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Articles 1 - 19 of 19
Full-Text Articles in Arts and Humanities
Do You Know Where Your Games Come From? Artificial Intelligence And Game Development, Andrew Begemann
Do You Know Where Your Games Come From? Artificial Intelligence And Game Development, Andrew Begemann
International Journal of Emerging and Disruptive Innovation in Education : VISIONARIUM
ABSTRACT
This paper was written to explore the possible effects of artificial intelligence being implemented in the design pipeline of video game development. In it, we will explore a history of artificial intelligence, from its early imaginings in books and philosophy, to its current iterations, such as ChatGPT and other popular engines like Midjourney and Stable diffusion. We will also discuss steps in game development so as to understand where the potential implementations of artificial intelligence can, will, or does occur. Following those explanations, we will explore the three methodologies of Marxism, Psychoanalysis, and Cultural Studies as ways of examining …
Candy Costume Royal, Nala Scott
Candy Costume Royal, Nala Scott
Game Design
A board game where player compete to be the best dressed on the board. Players race to make the best outfit and reach the end of the board first.
Treasure Quest, Dani Rosenberger
Treasure Quest, Dani Rosenberger
Game Design
A competitive board game where players are pit against each other to find a lost treasure on a mysterious island. Who will be the first to claim great riches?
Mushy's Escape, Maddie Knemeyer Lynch
Mushy's Escape, Maddie Knemeyer Lynch
Game Design
Mushy's Escape is a puzzle based 3D Platformer. This game is a showcase for a game development concept piece.
Spective, Andrew C. Smith
Spective, Andrew C. Smith
Game Design
Video Game, Andrew Smith, Puzzle Action game. Made for Fall 2023 Game Prototype class. In this game, the player must rotate the camera in order to obtain a new perspective and gain more visual information about the layout of the stage in order to avoid enemies, collect objects, and navigate and platform properly, in order to reach the end.
Beyond The Pixelated Mirror: Understanding Avatar Identity And Its Impact On In-Game Advertising And Consumer Behavior, Kyle Coble, Jay Ratican, James Hutson
Beyond The Pixelated Mirror: Understanding Avatar Identity And Its Impact On In-Game Advertising And Consumer Behavior, Kyle Coble, Jay Ratican, James Hutson
Faculty Scholarship
This article examines the complex dynamics between avatars and in-game advertising, probing how virtual representations influence consumer behavior within digital environments. It delves into the psychological interplay between self-perception and avatar embodiment, suggesting that while younger users may treat avatars as accessories showcasing personal interests, adults tend to opt for idealized selves, affecting their interaction with and responsiveness to virtual marketing. The study contemplates the avatar’s function as both a consumer and influencer in the expanding metaverse, considering the escalating integration of branded items in games. It also highlights potential shifts in consumption patterns as digital and physical realities converge. …
Impactful Interactivity Within Video Games, Luke Robert Maeser
Impactful Interactivity Within Video Games, Luke Robert Maeser
Theses
Despite half a century of existence and dedicated academic programs educating next generations of game developers, conclusive evidence does not exist as to if video games are beneficial to learning or costly. Examining the notion of benefit versus cost, it is important to assess the value of video games when leveraged as tools for learning as traditional educational methodologies are not infallible. This paper explores how video games can generate psychological responses; and therefore, one must conclude learning has occurred. The following is encompassed: meaningful interactivity within video games (regarding narrative and gameplay), video games as educational tools, video game …
Left And Right, Finn Brown
Left And Right, Finn Brown
Game Design
Left and Right is a choose-your-own-adventure style game developed using Twine as part of a 1 week prototype. This game has the player navigating a town that has been overrun by a mysterious black mush. The player must venture into finding out where this mysterious substance came from and if there is anyway to get rid of it.
Dice, Roger Alms
Dice, Roger Alms
Game Design
This is a dice game where the player predicts whether the next roll of dice will have a higher or lower total than the current total.
On The Way, Shawn Roberts
On The Way, Shawn Roberts
Game Design
On The Way is a board game developed by Shawn Roberts. This game is centered around navigating the game space while performing tasks based on the character chosen. Players must race to finish their task before they can advance around the board.
Miley & Friends, Jake Lesko
Miley & Friends, Jake Lesko
Game Design
Miley & Friends is a board game in which players take one of several dogs on a walk through a park. Along the board's route, players gain happy points through the collection of toys and treats. The player with the most amount of Happy Points at the end of the walk is declared the winner.
The Death Of Malls: The Rise Of E-Commerce And Digitally Native Brands, Alexis Montgomery
The Death Of Malls: The Rise Of E-Commerce And Digitally Native Brands, Alexis Montgomery
Theses
Since the mid-2000s, malls and retail brick and mortar stores have been on the decline. Stores not making enough revenue in-person; the rise of online shopping and e-commerce, the COVID-19 pandemic, and the rise of digitally native brands have contributed to this. This research aims to figure out how the current consumer atmosphere, as well as how the rise of e-commerce and digital marketing, will impact the mall of the future. This research aims to discover how local malls are faring, if stores are truly closing and if national retail brands are pulling out of malls. This research also aims …
En’S Adventure: Exploring Modern Design Mechanics In Retro Adventure Games, Frank Fasola
En’S Adventure: Exploring Modern Design Mechanics In Retro Adventure Games, Frank Fasola
Theses
This project focuses creating a small game prototype that can be used to build a full game around. The primary focus is to create a short experience to establish the mechanics and gameplay of the game. Games made in the style of retro games are released every year, but most of these games strive to provide the same experience from the late 1980s. The project is a top down 2D retro adventure game made using modern techniques and learning from game development in the 30 years since these games were released.
The Foreboding Campaign System, Michael Fetters
The Foreboding Campaign System, Michael Fetters
Theses
This project creates a new campaign setting compatible with the Dungeons and Dragons system utilizing the SRD Open Game License content as a starting point. The campaign setting created establishes mechanics allowing for narrative interaction between the past and present timeline of events in the world of Lunaria. This new system, entitled The Foreboding, utilizes a shift mechanic to alter the player characters in several possible ways, ranging from changes in race or character history to interactions with past time periods and events that alter the present timeline of the narrative. New character options for race and class were also …
Virtual Reality And Video Game Gatekeeping, Autumn Franke
Virtual Reality And Video Game Gatekeeping, Autumn Franke
Theses
This thesis focuses on the effects of the video game industry being the only influence on the development of virtual reality technology and the hindrance caused by it. The aim of this thesis is to discuss this flaw and recommend a different route to develop the technology through the education and medical fields instead of the video game industry.
Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber
Gamification In Education: A Study Of Design-Based Learning In Operationalizing A Game Studio For Serious Games, James Hutson, Ben Fulcher, Joe Weber
Faculty Scholarship
The gamification of learning has proven educational benefits, especially in secondary education. Studies confirm the successful engagement of students with improved time on task, motivation and learning outcomes. At the same time, there remains little research on games and learning at the postsecondary level of education where traditional pedagogies remain the norm. Studies that have been conducted remain almost exclusively restricted to science programs, including medicine and engineering. Moreover, postsecondary subject-matter experts who have created their own gamified experiences often are forced to do so on an ad hoc basis either on their own, teaching themselves game engines, or with …
Hexgen Roguevania, Conrad Garcia
Hexgen Roguevania, Conrad Garcia
Theses
This project is inspired by procedural generation methods, Metroid, Castlevania, Rogue, and modern roguelikes. This project is structured around the notion of how procedural game content can be experienced when it is tied directly to player progression. The focus of this project incorporates procedurally generated content so that it can be altered during gameplay. In a sense, this idea brings level content to the player, instead of the player travelling to new zones. The resulting game world starts visually coherent, changing into a world that resembles a patchwork of different biomes crafted by the player’s decisions to progress the game’s …
Visual Communication – A Designer’S Guide To Reaching Target Audiences, Timothy Lerch
Visual Communication – A Designer’S Guide To Reaching Target Audiences, Timothy Lerch
Theses
Visual communication is the cornerstone of graphic design. All graphic design projects communicate a visual message. As with all forms of communication, visual communication is a two-way street. For a message to be effective, a designer must understand how to reach their audience. Scholarly design programs focus primarily on visual cues, while marketing programs focus on in-depth audience analysis and consumer behavior. This creates a problem for designers as they complete their degree program and enter the job market, particularly if they intend to seek freelance work. This guide is innovative because it presents components of visual communication from perspectives …
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
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.