Scare Tactics,
2016
Rochester Institute of Technology
Scare Tactics, Tiago Martines, Gabriel Ortega, Karan Sahu, Lucas Pereira Vasconcelos, Henrique Silva Chaltein De Almeida
Theses
It is the purpose of this document to describe the design and development processes of Scare Tactics. The game will be discussed in further detail as it relates to several areas, such as market analysis, development process, game design, technical design, and each team members’ individual area of background research. The research areas include asymmetrical game design, level design, game engine architecture, real-time graphics, user interface design, networking and artificial intelligence.
As part of the team’s market analysis, other games featuring asymmetric gameplay are discussed. The games described in this section serve as inspirations for asymmetric game design. Some …
Visions: Chaos In Naango,
2016
Loyola Marymount University
Visions: Chaos In Naango, Katarina J. Klask, Hunter Gibson, Taylor Roseberry, Summer Shigetani, Mattie Coccia, Alena Siu, Caitlin Mihm, Gaston Dondero, Sophie Rudell
Honors Thesis
Trailer: https://www.youtube.com/watch?v=kxjqjJNMSFQ
Website: http://www.visionsthegame.com
Development Blog: http://visionsthegame.tumblr.com
Facebook: https://www.facebook.com/visionsthegame/?fref=ts
Twitter: https://twitter.com/visionsthegame
Email: [email protected]
The Impact And Creation Of Level Music For Video Games,
2016
East Tennessee State University
The Impact And Creation Of Level Music For Video Games, Randolph Kestner
Undergraduate Honors Theses
This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.
Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition,
2016
Nanyang Technological University
Gecka3d: A 3d Game Engine For Commonsense Knowledge Acquisition, Erik Cambria, Tam Nguyen, Brian Cheng, Kenneth Kwok, Jose Sepulveda
Computer Science Faculty Publications
Commonsense knowledge representation and reasoning is key for tasks such as artificial intelligence and natural language understanding. Since commonsense consists of information that humans take for granted, gathering it is an extremely difficult task. In this paper, we introduce a novel 3D game engine for commonsense knowledge acquisition (GECKA3D) which aims to collect commonsense from game designers through the development of serious games. GECKA3D integrates the potential of serious games and games with a purpose. This provides a platform for the acquisition of reusable and multi-purpose knowledge and also enables the development of games that can provide entertainment value and …
Aggressive Gaming: A Correlative Study Of Game Preference And Trait Aggression,
2016
East Texas A&M University
Aggressive Gaming: A Correlative Study Of Game Preference And Trait Aggression, Andrew Hagler
Honors Theses
No abstract provided.
Avatars Of Oneself,
2016
Duquesne University
Avatars Of Oneself, Patrick L. Miller
Sophia and Philosophia
Zoe is an American woman who has found that “drawing the line and standing firm has always made me feel like a bitch, and, actually, I feel that people saw me as one too.”[3] For two years, however, she played an online role-playing game using a male character where “as a man I was liberated from all that.” She made mistakes in her unfamiliar role, but learned from them. “I got better at being firm but not rigid,” she says; “I practiced, safe from criticism.” Case is an American man, who plays a similar game but always appears as a …
A Conceptual Model For Video Games And Interactive Media,
2016
Syracuse University
A Conceptual Model For Video Games And Interactive Media, Rachel I. Clarke, Jacob Jett, Simone Sacchi, Jin Ha Lee
School of Information Studies - Faculty Scholarship
In this paper, we describe a conceptual model for video games and interactive media. Existing conceptual models such as the Functional Requirements for Bibliographic Records (FRBR) are not adequate to represent the unique descriptive attributes, levels of variance, and relationships among video games. Previous video game-specific models tend to focus on the development of video games and their technical aspects. Our model instead attempts to reflect how users such as game players, collectors, and scholars understand video games and the relationships among them. We specifically consider use cases of gamers, with future intentions of using this conceptual model as a …
Ai Education: Birds Of A Feather,
2016
Gettysburg College
Ai Education: Birds Of A Feather, Todd W. Neller
Computer Science Faculty Publications
Games are beautifully crafted microworlds that invite players to explore complex terrains that spring into existence from even simple rules. As AI educators, games can offer fun ways of teaching important concepts and techniques. Just as Martin Gardner employed games and puzzles to engage both amateurs and professionals in the pursuit of Mathematics, a well-chosen game or puzzle can provide a catalyst for AI learning and research. [excerpt]
Ingress Well-Played: City As Mmo,
2016
Rochester Institute of Technology
Ingress Well-Played: City As Mmo, Elizabeth L. Lawley
Articles
This paper describes player experience for Ingress, a geo-local, mobile augmented reality game created by Google’s Niantic Labs. Ingress incorporates aspects of both pervasive, alternate reality (ARG) and massively multiplayer online (MMO) games. However, unlike many ARGs, Ingress is not focused on a specific time-limited period, or linked to a single real-world event or location. And unlike a typical MMO, play in Ingress is geo-spatially limited; players must be physically proximate to game elements in order to interact with them. Using game mechanics similar to those of many MMOs, Ingress provides for a range of gameplay, based both on …
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom,
2015
Old Dominion University
Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach
English Theses & Dissertations
The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival …
Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function,
2015
University of Central Florida
Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie
Faculty Scholarship and Creative Works
This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These …
Title Not Available,
2015
East Texas A&M University
What You Gotta Know To Play Good In The Iterated Prisoner’S Dilemma,
2015
CUNY City College
What You Gotta Know To Play Good In The Iterated Prisoner’S Dilemma, Ethan Akin
Publications and Research
For the iterated Prisoner’s Dilemma there exist good strategies which solve the problem when we restrict attention to the long term average payoff. When used by both players, these assure the cooperative payoff for each of them. Neither player can benefit by moving unilaterally to any other strategy, i.e., these provide Nash equilibria. In addition, if a player uses instead an alternative which decreases the opponent’s payoff below the cooperative level, then his own payoff is decreased as well. Thus, if we limit attention to the long term payoff, these strategies effectively stabilize cooperative behavior. The existence of such strategies …
Individual Differences In Digital Badging: Do Learner Characteristics Matter?,
2015
University of Central Florida
Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel
Faculty Scholarship and Creative Works
Badge use has rapidly expanded in recent years and has benefited a variety of applications. However, a large portion of the research has applied a binary useful or not useful approach to badging. Few studies examine the characteristics of the user and the impact of those characteristics on the effectiveness of the badging system. This study takes preliminary steps toward that cause, examining the effectiveness of a badging system across two web-based university courses in relation to the individual differences of the learners. Individual differences are examined through the lens of Long-Dziuban reactive behavior types and traits. Results revealed differences …
Clairvoyant Learning: The Strangeness Of Playing Games,
2015
Washington University in St. Louis
Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley
Graduate School of Art Theses
In retelling multiple stories of my research, this document serves as a quest to archive my interest in games as evolved systems of play that continue to manipulate the way we view literacy. In describing the subtly of these terms while examining the folkloric histories that contextualize the language of this media, I have doubly manipulated the form of my paper to be like a choose-your-own-adventure tale, reflecting the estrangement of time and authorship unique to the narrative space in games. Unlike the formal structures found in literature or cinema, games animate collaborative and nonlinear systems that return the craft …
Experimental Boss Design And Testing,
2015
East Tennessee State University
Experimental Boss Design And Testing, Joseph P. Mistretta
Undergraduate Honors Theses
Over the years, gaming has developed rapidly from simple pixel-based experiences to fully blown three-dimensional worlds. As developing technologies improve, so does the complexity and flexibility of what can be created. Encounters, along with all aspects of any gaming experience, have evolved along with the technologies that create them. These intense combat instances, often times referred to as “bosses”, represent a chance for the developer to challenge player skill, cooperation, and coordination. In addition to being major challenges, encounters also allow players to feel a sense of progression as they learn and adapt to mechanics incorporated within an encounter’s design. …
Testing An Original Story In Multiple Artistic Mediums,
2015
East Tennessee State University
Testing An Original Story In Multiple Artistic Mediums, Alexander F. Morton
Undergraduate Honors Theses
The Story is one of the oldest forms of communication between humans. Various methods have enhanced and updated the Art in a variety of ways since the concept was created. In modern times, a story can exist in multiple mediums because of the variations that humans use today to tell stories. I present an artistic project that will show my development of an original universe, plot, and characters into a storyline introduction for enjoyable purposes. The belief was that these ideas I created could succeed in multiple formats, but I would need to narrow it down and test what I …
Why Video Game Genres Fail: A Classificatory Analysis,
2015
Syracuse University
Why Video Game Genres Fail: A Classificatory Analysis, Rachel I. Clarke, Jin Ha Lee, Neils Clark
School of Information Studies - Faculty Scholarship
This paper explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization, and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. …
A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors,
2015
Syracuse University
A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors, Rachel I. Clarke, Jin Ha Lee, Stephanie Rossi
School of Information Studies - Faculty Scholarship
Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire, and play video games. With the aim of better understanding people’s game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video games. Participants included casual and avid gamers, parents, collectors, industry professionals, librarians, and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations on …
Militarization And Modern Gaming: An Analysis Of The Relationship Of The Military And The Video Game Industry,
2015
Eastern Kentucky University
Militarization And Modern Gaming: An Analysis Of The Relationship Of The Military And The Video Game Industry, Steven Chapman
Online Theses and Dissertations
This paper examines the influence of militarism and the military itself in modern video gaming. The military's involvement includes developing its own, free of charge, video game title used as a recruitment tool, and training games used to desensitize new soldiers. Surrounding this direct involvement is a massive gaming industry that markets war and killing in the execution of the former in a "realistic" yet intensely glorified manner. The macro-cultural and societal implications of this phenomenon are explored.
