As educators, we choose to create a learning environment that provides enjoyment to the people who conduct activities within it. Play does not need to be frivolous — it encourages curiosity, constructive and critical discourse, and provides a safe environment to fail. Framing work within the context of “play” allows students to go beyond their …
Plentiful Possibilities For Pen, Pencil, And Paper Play,
2018
Gettysburg College
Plentiful Possibilities For Pen, Pencil, And Paper Play, Todd W. Neller
Computer Science Faculty Publications
Neller presented games such as Dots and Boxes, Sprouts, Jotto, Chomp, and Pentominoes in order to illustrate the diversity of existing pencil and paper games. Additionally, he presented his own pencil and paper game design, Paper Penguins, and discussed the game design process.
Emergent Narrative: Stories Of Play, Playing With Stories,
2018
University of Central Florida
Emergent Narrative: Stories Of Play, Playing With Stories, Eric Murnane
Electronic Theses and Dissertations
Emergent narrative, a phenomenon of unexpected contextual stories arising through play, has been researched in the field of game studies since 1999. However, that discussion largely lies in the realm of theoretical stories which are generated by either the system or the player. The purpose of this dissertation is to deepen our understanding of emergent narrative by examining real-world examples of the phenomenon. Four hundred player posts were gathered from forums relating to the video game Skyrim (a large, open world fantasy roleplaying game) and analyzed using a mixed-method framework which is informed by digital ethnography, fan studies, and game …
Learning To Generate Natural Language Rationales For Game Playing Agents,
2018
Cornell University
Learning To Generate Natural Language Rationales For Game Playing Agents, Upol Ehsan, Pradyumna Tambwekar, Larry Chan, Brent Harrison, Mark O. Riedl
Computer Science Faculty Publications
Many computer games feature non-player charactert (NPC) teammates and companions; however, playing with or against NPCs can be frustrating when they perform unexpectedly. These frustrations can be avoided if the NPC has the ability to explain its actions and motivations. When NPC behavior is controlled by a black box AI system it can be hard to generate the necessary explanations. In this paper, we present a system that generates human-like, natural language explanations—called rationales—of an agent's actions in a game environment regardless of how the decisions are made by a black box AI. We outline a robust data collection …
Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation,
2018
Old Dominion University
Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette
English Faculty Publications
No abstract provided.
Prosocial Religion And Games: Lost & Found,
2018
Rochester Institute of Technology
Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws in Moses Maimonides’ …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game,
2018
Rochester Institute of Technology
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Articles
This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to …
Good Game,
2018
Virginia Commonwealth University
Good Game, Greyory Blake
Theses and Dissertations
This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning,
2017
Rochester Institute of Technology
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
Articles
This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems,
2017
Rochester Institute of Technology
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Articles
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
An Analysis Of Operant Conditioning And Its Relationship With Video Game Addiction,
2017
San Jose State University
An Analysis Of Operant Conditioning And Its Relationship With Video Game Addiction, Daniel Vu
ART 108: Introduction to Games Studies
A report published by the Entertainment Software Association revealed that in 2015, 155 million Americans play video games with an average of two gamers in each game-playing household (Entertainment Software Association, “Essential Facts about the Computer and Video Game Industry”). With this massive popularity that has sprung alongside video games, the question must be asked: how are video games affecting today's people? With the current way some video games are structured, the video game rewards players for achieving certain accomplishments. For example, competitive video games reward players who achieve victories by giving them a higher ranking or other games display …
Random Numbers And Gaming,
2017
San Jose State University
Random Numbers And Gaming, Sinjin Baglin
ART 108: Introduction to Games Studies
In Counter Strike: Global Offensive spray pattern control becomes a muscle memory to a player after long periods of playing. It’s a design choice that makes the gunplay between players more about instant crosshair placement with the faster player usually winning. This is very different from the gunplay of the current popular shooter Player Unknown’s Battlegrounds. Player Unknown’s Battleground’s spray pattern for the guns are random. So how does this affect the player experience? Well as opposed to Counter Strike: Global Offensive, the design choice makes gunplay between two players more about how a person can adapt faster …
Fighting Game Difficulty,
2017
San Jose State University
Fighting Game Difficulty, Andrew Hon
ART 108: Introduction to Games Studies
Lowering difficulty in games has become a recent trend amongst gaming companies. The goal of this tactic is to provide a more welcoming platform for players that are new to the franchise. However, this trend has been met with criticism amongst more experienced veterans of their respective games. This essay will touch upon different games within the fighting game genre that have lowered their overall difficulty, and the positive/negative effects of it.
