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Full-Text Articles in Game Design

Ai Interactivity In Game Design, Morgan Casey Aug 2022

Ai Interactivity In Game Design, Morgan Casey

Postgraduate

This exegesis focuses on the design of AI in games. This text aims to explain key concepts important to game design, including the use of affective and emotive components to further immerse players in the game world. The goal is to provide insight into the level of complexity required in an AI units’ design to provide enjoyable interactions attainable by an independent developer.

This research will take the combined efforts of playtesters and myself as sole designer and programmer to create a series of play tests with which to examine the enjoyment of various levels of AI complexity and their …


The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan Jul 2022

The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan

Distance Learning Faculty & Staff Books

The message design and human performance technology in video games, especially early video games have always been fascinating to me. From an instructional design perspective, the capabilities of the technology of the classic game consoles required a careful balance of achievable objectives, cognitive task analysis, guided problem solving, and message design. Raiders on the Atari is an excellent example of this balance. It is an epic adventure game, spanning 13+ distinct areas, with an inventory of items, where those hard to find items had to be used by the player to solve problems during their quest (and who would have …


Developing Indie Games With Agile, Camden Obertop Apr 2022

Developing Indie Games With Agile, Camden Obertop

Honors Program: Senior Projects (Public)

Agile software development has ushered in major improvements to the development of software in the 21st century. Video game development is a form of development that is unique from other types of software engineering, as it can involve work from artists, musicians, voice actors, and others. This paper explores the question whether agile software development as Scrum is an effective tool for creating video games. Ultimately, it can be seen that agile is a very important asset to game developers.


Towards A “Filipino” Video Game: Teaching Filipino Culture And Identity For Video Game Development, Christoffer Mitch C. Cerda Nov 2021

Towards A “Filipino” Video Game: Teaching Filipino Culture And Identity For Video Game Development, Christoffer Mitch C. Cerda

Filipino Faculty Publications

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work …


Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record Oct 2021

Game-Based Learning: Building Competence In Visual Literacy Through Simulation, Carol Record

Theses

Game-based learning is an ideal experiential learning framework for introducing the critique process to reduce student anxiety and create competence in visual literacy and self-assessment. Critique, the assessment, and analysis of one’s work is an essential step in any creative process. It is an integral part of art school. However, it can also be a source of high anxiety for new students. This paper discusses the importance of critique, the challenges associated with teaching critique, and the benefits of utilizing game-based learning. Examples of game-based learning solutions are explored, including the development of, and response to, Lumen, a card game …


Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu Jul 2021

Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu

Frameless

Ikkuma is an interactive storytelling experience utilizing Tilt Brush and Unity. It is about a land being swallowed by the sea, where conflict cracks ice and fire tears families apart. Ikkuma is the Inuvialuit word for fire, a central element to the work. The fundamental theme of Ikkuma is global warming and its impact on the Arctic ecosystem. The players must learn to tame the fire in their hearts and the Inuit traditional knowledge if they hope to survive the harsh yet fragile Arctic tundra.


Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson Jul 2021

Changeling: A Single Player Vr Mystery, Kaitlyn S. Tran, Elouise Oyzon, Matthew Pressman, Stephen Callen, Kyle Lekkas, Joshua Bullock, Jake Johnson

Frameless

Changeling is a VR narrative mystery game focusing upon immersive experience. It was created by aspiring game developers from the Rochester Institute of Technology to experience professional development. Each semester, different sets of students get to work on the game, with past ones working part time. Using the ideas of magical realism and urban fantasy we see each family member respond to uncertainty through the lens of their hopes and fears.


The Health Benefits Of Video Games, Zachary Shanks May 2021

The Health Benefits Of Video Games, Zachary Shanks

Emerging Writers

This paper seeks to evaluate if video games are useful as more than just entertainment.  The research shows that they can be utilized in the educational, medical, and business fields. Video Games have been shown to benefit the physical, emotional, and mental health of players, as well as create more efficient learning and working environments. The article argues that video games are no longer just a source of entertainment, as they are now becoming useful tools in society.


Understanding Spaces Of Abandonment Through Virtual Frameworks In Landscape Architecture, Aus Perez Apr 2021

Understanding Spaces Of Abandonment Through Virtual Frameworks In Landscape Architecture, Aus Perez

Honors Program: Senior Projects (Public)

In recent years, design professionals have implemented many contemporary landscape architecture projects across the United States. With a primary goal of returning nature to urban environments, contemporary landscape architects and other transdisciplinary partners work diligently to sculpt physical spaces that reflect the human-living experience. However, a leap into the world of video game design could allow landscape architects and urban planners to more freely create virtual social environments to address rising issues of abandonment in today’s urban and rural spaces. Video game mechanics and methodologies can be used extensively in the disciplines of design that value participatory processes, like landscape …


The Stranger Next Door: Enhancing Horror Narrative Through Real Time Progress And Meta-Data, Fae Daunt Feb 2021

The Stranger Next Door: Enhancing Horror Narrative Through Real Time Progress And Meta-Data, Fae Daunt

Postgraduate

The age of mobile connectivity affords uninterrupted access to mobile phones. While game developers have leveraged this phenomenon to create new game mechanics (such as stamina often which monetizes the acceleration of gameplay) narrative mobile game designers are yet to realise the creative potential of uninterrupted access. In response to this, this exegesis details the creation of The Stranger Next Door—a horror narrative set in the player’s realtime which simulates conversations and interactions via a replica social media platform.

This research document begins with a review of relevant literature, situating the game within the conventions of the horror genre and …


A Quest From Then To Now: How Early Tabletop Role-Playing Games Have Influenced Contemporary Game Design, Marc Wainwright Feb 2021

A Quest From Then To Now: How Early Tabletop Role-Playing Games Have Influenced Contemporary Game Design, Marc Wainwright

Postgraduate

In this thesis, I argue that contemporary game design is influenced by early tabletop role-playing games (TRPGs) in that they still employ design precedents created in the 1970s by early TRPG game designers. This thesis approaches the topic not just from a historical perspective, but also an analytical one. To this end, I make use of games research frameworks, like Espen Aarseth’s (2003) ludic-hermeneutic circle and the MDA framework (Hunicke, Leblanc, and Zubek, 2004). The MDA framework breaks down games into mechanics, dynamics, and aesthetics of play, and the relationship between these three elements creates a game's unique sense of …


The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan Jan 2021

The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan

Distance Learning Faculty & Staff Books

As an instructional designer and technologist, my goal with this book is remarkably simple, to consolidate and create a job aid for a complex and often frustrating/misunderstood quest. Rather than hunting all over the Internet, the map, tips, and information about the game are all gathered and summarized here. Also, rather than being an obscure Easter Egg in Amazon (like an Earnest Cline/James Halliday egg, especially on the hidden Pacman arcade game), I want to make this guide easier to find. Along with the nostalgia, classic video games and the technology and applied message design behind their creation are fascinating, …


Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad Jan 2021

Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad

Electronic Theses and Dissertations, 2020-2023

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 …


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 Jan 2021

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, …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

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 …


Cognitivevr: Memory Training For Dementia Patients, Daniel Phill Dec 2020

Cognitivevr: Memory Training For Dementia Patients, Daniel Phill

Postgraduate

Around 50 million people suffer from dementia worldwide (World Health Organisation, 2019). One of the worst symptoms of dementia is memory loss as it affects not only the sufferer but their family as well. Recent studies have demonstrated that the immersion of virtual reality has the potential to improve memory in the general public (Krokos, Plaisant, Varshney, 2018) and that dementia patients are able to use virtual reality (Flynn, Schaik, Blackman, Femcott, Hobbs & Calderon, 2004). In this paper, I examine the literature linking virtual reality and dementia care and explain how I used this in my creative practice to …


Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb Oct 2020

Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb

Articles

In 2013, a boy with special needs used the video game Minecraft to deliver the sermon at his bar mitzvah at a Reform synagogue, an apparently unique ritual phenomenon to this day. Using a narrative inquiry approach, this article examines two rabbis’ negotiations with new media, leading up to, during, and upon reflection after the event. The article explores acceptance, innovation, and validation of new media in religious practice, drawing on Campbell’s (2010) framework for negotiation of new media in religious communities. Clergy biography, philosophy, and institutional context all impact the negotiations with new media. By providing context of a …


Students Find More Than Gaming In Depaul Esports, University Marketing And Communications, Courtney James Sep 2020

Students Find More Than Gaming In Depaul Esports, University Marketing And Communications, Courtney James

DePaul Download

The Esports market, or competitive video gaming, is anticipated to surpass $1.5 billion by 2023. At DePaul, Esports is even a BIG EAST-sanctioned program. DePaul’s director of Student Involvement, Courtney James, talks about DePaul’s unique Esports community, which draws hundreds of student gamers. Through their participation, the students find connection, an inclusive environment and even inspiration for career paths. James also discusses some of DePaul’s upcoming Esports events and the pandemic’s impact on the industry.


The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen Sep 2020

The Verge: Networks Of Intersubjective Responding For Just Sustainability Arts Educational Research, Marna Hauk, Amanda Rachel Kippen

Artizein: Arts and Teaching Journal

Two sustainability arts scholars describe a method of data interpretation they developed for making sense of complex environmental and sustainability education research data. They “played” images and recorded a conversation in a form of arts-based intersubjective knowing. The card game process was named the Verge because of how the process promises to surface unheard voices and re-center nondominant insights and ways of knowing. It leverages Casey’s glance method with systems networks to complicate sense making in arts-based educational research. The arts scholars intermixed research data from two just sustainability education research case studies: collages from participants of a climate justice …


Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber Sep 2020

Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber

Articles

This chapter explores what the authors discovered about analog games and game design during the many iterative processes that have led to the Lost & Found series, and how they found certain constraints and affordances (that which an artifact assists, promotes or allows) provided by the boardgame genre. Some findings were counter-intuitive. What choices would allow for the modeling of complex systems, such as legal and economic systems? What choices would allow for gameplay within the time of a class-period? What mechanics could promote discussions of tradeoff decisions? If players are expending too much cognition on arithmetic strategizing, could that …


The International Conference On Creative Mathematical Sciences Communication: Online Event (Cmsc'20) And Cmsc'21, Frances Rosamond Jul 2020

The International Conference On Creative Mathematical Sciences Communication: Online Event (Cmsc'20) And Cmsc'21, Frances Rosamond

Journal of Humanistic Mathematics

You are warmly invited to register now for the 5th International Conference on Creative Mathematical Sciences Communication (CMSC’21) which will be held at Adam Mickiewicz University in Poznań, Poland, 2–6 July, 2021.

The International Conference on Creative Mathematical Sciences Communication (CMSC) is a unique gathering of computer scientists and mathematicians, teachers, musicians, dancers, dramatists, game designers, educators and communicators of all sorts.

Due to the pandemic, the in-person event scheduled for 2020 has been post- poned and a short CMSC Online Event was organized as a “teaser” or trailer in order to feel the spirit of the full 5th CMSC …


Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez Jul 2020

Transeuntis Mundi: An Installation About Migration And Human Legacy, Cândida Borges, Gabriel Mario Vélez

Frameless

Transeuntis Mundi is a journey through transcultural and transnational humanity and geography. It is presented as an immersive installation, powered by virtual reality, projection mapping, sound sculptures and performative actions, the audience is able to transit through places and ethnicities.


Early Adolescents' Perceptions And Attitudes Towards Gender Representations In Video Games, Helen Liu Jul 2020

Early Adolescents' Perceptions And Attitudes Towards Gender Representations In Video Games, Helen Liu

Journal of Media Literacy Education

This study investigated adolescents’ perception and attitudes towards gender representation in video game covers, and the degree to which these depictions may influence their notions on gender and identification. Seventeen participants ranging from ages 12 and 13 participated in semi-structured interviews to explore this topic. This study’s conceptual framework encompassed social cognitive theory, gender schema theory, and cultivation theory. Findings suggest that gender representation in video games does influence the majority of participants’ notions of gender. However, there are differences between how males and females’ approach, interpret, and respond to this type of media. Findings also showcased that evidence of …


Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton Mar 2020

Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton

Theses and Dissertations

The Game Design Matrix makes effective game design accessible to novice game designers. Serious Games are a powerful tool for educators seeking to boost the level of student engagement and application in academic environments, but the can be difficult to incorporate into existing courses due to availability and the cost of quality game design. The Game Design Matrix was used by two educators, novice game designers, to create a serious game. The games were assessed in an academic setting and observed to be effective in engagement, interaction, and achieving higher levels of learning.


Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace Jan 2020

Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace

Art History Pedagogy & Practice

This heuristic, design-based research study examines student perceptions of their learning experience in the art history survey course as manifested through a game design process. With the purpose of improving upon the lecture model of the standard art history survey, two sections of a capstone class of interdisciplinary art and design students—who had all taken the survey as part of their degree programs—selected learning objectives and designed games to accompany the introductory class. The researchers used the game design process to understand first how students perceived the survey class, its learning objectives, and the students’ experiences. Then the investigation addressed …


Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber Jan 2020

Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber

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.

Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. 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 …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

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 …


Gamification: Badges And Feedback, Brian Macon May 2019

Gamification: Badges And Feedback, Brian Macon

Electronic Theses and Dissertations

Gamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a task, providing a credential for gaining a skill, or acknowledging mastery of a particular piece of knowledge. This study implemented digital badges in online courses at a …


Child’S Play: A Service Learning Project Conducted At Roroš, Nové Mešto Pod Smrkem, Sanaya Attari Apr 2019

Child’S Play: A Service Learning Project Conducted At Roroš, Nové Mešto Pod Smrkem, Sanaya Attari

Independent Study Project (ISP) Collection

For my Independent Study Project, I designed a board game for young children inspired by the service learning activities held at ROROŠ. ROROŠ is a private organization located in the town of Nové Mešto pod Smrkem, offering different activities for children which provide a meaningful use of their leisure time. For a period of three weeks, I lived in Nové Mešto with Yveta Svobodová, one of the head directors of the organization. During my stay, I partook in several activities each week and used my experiences to generate new ideas when designing the final game. The game was completed by …