Twining : Critical And Creative Approaches To Hypertext Narratives,
2021
University of Central Florida
Twining : Critical And Creative Approaches To Hypertext Narratives, Anastasia Salter, Stuart Moulthrop
English Faculty Books
Twining is both a critical consideration of Twine and works made with it during the first decade of the software; and an exploration of concepts and techniques for making things with Twine.
Critical Modding: A Design Framework For Exploring Representation In Games,
2021
University of Central Florida
Critical Modding: A Design Framework For Exploring Representation In Games, Kenton Howard
Electronic Theses and Dissertations, 2020-
In this project, I created a framework for exploring problems with representations of marginalized characters in video games called "critical modding." The main goal of this project was to provide a method for addressing issues with portrayals of queer characters in video games through modification of a game's narrative and gameplay systems. I also created a video game prototype called Life in the Megapocalypse as a digital tool for engaging in critical modding. In addition, I created classroom assignments based on the game prototype aimed at helping people learn more about problems with portrayals of queer characters in games through …
For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack,
2021
Ateneo de Manila University
For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng
Department of Information Systems & Computer Science Faculty Publications
For People and Planet: An SDG Adventure refers to a freely available Android-based narrative adventure game and teacher resource pack that helps learners see the United Nations Sustainable Development Goals (SDGs) in their day-to-day lives. In this paper, we describe the results of an evaluation of both the game and the resource pack by eight (8) middle school teachers. After playing the game and reading the resource pack, teachers gave their feedback about what they liked best and least about the materials, how they could use these resources for their classes, and how these resources could be improved further. Overall, …
Cares, Labors, And Dangers: A Queer Game Informed By Research,
2021
University of Central Florida
Cares, Labors, And Dangers: A Queer Game Informed By Research, Amy Schwinge
Honors Undergraduate Theses
Queerness as a quality has a permanent fluidity. Videogames as a medium are continually evolving and advancing. Thus, queer games have a vast potential as an art form and research subject. While there is already a wealth of knowledge surrounding queer games my contribution takes the form of both research paper and creative endeavor. I created a game by interpreting the queer elements present in games research. My game reflects the trends and qualities present in contemporary queer games, such as critiques on empathy and alternative game-making programs. This paper details what research inspired elements of my game as well …
The Hidden Secrets Of Historical Artistry,
2021
University of Central Florida
The Hidden Secrets Of Historical Artistry, Jennifer B. Musser
Honors Undergraduate Theses
When I began developing the video game concept for my thesis, I realized that I was one of the kids that grew up in a society where video games took prevalence over historical artistry. I, however, was unaware of the hidden secrets that resided in the art and how much they contribute to the video games I enjoy playing today. This thesis aims to provide the younger generations with an engaging and stimulating way to experience historical artistry, more specifically the Italian Renaissance, without having to consult a history book. I aim to provide enough detail on multiple aspects of …
The Impact Of Art Style On Video Games,
2021
University of Central Florida
The Impact Of Art Style On Video Games, Eric Sarver
Honors Undergraduate Theses
The focus of this thesis is to explore the impact of art styles on video-games. This was done so that I could contribute something more to the digital media industry regarding this topic, and show people unique data sets that may help guide them in the right direction if they are looking for answers to questions they may have about art styles and their impact on the success of games. This was done through a study that was conducted via an online survey, where results were taken from student participants over the age of 18 in the GAIM program at …
Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement,
2021
University of Central Florida
Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad
Electronic Theses and Dissertations, 2020-
Despite some ongoing debates over the positive or negative impact of digital games, educational games are powerful tools to increase engagement and improve learning outcomes. Scientific concepts about the weather are complicated for younger learners and deep learning often requires long-term cultivation. This thesis presents a novel interactive educational simulation called the Science of Meteorology with Interactive Learning Experience (SMILE). In it, students interact with a touchscreen monitor to change weather conditions and learn about clouds and weather science. The relationship between engagement and learning outcomes and the effectiveness of the experience is evaluated using a formal user study. Online …
Introduction To Game Design, Development, And Criticism (Game 201t),
2021
Old Dominion University
Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.)
English Faculty Publications
No abstract provided.
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found,
2021
Rochester Institute of Technology
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
Articles
This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …
Combat Music, Usability, And Presence In Video Games,
2021
University of Central Florida
Combat Music, Usability, And Presence In Video Games, Jedidah Wong
Honors Undergraduate Theses
The interactive nature of video games offers players unique playthroughs of the same game. Choices made during gameplay, despite going through the same narrative story, create a journey that differs from other players. Music can help support a player's connection to the game's characters and narrative while also providing information to the player to guide their decisions. Ludomusicological studies in the past have shown how music can support a game's narrative, while also serving to inform players of changes in game states. The usability function of music, while crucial in this overall sonic experience, is not the sole purpose that …
Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection,
2021
University of Central Florida
Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd
Electronic Theses and Dissertations, 2020-
This thesis examines the unique representation of death in independent videogames. Specifically, in three titles: That Dragon, Cancer, Spiritfarer, and A Mortician's Tale. These three games break traditional norms of death in video games and how death is presented in other more traditional mediums. These unique perspectives are more concerned with the personal and societal side of death, the reflection, and confrontation of our mortality. Each game is a stand-out example of a growing trend in independent titles coined as "death positive" games. These types of games are made with the intent to approach death differently, potentially providing comfort to …
Immersion's Relationship To Enjoyment In Gaming,
2021
University of Central Florida
Immersion's Relationship To Enjoyment In Gaming, Ronald Ray Eddy
Electronic Theses and Dissertations, 2020-
The term immersion has become ubiquitous in descriptions of entertainment activities, including theme park attractions, virtual reality experiences, video games, and more. In nearly all cases, an expectation is that immersion in an activity is a desired outcome. However, this implication is challenged by a lack of research into the relationship between immersion and enjoyment. A further challenge is presented by the lack of a consensus among researchers regarding a precise definition of immersion. This dissertation explores the immersion-enjoyment relationship by first examining the construct of immersion itself, followed by an exploration of the myriad concepts surrounding immersion, including engagement, …
The Technical World Of Warcraft,
2021
University of Central Florida
The Technical World Of Warcraft, Derek Hampton
Electronic Theses and Dissertations, 2020-
The Technical World of Warcraft explores the various technical instruction elements of World of Warcraft, more specifically observing issues faced by players who take on content at the highest level. The thesis raises the problem of the in-game technical documentation being utterly ineffective for the aforementioned players, causing them to create their own technical documents. While observing the environment found exclusively within the game, research from Jennifer DeWinter and Ryan Moeller, Mark Chen, Sarah Bishop, and more, is used to analyze the game's instructional elements from a critical angle. Several job listings from other major game development companies are also …
The London Game,
2021
Lindenwood University
The London Game, Geremy Carnes, Betsy Aldrich, Brielle Amick, Luke Anderson, Cheyenne Burns, Benjamin Burr, Hannah Marie Chisnell, Caitlin Dollins, Jackson Ederer, Julia Fotiadis, Ethan Mathias, Marqueveosha Patton, Kai Ross, Caroline Smith, Jessica Spivey, Andrea Stanford, Lana Kay Tutterow, Castle Wagoner-Smith
OER Student Projects
The London Game is an interactive narrative developed by students and their instructor at Lindenwood University using the Twine tool. Players take the role of a time traveler who can experience any of three scenarios based on aspects of London history and culture of the seventeenth and eighteenth centuries: the Great Fire, the theatrical scene, and the struggles of poverty.
How Live Streaming And Twitch Have Changed The Gaming Industry,
2020
San Jose State University
How Live Streaming And Twitch Have Changed The Gaming Industry, Krystal Ruiz
ART 108: Introduction to Games Studies
Live streaming in itself has become a booming industry in which its content consists of “streamers” who live broadcast numerous events and real-time interactions while simultaneously chatting with viewers drawing huge and increasing numbers (Adamovich). Twitch has especially excelled at garnering attention as one of the most popular live streaming platforms that focuses on broadcasting and viewing video game content (Adamovich). Twitch has grown rapidly within the last few years asserting its dominance as one of the major forces in the games industry and becoming a multi-billion-dollar industry (Adamovich). For example, according to Descrier, in 2016 there were approximately 292 …
Making Data Playable: A Game Co-Creation Method To Promote Creative Data Literacy,
2020
Utrecht University
Making Data Playable: A Game Co-Creation Method To Promote Creative Data Literacy, Stefan Werning
Journal of Media Literacy Education
This article explores how making data playable, i.e. developing exploratory co-creation techniques that use elements of play and games to interpret small to mid-sized datasets beyond the current focus on visual evidence, can help a) promote creative data literacy in higher education, and b) expand existing definitions of data literacy. The article briefly investigates playful characteristics in existing data practices, and discusses how this perspective compares to existing frameworks that define data literacy. In a second step, we present a Discursive Game Design technique to promote creative data literacy. The article reports on findings from a sample workshop, during which …
The Impact Of Shigeru Miyamoto On The Game Design Industry,
2020
San Jose State University
The Impact Of Shigeru Miyamoto On The Game Design Industry, Luan Tran
ART 108: Introduction to Games Studies
Nintendo started as a small company in the 1970s that sold playing cards. Having seen the exemplary gift in his son, Miyamoto's father arranged for an interview with the president of Nintendo Hiroshi Yamauchi. Consequently, Miyamoto got a position in 1977 as an apprentice in the planning department after showing his toy creations to the president. He became the first Nintendo artist as he helped create the art for the first original coin-operated arcade game. The approach demonstrated his innate abilities that would help him become the ultimate guru in the industry. Through individual discovery, Miyamoto has managed to produce …
The History Of Nintendo: The Company, Consoles And Games,
2020
San Jose State University
The History Of Nintendo: The Company, Consoles And Games, Laurie Takeda
ART 108: Introduction to Games Studies
From the start, Nintendo has evolved overall as a company; from a playing card manufacturer to developing a wide variety of video game consoles and video games that are played worldwide, they continue to research and expand upon what the company can offer.
Spontaneity And The Supernatural: Simulating Improv On Twine,
2020
Nova Southeastern University
Spontaneity And The Supernatural: Simulating Improv On Twine, Angelica Zadak
All HCAS Student Capstones, Theses, and Dissertations
This thesis is an improv-based digital role-playing game (RPG) created on Twine titled Spontaneity and the Supernatural. The game synthesizes Dustin Edward’s scholarship on remix and digital rhetoric, Kathleen Blake Yancy and Stephen J. McElroy’s application of assemblage theory in composition, and Viola Spolin’s improv theory and practices to take improv from the stage to a digital space. This game uses Twine as a development tool to deliver improv concepts, such as Spolin’s ensemble, environment, and intuition, procedurally. To incorporate these elements into the game, the thesis engages potential players with a narrative that suggests all players can practice improv …
Indeterminate Sample Sequencing In Virtual Reality,
2020
Louisiana State University and Agricultural and Mechanical College
Indeterminate Sample Sequencing In Virtual Reality, Chase Mitchusson
LSU Doctoral Dissertations
The VR Sequencer is a tool for composing and performing music which takes advantage of spatial configuration of 3-D objects to generate looping sequences. This project combines dice-rolling with omnidirectional playheads and variable terrain to make a sequencer with indeterminate features in Virtual Reality (VR). A comparison of mapping systems for music games and digital instruments demonstrates a middle ground for interactive music making which the VR Sequencer applies. An inspection of current VR works exhibits a disconnect be- tween VR gamers and experimental musicians. In an attempt to give the gaming community access to experimental music making, the VR …