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Full-Text Articles in Game Design

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb Dec 2017

Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb

Articles

This article provides context for and examines aspects of the design process of a game for learning. Lost & Found (2017a, 2017b) is a tabletop-to-mobile game series designed to teach medieval religious legal systems, beginning with Moses Maimonides’ Mishneh Torah (1180), a cornerstone work of Jewish legal rabbinic literature. Through design narratives, the article demonstrates the complex design decisions faced by the team as they balance the needs of player engagement with learning goals. In the process the designers confront challenges in developing winstates and in working with complex resource management. The article provides insight into the pathways the team …


The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou Jan 2017

The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou

Theses and Dissertations

Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happening—digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into …


Gender Bias And The Evaluation Of Players: Voice And Gender In Narrated Gameplay Videos, Robin April Crowell Aug 2016

Gender Bias And The Evaluation Of Players: Voice And Gender In Narrated Gameplay Videos, Robin April Crowell

Dissertations and Theses

This study evaluates perception differences of male and female narrators in video game tutorials. Video games have long been considered a masculine pursuit, and because of this, women have endured unpleasant surroundings and interactions in gaming and related communities. With the proliferation of technologies like Twitch and YouTube gaming, gaming is more communicative than ever, increasing potential for problematic interactions. Recent booms in these technologies emphasize the importance of understanding how varying demographics are perceived, as these perceptions influence interactions, potentially limiting the likelihood of women and others' involvement and interest.

Involvement in technology during youth is associated with interests …


Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach Oct 2015

Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach

English Theses & Dissertations

The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival …


Militarization And Modern Gaming: An Analysis Of The Relationship Of The Military And The Video Game Industry, Steven Chapman Jan 2015

Militarization And Modern Gaming: An Analysis Of The Relationship Of The Military And The Video Game Industry, Steven Chapman

Online Theses and Dissertations

This paper examines the influence of militarism and the military itself in modern video gaming. The military's involvement includes developing its own, free of charge, video game title used as a recruitment tool, and training games used to desensitize new soldiers. Surrounding this direct involvement is a massive gaming industry that markets war and killing in the execution of the former in a "realistic" yet intensely glorified manner. The macro-cultural and societal implications of this phenomenon are explored.


The Social Experience Of Internet Gamers: A Pilot Study, Kristy L. Carlisle, Charles P. Carrington Jan 2015

The Social Experience Of Internet Gamers: A Pilot Study, Kristy L. Carlisle, Charles P. Carrington

Counseling & Human Services Faculty Publications

The purpose of this phenomenological pilot study was to explore the lived social experiences of Internet gamers. Findings highlighted the impact of Internet gaming on social interactions, social functioning, and social identity. The findings in the pilot study related to addiction supported the need for future research into the legitimacy of Internet Gaming Disorder as a mental health issue.


The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen Sep 2014

The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen

Oglethorpe Journal of Undergraduate Research

In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …


A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky Jan 2014

A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky

CMC Senior Theses

Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …


Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor Dec 2011

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.


Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson Jan 2006

Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson

Reconstruction: Studies in Contemporary Culture

[First two paragraphs]

At the end of F. Scott Fitzgerald’s The Great Gatsby, Nick Carraway reflects of his journey to the East: “this has been a story of the West” (184). Nick never explains exactly how this is the case, particularly odd since all the action takes place between Manhattan and Long Island. Nick’s hesitant explanation for this puzzling conclusion lies in the western origin of the central characters of the novel and their inability to adapt “to Eastern Life” (184). But the characters seem a part of, if not overshadowed by, the riotous world of West Egg. Only …


You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan Jan 2006

You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan

Reconstruction: Studies in Contemporary Culture

From the mid to late 1990s, popular and academic discourse on video games, particularly in the United States, has focused on their supposed capacity to engender violent and otherwise anti-social behavior in youth. Much like ludologists' recent claims that video games are not a narrative medium, at least one reason for this is that commentators have too narrow an understanding of the diverse range of games that exist. In addition to this, game demonizers have demonstrated an inadequate understanding of the ways games are related to real life. In order to combat these misunderstandings, this chapter analyzes the role of …


Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams Jan 2006

Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams

Reconstruction: Studies in Contemporary Culture

Media critics, notably Jean Baudrillard, have suggested that the environment of simulations are to be defined as something more real than the real, or, in his terms, hyperreal. If hyperrealities are indeed the way that we can define the environment of multimedia technologies like video games, what sorts of ethical considerations should exist in a place that gamers conceive as more real than the real? This essay considers what ethical considerations are worth contemplating as gamers begin to take on the roles of gods and heroes in multiplayer video games. The little gods and heroes whose identities gamers have begun …


The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy Jan 2006

The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy

Reconstruction: Studies in Contemporary Culture

The video game genre known as survival horror resembles contemporary horror cinema in that both increasingly popular forms of entertainment allow audiences to experience fear resulting from the development of suspense coupled with the dread and shock of encountering monstrosity. One need only note the remarkable success of next generation video game franchises like Resident Evil (1996) and Silent Hill (1999) to realize that, more than ever before, game players in their late teens and beyond long to immerse themselves within interactive nightmares that offer the kind of thrills and chills once available exclusively through horror literature and films. However, …


Role Playing Games As Interactive Fiction, John Miller Jan 2006

Role Playing Games As Interactive Fiction, John Miller

Reconstruction: Studies in Contemporary Culture

This chapter compares the experience of gaming and the experience of reading, and explores what that comparison might tell us about each. More specifically, it applies methods of literary analysis to the study of two narrative activities situated near the border of reading and gaming: Electronic hyperfictions and role-playing games. Miller first reviews literary theories of reader response and interactivity and notes how these have informed recent critical discussions of literary hyperfiction. He then critiques these discussions and the claims made for hyperfiction's liberating or empowering effect on readers: Contrary to the claims of some critics, such narratives generally fail …


Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler Jan 2006

Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler

Reconstruction: Studies in Contemporary Culture

Despite over twenty years of studies, scholars have yet to identify a productive theoretical model for the video game that does not depend on a fragmentary understanding of its form. Following Pierre Bourdieu's contention that the purpose of criticism is to understand cultural products as distinct scientific objects, and Marshall McLuhan's theory that the message and formative power of media are the media themselves, this study attempts to generate a foundational critical understanding of the video game. Building on the most lucrative intrinsic (such as David Myer's 1991 Computer Game Semiotics) and extrinsic (such as Jeffrey Goldstein's 1998 Immortal …


Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman Jan 2006

Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman

Reconstruction: Studies in Contemporary Culture

[First paragraph]

Games have become a central metaphor in representations of society, and most people are familiar enough with Lewis Carroll's Alice to know that when she passes through the looking glass she finds herself embroiled in a game a Chess which is also much more (Carroll 1992 [1897]). This strange game of Chess is simultaneously a simulation and an enactment of social life in Wonderland, and Carroll plots out Alice 's narrative path as a series of tactical Chess moves, which can be understood as both an attempt to win the game and to navigate through Wonderland and her …


When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette Jan 2006

When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette

Reconstruction: Studies in Contemporary Culture

While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games, role-playing and action-adventure games attempt to duplicate cinematography through animation. For Tomb Raider, the virtual reality created by the cinematic animation of the game produces an environment for male-to-female cross-gender identification, a topic that has received little critical attention. The sense of identification intended in this chapter comes from psychoanalysts Jean Laplanche and Jean-Baptiste Pontalis, who describe identification as a psychological process in which a subject assimilates an aspect, a property, a characteristic of another and transforms himself [or herself] totally or partially …


Fractured Identities: Siblings And Doubles In Video Games, Laurie N. Taylor Apr 2005

Fractured Identities: Siblings And Doubles In Video Games, Laurie N. Taylor

Reconstruction: Studies in Contemporary Culture

In her essay on “Fractured Identities: Siblings and Doubles in Video Games” Laurie Taylor explores how certain norms of video game design – originally derived from technological constraints of code space and processing speed – continue as the narrative parameters of many if not most contemporary video games. Synthesizing approaches from literary studies and narratology, Taylor offers an innovative angle on the fractured identities of doubles and siblings as the narrative correspondence to now largely obsolete technological constraints. Game-play, related to but nevertheless distinct from the literary type of narrative, as Taylor insists, is a key factor in determining what …


Review Of G4m3rs, By Kiyash Monsef, Bryan-Mitchell Young Jan 2004

Review Of G4m3rs, By Kiyash Monsef, Bryan-Mitchell Young

Reconstruction: Studies in Contemporary Culture

No abstract provided.


Rogerian Rhetoric As Negotiation: Does Its Dependence On Game Theory Pose Ethical Problems?, Stacy Fussell Thorne Jan 2003

Rogerian Rhetoric As Negotiation: Does Its Dependence On Game Theory Pose Ethical Problems?, Stacy Fussell Thorne

Reconstruction: Studies in Contemporary Culture

[First paragraph]

In the war game Diplomacy, players win by gaining control of Europe. In order to win, however, players must successfully negotiate with other players, make alliances with them, and sometimes gain the support of their ally's military resources, their armies or fleets. In the rules of the game, Diplomacy is described as

    a game of negotiations, alliances, promises kept, and promises broken. In order to survive, a player needs help from others. In order to win the game, a player must eventually stand alone. Knowing whom to trust, when to trust them, what to promise, and when …