When The Audience Takes The Controller: How Streaming Is Changing The Way We Play Games,
2025
San Jose State University
When The Audience Takes The Controller: How Streaming Is Changing The Way We Play Games, Lea Wilhelmer
ART 108: Introduction to Games Studies
For decades, video games have been understood as solitary experiences. A player would sit alone or with a small group, controller in hand, navigating digital worlds where every action, decision, and outcome was shaped by their own input. At its core, gaming was personal. The lines between the audience and player were clearly drawn. The player was the one actively involved in the game, while everyone else was an observer, watching from the sidelines. This traditional model has seen significant transformation in the last decade, as the rise of streaming platforms like Twitch, YouTube Gaming, and other similar services radically …
Redefining Fun: How Realism And Effort Engage Players In Video Games,
2025
San Jose State University
Redefining Fun: How Realism And Effort Engage Players In Video Games, Marsel Abdullin
ART 108: Introduction to Games Studies
In the current era of video game development, the gaming industry frequently pursues instant gratification, creating a landscape for immediate and empowering rewards. Current trends clearly show that experiences allow players to become superhuman or extraordinary beings with very little difficulty, satisfying a common desire for escapism and power. This suggests that “fun” is commonly associated with ease, speed, and constant positive feedback. However, my counter-argument is the emergence of games such as Kingdom Come: Deliverance and Red Dead Redemption 2. These games operate with a different game design and philosophy. In fact, they embrace slowness, hardship, and the detailed …
The Evolution Of Video Game Collectibles And Marketplaces,
2025
San Jose State University
The Evolution Of Video Game Collectibles And Marketplaces, Leland Lee
ART 108: Introduction to Games Studies
Digital Collectibles such as weapon skins, avatar skins, emotes, and in-game art were created as a playful surprise for the video game experience. Many years later, it has produced a multibillion-dollar economy in the gaming industry and is also responsible for the high demand for intriguing in-game collectibles. Although these cosmetic features were initially meant for looks, they have evolved into something of actual value that has completely changed the landscape of games and how they are played. As a result, this has created an intricate environment where players are able to buy, trade, and sell in-game collectibles in both …
Nothing Is Off Limits, But Not Everything Is Done Right: Exploring Ineffability,
2025
San Jose State University
Nothing Is Off Limits, But Not Everything Is Done Right: Exploring Ineffability, Alejandro Maciel
ART 108: Introduction to Games Studies
Games are capable of addressing absolutely anything. No topic is too big, too controversial, or too emotional. but not everything is done well; the problem isn't the subject, it's always the delivery. When the developers approach heavy topics without care, they risk doing harm. bwhen they do their research and consult communities and write with purpose, the result can be transformative. Representation, when handled with attention, isn't political correctness; it's simply good storytelling. it's how games become more than entertainment. They become tools for empathy, education, and more valuable connections
The Cost Of Creative Freedom: Comparing Aaa And Indie Game Development,
2025
San Jose State University
The Cost Of Creative Freedom: Comparing Aaa And Indie Game Development, Andrei Morgunov
ART 108: Introduction to Games Studies
The independent development model provides developers with creative freedom and personal fulfillment because it enables them to learn through hands-on experience while creating distinctive experiences and developing diverse skills. It provides them with both long-term ownership of their work and the chance to achieve remarkable success through their own efforts while allowing them to maintain direct communication with players who appreciate their creative output. The choice between AAA and indie depends on individual career goals, but developers who view games as more than just products of entertainment can find greater meaning in the indie path, Long-term triple-A developers who want …
Best Practices: Reusing Space To Enhance Narrative Immersion,
2025
Southern Methodist University
Best Practices: Reusing Space To Enhance Narrative Immersion, Yuning Yang
Level Design Theses and Dissertations
This research explores the relationship between traditional storytelling techniques and the reuse of space and attempts to evaluate the relationship’s effectiveness in enhancing the player’s immersion in both narrative and gameplay. The researcher investigates various concepts, such as mental mapping, spaced learning, and thematic affordances, to understand how players remember previously visited spaces. Based on these practices, the researcher built a custom single-player level in Dying Light, where players assist a trapped non-player character (NPC) in searching for his coworkers. As players complete objectives, they simultaneously familiarize themselves with the environment and revisit spaces guided by narrative signifiers. To assess …
Implementing Defamiliarization Techniques To Enhance Quest-Based Storytelling,
2025
Southern Methodist University
Implementing Defamiliarization Techniques To Enhance Quest-Based Storytelling, Yi Zhong
Level Design Theses and Dissertations
Defamiliarization is a technique originating from literary theory that can be used to subvert player expectations and create novel and thought-provoking experiences. This thesis explores how players react to defamiliarization and how defamiliarization enhances players’ narrative experiences. The researcher designed two levels in Fallout 4. One level contained no unusual or unexpected elements, serving as a baseline, while the other level built on the same structure as the first level, but incorporated five selected defamiliarization techniques. By analysing player reactions and feedback, the researcher gained insights into how game designers can effectively leverage defamiliarization to craft more engaging and …
Composition Strategies To Motivate Player Exploration,
2025
Southern Methodist University
Composition Strategies To Motivate Player Exploration, Wilbur Wang
Level Design Theses and Dissertations
This thesis examines the impact of different composition techniques on player exploration motivation in open-world games. The Researcher forms assumptions regarding good composition strategies, then utilizes the suggested best practices in a composition-focused level in Metro Exodus using Exodus SDK and validates this hypothesis through analysis of playtest results.
David B. Smith Chats With Monday 1.0,
2025
CUNY New York City College of Technology
David B. Smith Chats With Monday 1.0, David B. Smith
Publications and Research
This document is an edited archival transcript of extended conversations between David B. Smith and an AI persona (“Monday 1.0,” GPT‑4o based) conducted in Spring 2025, prepared as a foundational primary source for subsequent scholarly and creative work. It records the emergence and testing of concepts related to human–AI collaboration (including “Balanced Blended Space”), as well as applied explorations in areas such as generative AI, quantum computing and music, virtual orchestras, multimodal performance, pedagogy, and the rhetoric of “pushback” in conversational systems. It also contains an extended section in which Monday and DB Smith co-curate a set of student research …
Best Practices: A Framework For Modulating Melee And Ranged Combat Styles,
2025
Southern Methodist University
Best Practices: A Framework For Modulating Melee And Ranged Combat Styles, Aidi Hu
Level Design Theses and Dissertations
This thesis investigates the impact of video game environmental design, resource abundance, and fault tolerance on players' in-game combat styles between melee and ranged. The researcher integrates all three aspects into a single-player level, "Dam Escape," built using Dying Light Developer Tools, to collect quantitative and qualitative player behavior data. By aligning predicted outcomes with actual gameplay data, this research seeks to refine actionable insights for balancing player agency with intentional level design. The results, derived from regression analysis and iterative calibration, will be presented in the data and conclusions.
An Exploration Into Liminal Spaces And Their Effects On Player Tension,
2025
Southern Methodist University
An Exploration Into Liminal Spaces And Their Effects On Player Tension, Zane Herrera
Level Design Theses and Dissertations
This thesis explores how liminal spaces can be used in video games by analyzing their design and impact on player tension. How can designers create transitional or ambiguous environments that contribute to a sense of unease, anticipation, and tension? What are some of the common design elements that help build an effective liminal space, which the researcher calls distortions, and how do those distortions affect player tension? The researcher created a series of levels that explore the different elements of liminal spaces to test how they affect player tension while playing the level.
Presenting Rewards With Effective Pacing To Heighten Engagement,
2025
Southern Methodist University
Presenting Rewards With Effective Pacing To Heighten Engagement, Titus Thompson
Level Design Theses and Dissertations
This thesis (1) builds a theory of rewards as a pacing device by synthesizing principles of games and theatre and (2) posits that linear regression can model engagement. The paper aims to establish a preliminary empirical basis for both by gathering data from an original video game. It covers the theory’s application to the game and other essential considerations in the design process.
Exploring The Relationship Between Architectural Accuracy And Gameplay Flow And Its Impact On Player Immersion,
2025
Southern Methodist University
Exploring The Relationship Between Architectural Accuracy And Gameplay Flow And Its Impact On Player Immersion, Daniel Leon
Level Design Theses and Dissertations
This thesis topic discusses the relationship between architectural accuracy and gameplay flow and the impact it has on the player’s immersion. The researcher created two levels, a control and a test level, to compare a level that is focused primarily on architectural accuracy and another level that breaks down or “warps” the architectural accuracy in favor of improving gameplay flow. The researcher aimed to explore the important aspects of level building, specifically the aesthetics, architectural accuracy, and gameplay in each space and how those qualities affect the player’s immersion.
Space Odyssey Mobile App And Board Game For Vaping And Smoking,
2025
Belmont University
Space Odyssey Mobile App And Board Game For Vaping And Smoking, Brittany J. Baker
SPARK Symposium Presentations
Brittany Baker
Belmont University
March 29, 2025
Abstract
Space Odyssey is a creative initiative designed to reduce the stigma around vaping and smoking while raising awareness of their risks and healthier alternatives. Due to negative judgment, open conversations about vaping and smoking are often avoided, leading to a lack of education and awareness. To address this, Space Odyssey combines a social mobile app and an interactive board game. The app offers a safe digital space for education and discussion, while the board game encourages social interaction and community dialogue. By blending technology with personal connection, Space Odyssey aims to empower …
Hominoid,
2025
DePaul University
Hominoid, Robin Van Bree
College of Computing and Digital Media Dissertations
Hominoid is an experimental game about the choices that people make and the stories they tell themselves as they go throughout experiences in life. The player experiences the game as a being between human and animal, implied to be a coyote. The core loop of the game is simple: the player finds objects hidden in a vast desert and dig them up. They then choose to experience its story or not, and in doing so also choose between becoming closer to humanity, or more animalistic. The real substance in the game comes from the stories attached to each game that …
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning,
2025
SAE University College
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis
Staff Scholarship - Australia & Dubai
This monograph explores Active Learning as a student-centred pedagogical model that bridges theory and practice in screen education. It examines constructivist approaches, metacognition, and situated learning, arguing for performative, embodied teaching methods. The paper highlights tensions between traditional instruction and experiential learning, proposing adaptable frameworks for enhancing engagement, autonomy, and transferable skills.
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 3: Engagement, Motivation And Classroom Management,
2025
SAE University College
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 3: Engagement, Motivation And Classroom Management, Strutts Psyridis
Staff Scholarship - Australia & Dubai
Part 3 of this continuing series on Active Learning examines engagement, motivation, and classroom management within active learning environments, arguing that meaningful engagement is performative, designed, and context-dependent. Drawing on creative industries, intrinsic motivation theory, flipped classroom models, and digital pedagogies, it proposes that effective teaching integrates facilitation, structure, and adaptive strategies to sustain learner agency, participation, and deep learning.
Sk8er Skull,
2025
DePaul University
Sk8er Skull, David Norton
College of Computing and Digital Media Dissertations
Sk8r Skull is a single player video game where players must traverse the environment as a skull on a skateboard, in an effort to defeat the wizard who has stolen the rest of the skull’s body. Players must move, destroy, and grind their way through the level in order to reach the wizard. By traversing the area, players will learn the mechanics of the game, as well as some of the in-game world’s backstory. The production of Sk8r Skull was driven by examining game feel, and the “flow” state.
The Son Becomes,
2025
DePaul University
The Son Becomes, Katherine Zhang
College of Computing and Digital Media Dissertations
The Son Becomes is an interactive Twine game that explores generational trauma through a time loop of narrative across three generations of inherited pain. Trapped in a recurrence of pain, players will take the roles of different family members of a father, his son, and grandson and navigate through a relentless cycle of choices, mirroring the suffocation that can happen within a family that may be going through generational trauma. Through the interactive dialogue, players confront the recurring patterns, often making them feel powerless as the choices keep repeating, making it seem like there isn’t a light at the end …
Floodfriend,
2025
DePaul University
Floodfriend, Lauren Watson
College of Computing and Digital Media Dissertations
Floodfriend is a two-dimensional puzzle-platformer game with two main characters that are trying to navigate their way out of a cave system. The player controls both the human and the monster of the duo: the hiker responds to direct arrow key input, while the monster can only be persuaded by using the hiker’s flashlight to swim and climb to otherwise inaccessible areas. The game is equal parts a simulation and a toy, encouraging the player to try different methods of interaction to garner the results they want to see. From a design perspective, the game is centered on the push …
