Open Access. Powered by Scholars. Published by Universities.®
- Institution
-
- Rochester Institute of Technology (14)
- City University of New York (CUNY) (5)
- University of Central Florida (5)
- Virginia Commonwealth University (3)
- Louisiana State University (2)
-
- Claremont Colleges (1)
- Dartmouth College (1)
- De La Salle University (1)
- Illinois State University (1)
- Lindenwood University (1)
- New Jersey Institute of Technology (1)
- Nova Southeastern University (1)
- Old Dominion University (1)
- Purdue University (1)
- Rhode Island School of Design (1)
- SAE Institute Australasia (1)
- San Jose State University (1)
- St. Mary's University (1)
- University of Dar es Salaam (1)
- University of Rhode Island (1)
- Keyword
-
- Religion (5)
- History (4)
- Mobile games (4)
- Video games (4)
- Game design (3)
-
- Games (3)
- Gamevironments (3)
- Video game (3)
- ARG (2)
- Art (2)
- Augmented reality games (2)
- Education (2)
- Game (2)
- Game Design (2)
- Games and learning (2)
- Jewish (2)
- Twine (2)
- Video Games (2)
- 1964-1965 New York World's Fair (1)
- AI co-agency (1)
- ASMR (1)
- Academic disciplines (1)
- Artificial Intelligence (1)
- Audio visualization (1)
- Audiovisual narrative (1)
- Augmented reality (1)
- Autonomous Sensory Meridian Response (1)
- BBS (1)
- Balanced Blended Space (1)
- CHI (1)
- Publication Year
- Publication
-
- Articles (10)
- Theses and Dissertations (4)
- Electronic Literature Organization Conference 2020 (3)
- Dissertations, Theses, and Capstone Projects (2)
- Frameless (2)
-
- Presentations and other scholarship (2)
- Publications and Research (2)
- Akda: The Asian Journal of Literature, Culture, Performance (1)
- All HCAS Student Capstones, Theses, and Dissertations (1)
- CLCWeb: Comparative Literature and Culture (1)
- Dartmouth College Master’s Theses (1)
- ELO (un)supervised 2026 (1)
- Electronic Theses and Dissertations (1)
- Honors Program Theses and Research Projects (1)
- Institute for the Humanities Master's Papers, Projects, and Capstones (1)
- Journal of Humanistic Mathematics (1)
- Journal of Humanities and Social Sciences (1)
- Journal of Media Literacy Education (1)
- Journal of Roleplaying Studies and STEAM (1)
- Journal of Social Theory in Art Education (1)
- LSU Doctoral Dissertations (1)
- LSU Master's Theses (1)
- Masters Theses (1)
- OER Student Projects (1)
- SWITCH (1)
- Staff Scholarship - Australia & Dubai (1)
- Publication Type
Articles 31 - 44 of 44
Full-Text Articles in Game Design
Jewish Time Jump: New York, Owen Gottlieb
Jewish Time Jump: New York, Owen Gottlieb
Articles
Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …
Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley
Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley
Presentations and other scholarship
Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.
Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema
Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema
Electronic Theses and Dissertations
Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine. The author analyzes the making process of her own activist Twine game The Deserters and embeds the project within digital humanities discourses on activism and social justice, hypertext, electronic …
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Your Iphone Cannot Escape History, And Neither Can You: Self-Reflexive Design For A Mobile History Learning Game, Owen Gottlieb
Articles
This chapter focuses on the design approach used in the self-reflexive finale of the mobile augmented reality history game Jewish Time Jump: New York. In the finale, the iOS device itself and the player using it are implicated in the historical moment and theme of the game. The author-designer-researcher drew from self-reflexive traditions in theater, cinema, and nonmobile games to craft the reveal of the connection between the mobile device and the history that the learners were studying. Through centering on this particular design element, the author demonstrates how self-reflexivity can be deployed in a mobile learning experience to …
Good Game, Greyory Blake
Good Game, Greyory Blake
Theses and Dissertations
This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Introduction: Jewish Gamevironments – Exploring Understanding With Playful Systems, Owen Gottlieb
Articles
The study of Judaism, Jewish civilizationi, and games is currently comprised of projects of a rather small set of game scholars. A sample of our work is included in this issue.
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
Perspectives On Video Games As Art, Jeroen Bourgonjon, Geert Vandermeersche, Kris Rutten, Niels Quinten
CLCWeb: Comparative Literature and Culture
In their article "Perspectives on Video Games as Art" Jeroen Bourgonjon, Geert Vndermeersche, Kris Rutten and Niels Quinten engage in discussing whether or not video games can be considered a form of art. Although this question has already been discussed elaborately, the debate is guided by many different and often conflicting positions. The aim of this article is to revisit this debate by mapping out a range of perspectives on video games as art. The authors explore the relation between games and different definitions and functions of art, different motives of artists, and the potential impact of the arts. The …
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb
Articles
This paper presents a case study drawn from design-based research (DBR) on a mobile, place-based augmented reality history game. Using DBR methods, the game was developed by the author as a history learning intervention for fifth to seventh graders. The game is built upon historical narratives of disenfranchised populations that are seldom taught, those typically relegated to the 'null curriculum'. These narratives include the stories of women immigrant labour leaders in the early twentieth century, more than a decade before suffrage. The project understands the purpose of history education as the preparation of informed citizens. In paying particular attention to …
Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt
Lost & Found, Owen Gottlieb, Ian Schreiber, Kelly Murdoch-Kitt
Presentations and other scholarship
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens in our pluralist democracy.
The first game in the series is a strategy game called Lost & …
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb
Articles
How can Design-Based Research (DBR) be used in the study of video games, religious literacy, and learning? DBR uses a variety of pragmatically selected mixed methods approaches to design learning interventions. Researchers, working with educators and learners, design and co-design learning artifacts and environments. They analyze those artifacts and environments as they are used by educators and learners, and then iterate based on mixed methods data analysis. DBR is suited for any "rich contextualized setting in which people have agency." (Hoadley 2013) such as formal or informal learning environments.
The case covered in this chapter is a mobile Augmented Reality …
The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou
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 …
Ingress Well-Played: City As Mmo, Elizabeth L. Lawley
Ingress Well-Played: City As Mmo, Elizabeth L. Lawley
Articles
This paper describes player experience for Ingress, a geo-local, mobile augmented reality game created by Google’s Niantic Labs. Ingress incorporates aspects of both pervasive, alternate reality (ARG) and massively multiplayer online (MMO) games. However, unlike many ARGs, Ingress is not focused on a specific time-limited period, or linked to a single real-world event or location. And unlike a typical MMO, play in Ingress is geo-spatially limited; players must be physically proximate to game elements in order to interact with them. Using game mechanics similar to those of many MMOs, Ingress provides for a range of gameplay, based both on …
The Evolving Definition Of Narrative, Alexandra Birr
The Evolving Definition Of Narrative, Alexandra Birr
Honors Program Theses and Research Projects
No abstract provided.
The Justice League Unlimited, Zenmondo Wormser
The Justice League Unlimited, Zenmondo Wormser
SWITCH
This article explains the mission and operations of the Justice League Unlimited (JLU), a volunteer group in Second Life dedicated to peacekeeping, education, and charity. Acting as a neighborhood watch, JLU members patrol high-risk areas, identify and report violations of the platform’s Terms of Service and Community Standards, and sometimes resolve issues through direct communication.