Guiding The Story World: A Comparison Of Diegetic Cues In A Snow White Vr Narrative Game,
2025
Dartmouth College
Guiding The Story World: A Comparison Of Diegetic Cues In A Snow White Vr Narrative Game, Jiayi Xu
Dartmouth College Master’s Theses
Virtual reality (VR) narrative games must guide players through complex story worlds without undermining immersion, yet prior work rarely compares different forms of in-world guidance under tightly controlled conditions. Designers routinely mix diegetic text, character behavior, and environmental motion, but it remains unclear how these cue families differentially shape cognitive load, task performance, and narrative experience when they convey the same instruction.
This thesis investigates how three common diegetic cue types—diegetic text, non-verbal gestures from a non-player character, and environmental motion and highlights—affect players in a first-person VR retelling of the Snow White story. In a between-subjects laboratory study, each …
Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania,
2025
Sokoine University of Agriculture
Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray
Journal of Humanities and Social Sciences
The current study investigates the relationship between noun classes and plant folk taxonomy in Chasu (G 22). The study focuses on two objectives: the first objective is to describe the plant folk taxonomy in Chasu and the second objective is to determine the relationship between noun classes and plant folk taxonomy in Chasu. Data were collected from rural villages in Same and Mwanga districts by using free listing, field interviews (jungle-walk-and-identify), and written texts containing Chasu plant names. The findings reveal that Chasu folk taxonomy reflects different ethnobotanical categories; including a unique beginner which is mmea/mimea ‘plant(s)’, and three life …
Jumpstart Version0.1,
2025
Lindenwood University
Jumpstart Version0.1, Peter Brauninger
Game Design
Game Prototype for Learning the development of a full game
Pearanormal Reporter,
2025
Lindenwood University
Pearanormal Reporter, Zakayla Bailey
Game Design
Pearanormal Reporter is a mystery/horror game with a fun twist. Play as a paranormal reporter, Peary the Pear, to figure out what happened at Fruitington Manor. Explore the manor to find clues about the suspect, location and cursed item used. Get all information correct to win the game. Just be careful of the evil Orange Entity that roams the manor. Game created for GAM 56800. Built in Unity.
Penguin Run,
2025
Lindenwood University
Penguin Run, Lillian Mantz
Game Design
Penguin Run is a flappy bird inspired platformer. The goal is to collect coins and avoid the ice spikes.
Dungeon Escape,
2025
Lindenwood University
Dungeon Escape, Andrew Begemann
Game Design
This game was developed during a GAM 56800 course taken in the first half of the 2025 school year. The game prototype features a player that moves though a procedurally generating dungeon collecting potions and fending off enemies until finding the key to the portal that lets them leave the dungeon. The whole game development process was followed, from game design document creation to compiling an installer/uploading to itch.io, as an in-depth study. Free assets were used from the unity assets store and chatGPT was used occasionally to supplement coding/scripting needs. The player character was modeled specifically for unity animation …
Unchained,
2025
Lindenwood University
Aliens Over Earth,
2025
Lindenwood University
Aliens Over Earth, Stephen D. Ragsdale
Game Design
Welcome to Aliens Over Earth! In this classic style platformer game, you play as an alien invading Earth for resources necessary to save her planet! You get to fly around in an alien saucer and search for the mysterious blueprint book, while defending against guided missile launchers, and collecting satellite dishes that have the materials the alien requires. But don’t be too careless in your pursuit of saving your planet because there are still Earth’s defenses and they are very capable and will not hesitate to take you down. Although if your ship gets overwhelmed and destroyed by the encroaching …
The Last Werewolf: An Interactive Narrative About Bipolar Disorder,
2025
SAE University College
The Last Werewolf: An Interactive Narrative About Bipolar Disorder, Rebecca Kerr
Staff Scholarship - Australia & Dubai
The Last Werewolf is an interactive narrative game exploring lived experiences of bipolar disorder through metaphor and emotional design. Drawing on the creator’s personal perspective, the game uses cyclical transformation as a lens for understanding mood episodes and identity fragmentation. The showcase presentation examined how mechanics and narrative structure were used to embody bipolar experiences, aiming to foster empathy and nuanced mental health representation in games. By integrating creative practice with research, The Last Werewolf demonstrates how independent games can meaningfully communicate complex psychological realities through interactive storytelling.
Draft Card Battler,
2025
Lindenwood University
Draft Card Battler, Brian Moore
Theses
This project investigates how design transparency and player interaction mechanics can enhance emotional connection and strategic depth in competitive digital card game environments. Draft Card Battler transforms traditional sequential turn-based Trading Card Game (TCG) gameplay into a structured round-based system featuring asymmetric card-play patterns (1-2-2-1) and simultaneous combat resolution. Beginning with a physical card game prototype, the project evolved through iterative design and digital implementation, informed by research in social capital theory and player psychology. Through reflective playtesting and technical development, this study explores whether visibility, pacing, and commitment mechanics foster trust, fairness, and cooperation alongside competitive tension. The implementation …
Igda Foundation Alumni Weekend: Multiclassing For Better Leadership,
2025
SAE Institute Australasia
Igda Foundation Alumni Weekend: Multiclassing For Better Leadership, Matthew Dyet
Staff Scholarship - Australia & Dubai
This talk was presented at the IGDA Foundation Alumni Weekend, an annual event that is run by and for recipients of the IGDA Foundation scholarship. The talk covered the fundamentals of leadership through the lens of multiclassing as covered in my book, Great Games Need Great Leaders.
Benedictine Art And Design: How Color Psychology Can Positively Influence Department Enrollment,
2025
Lindenwood University
Benedictine Art And Design: How Color Psychology Can Positively Influence Department Enrollment, Claire Pauline Fink
Theses
This thesis examines how design strategies informed by color psychology and experimental aesthetics can be used to strengthen the visual identity and recruitment efforts of the Benedictine College Art & Design Department (BCAD). Following the recent addition of Graphic Design as a major and the department’s name change in 2021, there has been a noticeable gap in public awareness and printed promotional materials tailored to prospective students. Grounded in theoretical frameworks, such as D. E. Berlyne’s optimal arousal theory, and supported by survey responses from current Art & Design students, this project identifies key needs in marketing to prospective students. …
La Representación Del Sistema Nocional De La Estructura Bélica En Videojuegos De Multiplataforma: Una Discusión Semiótica,
2025
Universidad Michoacana de San Nicolás de Hidalgo
La Representación Del Sistema Nocional De La Estructura Bélica En Videojuegos De Multiplataforma: Una Discusión Semiótica, Alfonso Rincón Vaquero, Edgar Ávila González
Journal of Roleplaying Studies and STEAM
En este estudio de reflexión discutimos la manera en que los videojuegos de guerra multiplataforma potencialmente refuerzan estructuras de poder dominantes en la actualidad. Para ello, recurrimos a la semiótica (Eco, 1977) y, particularmente a la teoría de la segmentación de la cultura y producción de sentidos de González (2012), por medio de la cual contemplamos a los videojuegos como subespacios de la cultura que proporcionan visibilidades específicas sobre el mundo. Asimismo, nos apoyamos brevemente en la concepción del poder establecida por Michel Foucault (1978), pues llama la atención su concepción sobre las relaciones de poder como una red productiva …
An Interactive Walkthrough Of Richard Kostelanetz’S Library,
2025
CUNY Graduate Center
An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick
Dissertations, Theses, and Capstone Projects
My project utilizes the visual novel game engine Ren’Py to create an embodied virtual walkthrough of Richard Kostelanetz’s personal library. Kostelanetz is a pioneering avante-garde artist, critic, and anthologist whose work spans multiple decades and artistic practices. This interactive experience introduces users to the astounding collection of 25,000 books that Kostelanetz has amassed in Ridgewood, Queens over his decades of publishing avant-garde literature. While scholars might be familiar with his anthologies such as Scenarios: Scripts to Perform (1980) and Texts-Sound Texts (1980), my project allows users to browse through sample pages of his original “Book Art”.
This New Media Object …
Gamifit,
2025
Rhode Island School of Design
Gamifit, Sishu Wu
Masters Theses
How can we make fitness feel more like raising a pet than checking off a chore?
Gamifit is a playful system that helps beginners build exercise habits by blending AR fitness pets (Fitimals) with a simple physical reminder device (The Dock). Instead of tracking numbers and steps, it focuses on emotional motivation—your Fitimal eats, rests, and grows based on your workout consistency. Skip too many days, and they might get sick... or even leave.
This project uses gamification to bring short-term joy into a long-term challenge, creating a softer, kinder fitness journey—one that feels fun, forgiving, and actually worth sticking …
Terraincraft: Automated Land-Cover–Driven Terrain Generation For Marine Robot Simulations,
2025
Dartmouth College
Terraincraft: Automated Land-Cover–Driven Terrain Generation For Marine Robot Simulations, Xinyue Liang
Dartmouth College Master’s Theses
From self-driving cars navigating city streets to all-terrain vehicles tackling rugged landscapes, recent leaps in robotic autonomy due to fast pace development in deep learning are reshaping how machines interact with the real world. However, autonomy in the aquatic environment is still limited, due to difficulty in testing and unavailability of realistic simulation environments.
In this project, we aim to create an automated system that simplifies the processes of creating synthetic datasets for marine robots navigation training tasks. We achieved this through a land cover map controlled terrain generation. Our goal is to provide an automatic terrain generation system that …
How Kirby’S Return To Dream Land Deluxe Subverts Narrative Expectations,
2025
Ohio Northern University
How Kirby’S Return To Dream Land Deluxe Subverts Narrative Expectations, Kelley I. Hale
Aurora
The Kirby series has been around for over 30 years, and very little has been done to research it. This is a shame, as I believed (and still do believe) the series has a lot to offer in terms of research. For this paper, I analyzed Kirby's Return to Dream Land Deluxe, a Switch remake of the Wii game Kirby's Return to Dream Land. I analyzed the cutscenes found within the game using fantasy theme criticism. I did this to explore how the game subverts narrative expectations, as well as show that Kirby games have value when it comes to …
One Can Only Dream,
2025
CUNY Hunter College
One Can Only Dream, Sophia V. Yacca
Theses and Dissertations
One Can Only Dream is an interactive installation in which players are invited to navigate a liminal, dream-like game, engage with a branching series of questions, and introspect upon the relationships between unconscious expression, conscious self-perception, and the inherent difficulty of depicting, sharing, and understanding subconscious thought.
Rooted in both my personal experience with a rare neurophysiological condition and in my desire to create, this project examines dreams not only as a medical and cultural phenomenon, but also as a means to form identity, reflect trauma, and inspire creativity. Drawing from modern interactive storytelling and my lived experiences, this work …
Coffee Bindings,
2025
CUNY Hunter College
Coffee Bindings, M. Ermolenko
Theses and Dissertations
Coffee Bindings is a multi-media interactive installation weaving themes of history, memory, death, and spaces that no longer exist through the lens of coffee readings and a mixture of physical and digital media. By navigating ghost spaces (spaces/places that used to exist but don’t anymore), and looking at survival through three time periods, Coffee Bindings jumps through liminal time and space, navigating the Armenian Genocide of 1915, the ethnic cleansing and displacement of Armenians from Artsakh in 2020-2024, while also tying them to personal family history with the death of my father and the loss of the physical space of …
On The Hexgame,
2025
Rose-Hulman Institute of Technology
On The Hexgame, Corwin Jones
Mathematical Sciences Technical Reports (MSTR)
The SOMA Cube has been studied by mathematicians for a number of decades, but so far methods for solving three-dimensional space-filling puzzles like the SOMA cube remain numerical; we do not have a means to predict the number of solutions to SOMA-like puzzles. We present a two-dimensional puzzle that shares certain features of the SOMA Cube, with the hope that it will be a more convenient object of study for future research into space-filling/space-covering puzzles.
