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All Articles in Game Design

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Accurate Player Modeling And Cheat-Proof Gameplay In Peer-To-Peer Based Multiplayer Online Games, Daniel Everett Pittman Jr. 2012 University of Denver

Accurate Player Modeling And Cheat-Proof Gameplay In Peer-To-Peer Based Multiplayer Online Games, Daniel Everett Pittman Jr.

Electronic Theses and Dissertations

We present the first detailed measurement study and models of the virtual populations in popular Massively Multiplayer Online Role-Playing Games (MMORPGs). Our results show that, amongst several MMORPGs with very different play styles, the patterns of behaviors are consistent and can be described using a common set of models.

In addition, we break down actions common to Trading Card Games (TCGs) and explain how they can be executed between players without the need for a third party referee. In each action, the player is either prevented from cheating, or if they do cheat, the opponent will be able to prove …


Question 1: Google And Pac-Man; Question 2: Magnetic Levitation, Larry Weinstein 2012 Old Dominion University

Question 1: Google And Pac-Man; Question 2: Magnetic Levitation, Larry Weinstein

Physics Faculty Publications

On the 30th anniversary of the introduction of the video game Pac-Man, Google created a miniature version of the game and placed it as its logo on its home page. How much total time was wasted in the United States playing this game?

(Thanks to Daniel Drill of Old Dominion University for suggesting the question.)

Animal tissue is diamagnetic. How large a magnetic field gradient is needed to levitate frogs or people?


"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette 2012 Old Dominion University

"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette

English Faculty Publications

Machinima, the practice of adapting recorded video game play into short films, highlights an often unacknowledged but significant shift in the consumption of video games and represents a key and underexplored intersection between the two leading theoretical camps. Considering the landmark series Red vs. Blue through the lens of Bolter and Grusin's propositions about "new" media's relationships with other forms offers an entry point for theorizing not only machinima but also the intersections between the ludology and narratology positions in games studies.


Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor 2011 The University of San Francisco

Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor

Master's Theses

This thesis explores how game makers conceive of and navigate the intersection between digital systems and real world systems by asking, how can social impact game designers shape procedural rhetoric to effectively address complex real world systems with digital systems? By examining three game case studies, I reach four significant findings regarding player agency, subversive play, design approaches to scale, and game difficulty in regards to systems fluency.


Texture Mapping With Mudbox And 3ds Max, Joshua Holland 2011 California Polytechnic State University - San Luis Obispo

Texture Mapping With Mudbox And 3ds Max, Joshua Holland

Graphic Communication

The purpose of this study was to determine the intuitiveness of texture mapping and compressibility of files generated using Autodesk 3ds Max 2012 versus Autodesk Mudbox 2012. This will be used by anyone starting to learn how to texture map and who is comparing programs that have the capability to do so. This will save users time in researching which program is better suited for their needs.

This study investigated how Autodesk 3ds Max 2012 and Autodesk Mudbox 2012 compared in mapping textures to 3D models. A basic computer skills assessment test and an intuitive test was administered to twelve …


Possible Symbolics 33, Stephen Andrade 2011 Johnson & Wales University - Providence

Possible Symbolics 33, Stephen Andrade

Computer Graphics Department Faculty Publications and Creative Works

Professor Steve Andrade is continuously experimenting in a wide range of visual arts and technology. He is an avid researcher in the areas of interactive technology, gaming, modern visual metaphor, archeology, fine arts, Western geology and the sociology of technology space.

When he is not teaching or conducting projects at the University, Professor Andrade can be found traveling or working in his studio (pictured here). His artwork includes digital imaging, graphic art posters, virtual space planning, information graphics, 2d and 3d sculpture, representational sketching, realism, video and his current passion - abstract modern painting with a hint of allegory. He …


The Risk Factors Of Alcohol Abuse Among College Athletes, Jacob Jones 2011 Indiana State University

The Risk Factors Of Alcohol Abuse Among College Athletes, Jacob Jones

All-Inclusive List of Electronic Theses and Dissertations

Self-concept theory was used as a theoretical basis to investigate the utility of social norms alcohol prevention programs designed for college athletes. The predictive relationship among alcohol use and athletic identity, competitiveness, drinking game participation, and level of sport participation was investigated. It was discovered that drinking game participation is a significant predictor of total weekly alcohol use above and beyond the other predictors. In addition, drinking game participation and organized recreational sport participation were significant predictors of total binge drinking episodes. While controlling for drinking game participation and competitiveness, no significant differences were found in the amount of alcohol …


The Carp Metaverse Art Ebooks, Velazquez Bonetto 2011 San Jose State University

The Carp Metaverse Art Ebooks, Velazquez Bonetto

SWITCH

This article describes the Cybernetic Art Research Project (CARP), founded in 2007 as a location in the Art Space Diabolus in Second Life. Their goal is to produce what they call HyperArt - "technically sophisticated and substantive art that explores all the possibilities of virtual media."


Cinema Of Video Games, Michael Tucker 2011 San Jose State University

Cinema Of Video Games, Michael Tucker

SWITCH

This article explores the unique potential of video games, arguing that they surpass traditional storytelling forms like literature, theater, illustration, and film by offering players a sense of agency and emotional ownership. Through interactive environments and storytelling, video games can create personalized narratives shaped by player decisions.


Agency In Video Games, Marek Kapolka 2011 San Jose State University

Agency In Video Games, Marek Kapolka

SWITCH

This article explores the concept of agency in video games, which the author distinguishes separately from interactivity. While traditional games emphasize challenge and goal completion, artistically-driven games may prioritize experiences of choice with undirected play.


Enslaved Interactivity, Yomi 2011 San Jose State University

Enslaved Interactivity, Yomi

SWITCH

This article argues that no longer are players passive while playing video games, but play active roles in forming the narratives within video games. Using "Every Day the Same Dream" as a case study, the author writes that video games should empower players to act and shape narratives, fostering awareness that extends beyond the game.


Stop Putting The Hero’S Journey In A Skinner Box, Kelsey Higham 2011 San Jose State University

Stop Putting The Hero’S Journey In A Skinner Box, Kelsey Higham

SWITCH

This article describes how goals and reward structures shape player motivation in games, distinguishing between challenge-driven players who enjoy skill development and content-driven players who want narrative and aesthetic experiences. The author argues that while goal-based design is useful for teaching skills and guiding play, it can also limit enjoyment and accessibility.


The Justice League Unlimited, ZenMondo Wormser 2011 San Jose State University

The Justice League Unlimited, Zenmondo Wormser

SWITCH

This article explains the mission and operations of the Justice League Unlimited (JLU), a volunteer group in Second Life dedicated to peacekeeping, education, and charity. Acting as a neighborhood watch, JLU members patrol high-risk areas, identify and report violations of the platform’s Terms of Service and Community Standards, and sometimes resolve issues through direct communication.


Redefining Classical Music Literacy: A Study Of Classical Orchestras, Museum Anthropology, And Game Design Theory, Kimberly M. Zahler 2011 University of Denver

Redefining Classical Music Literacy: A Study Of Classical Orchestras, Museum Anthropology, And Game Design Theory, Kimberly M. Zahler

Electronic Theses and Dissertations

The current state of declining audiences for the performing arts in the United States is cause for concern for those musicians and ensembles interested in the continuation of the art forms. The previous model of using audience numbers as the sole or primary measure of an orchestra's success is no longer sufficient in an era of participatory design and interactive experiences. Through observation and analysis of the culture of classical music, this study focuses on the emerging visions of participatory culture and the ways in which museum anthropology and game design theory can be used to redefine classical music literacy …


Maerken: A Multiplayer Role Playing Game, Chanh Ho 2011 California State University, San Bernardino

Maerken: A Multiplayer Role Playing Game, Chanh Ho

Theses Digitization Project

The purpose of this project is to develop a base implementation of Maerken using the Unreal Development Kit (UDK), a game framework that supports development of 3D games. We describe the game development process that was used to develop Maerken using UDK. The process includes game design, game implementation, and game distribution.


Effective Knowledge Development In Game-Based Learning Environments: Considering Research In Cognitive Processes And Simulation Design, Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore 2011 Old Dominion University

Effective Knowledge Development In Game-Based Learning Environments: Considering Research In Cognitive Processes And Simulation Design, Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore

STEMPS Faculty Publications

Serious games are, at their core, exploratory learning environments designed around the pedagogy and constraints associated with specific knowledge domains. This focus on instructional content is what separates games designed for entertainment from games designed to educate. As instructional designers and educators, the authors want serious game play to provide learners with a deep understanding of the domain, allowing them to use their knowledge in practice to think through multifaceted problems quickly and efficiently. Attention to the design of serious game affordances is essential to facilitating the development of domain knowledge during game play. As such, the authors contend that …


The Impact Of Cooperative Video Games On Team Cohesion, Greg Anderson 2010 Indiana State University

The Impact Of Cooperative Video Games On Team Cohesion, Greg Anderson

All-Inclusive List of Electronic Theses and Dissertations

In today’s economy, productivity and efficiency require collaboration between employees. In order to improve collaboration the factors affecting teamwork must be examined to identify where changes can be made in order to increase performance. One factor contributing to teamwork is team cohesion and represents a process whereby members are joined by a common bond in the pursuit of a common objective. A popular social bonding activity sweeping the world is playing cooperative video games. The purpose of this study was to determine the effect of playing cooperative video games on team cohesion. Subjects (N=56) were randomly placed into 15 teams …


Teaching Design And Communication Through Project-Based Service Learning: Past, Present And Future, Ulrike Gencarelle, Laura Gabiger 2010 Johnson & Wales University - Providence

Teaching Design And Communication Through Project-Based Service Learning: Past, Present And Future, Ulrike Gencarelle, Laura Gabiger

Computer Graphics Department Faculty Publications and Creative Works

No abstract provided.


A Location Aware P2p Voice Communication Protocol For Networked Virtual Environments, Gabor Papp 2010 University of Denver

A Location Aware P2p Voice Communication Protocol For Networked Virtual Environments, Gabor Papp

Electronic Theses and Dissertations

Multiparty voice communication, where multiple people can communicate in a group, is an important component of networked virtual environments (NVEs), especially in many types of online games. While most research has been conducted on one-to-one communication, we focus on group communication. In this dissertation, we present the first measurement study on the characteristics of multiparty voice communications and develop a model of the talking and silence periods observed during multiparty communication. Over a total of 5 months, we measured over 11,000 sessions on an active multi-party voice communication server to quantify the characteristics of communication generated by game players, including …


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