Open Access. Powered by Scholars. Published by Universities.®

Game Design Commons™

Open Access. Powered by Scholars. Published by Universities.®

Feminist, Gender, and Sexuality Studies

Institution
Keyword
Publication Year
Publication
Publication Type

Articles 1 - 24 of 24

Full-Text Articles in Game Design

Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray Nov 2025

Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray

Journal of Humanities and Social Sciences

The current study investigates the relationship between noun classes and plant folk taxonomy in Chasu (G 22). The study focuses on two objectives: the first objective is to describe the plant folk taxonomy in Chasu and the second objective is to determine the relationship between noun classes and plant folk taxonomy in Chasu. Data were collected from rural villages in Same and Mwanga districts by using free listing, field interviews (jungle-walk-and-identify), and written texts containing Chasu plant names. The findings reveal that Chasu folk taxonomy reflects different ethnobotanical categories; including a unique beginner which is mmea/mimea ‘plant(s)’, and three life …


Why You're Gayhee For Jaehee: How Dating Sims Promote Queer Self-Discovery, Amira Elliby May 2025

Why You're Gayhee For Jaehee: How Dating Sims Promote Queer Self-Discovery, Amira Elliby

2025 Spring Honors Capstone Projects - Archive

Dating simulators are a video game sub-genre in which the player’s primary goal is to romantically pursue their favorite love interest through in-game interactions. While some dating sims present situations that encourage heterosexual female players to question, explore, and even accept possible queer identities for themselves, there is little research on what specific game elements foster this exploratory behavior. This project examines player responses and in-game content from two dating sims, Chrono Days Sim Date and Mystic Messenger, to determine which game aspects women found most helpful in encouraging them to question their own sexualities. Out of five key …


“More Than What [They] Made Us To Be”: From Passing To Perception In Victorian And Modern Vampire Media, Lauren Sieberg May 2025

“More Than What [They] Made Us To Be”: From Passing To Perception In Victorian And Modern Vampire Media, Lauren Sieberg

English (MA) Theses

Throughout Victorian Gothic horror fiction, vampires function as deviant figures, maneuvering within social confines of passing until their status quo-threatening identity is exposed. Of the popular vampires from this period, most gradually fail to maintain status as social insiders—as demonstrated with Bram Stoker’s Count Dracula or Sheridan Le Fanu’s Carmilla, who possess the temporary capacity to pass until their hidden monstrosity is revealed over time. Even if Gothic monsters are confined to a limited space and time far from society, this is still not enough; in accordance with the Victorian culture of morality policing by dominant groups, the vampiric Other …


Razorblade Swing: Sympathy For The Dead, Game Design Document, Matthew Sparksman Aug 2024

Razorblade Swing: Sympathy For The Dead, Game Design Document, Matthew Sparksman

Postgraduate

Sydney of the late 20s was a world of dark, crisp shadows and flashing blades. The war has recently ended, and there is a hunger, a mania, to forget and bury the ghosts and spirits. But the dead, and things inhuman, do not like to be forgotten.

Razorblade Swing is a tabletop roleplaying game that seeks to explore this world through the eyes of street-level, everyday, vulnerable people, particularly women. The main conceit is that the Razor Wars were the product of the ghosts and spirits of war. Those who come back often deal with this through addiction, vice and …


The Regenarrative: How To Change The Story In Order To Change The Future, S. Rose Bigheart O'Leary Jan 2024

The Regenarrative: How To Change The Story In Order To Change The Future, S. Rose Bigheart O'Leary

Dartmouth College Master’s Theses

Abstract

In the era of Climate Change, many are concerned that the end of the Anthropocene, or the end of the era of human life on Earth, is upon us. Western European colonialism and its subsequent systems (settler-colonialism, colonial-capitalism, and globalization - sometimes termed “neocolonialism”) have all been implicated in contributing to unsustainable behaviors linked to accelerating climate change. In searching for possible solutions, some have called for listening to Indigenous Peoples, citing ethics of sustainability found among many Indigenous cultures. However, the cultural products of settler-colonialism are still dominant in ways that do not allow for Indigenous worldviews to …


What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone Dec 2022

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone

Theses and Dissertations

My exhibition reconciles representations of domesticity, labor, and morality through the lens of sex-work (SW). It consists of video work, a video game, and free-to-take objects, where donation, the strip club, and the fish tank converge. My work concludes that SW is a timeless construct that will always exist even after reimagining multiple worlds.


My Eyes Are Up Here!: Defining The Female Gaze Through A Comparative Analysis Of Films Throughout The Decades, Anka A. Delos Reyes May 2022

My Eyes Are Up Here!: Defining The Female Gaze Through A Comparative Analysis Of Films Throughout The Decades, Anka A. Delos Reyes

DLSU Senior High School Research Congress

The male gaze is a trend that has been observed in film for decades, and the oversaturation of inaccurate portrayals of women can be harmful as these portrayals affect women’s self-perception and regress the efforts of feminst movements. Given this, the study aims to define, characterize and illustrate an alternative to the male gaze through My Eyes are up Here! A digital zine that reimagines films adopting the female gaze, rather than its objectifying counterpart. To collect data for the study, visual content analysis of films from different genres and decades was conducted following a set of codes, and the …


Cares, Labors, And Dangers: A Queer Game Informed By Research, Amy Schwinge Jan 2021

Cares, Labors, And Dangers: A Queer Game Informed By Research, Amy Schwinge

Honors Undergraduate Theses

Queerness as a quality has a permanent fluidity. Videogames as a medium are continually evolving and advancing. Thus, queer games have a vast potential as an art form and research subject. While there is already a wealth of knowledge surrounding queer games my contribution takes the form of both research paper and creative endeavor. I created a game by interpreting the queer elements present in games research. My game reflects the trends and qualities present in contemporary queer games, such as critiques on empathy and alternative game-making programs. This paper details what research inspired elements of my game as well …


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 …


Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette Jan 2018

Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette

English Faculty Publications

No abstract provided.


Time Travel, Labour History, And The Null Curriculum: New Design Knowledge For Mobile Augmented Reality History Games, Owen Gottlieb May 2017

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 …


Design-Based Research Mobile Gaming For Learning Jewish History, Tikkun Olam, And Civics, Owen Gottlieb Jan 2017

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 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 …


Gayme: The Development, Design And Testing Of An Auto-Ethnographic, Documentary Game About Quarely Wandering Urban/Suburban Spaces In Central Florida., David Moran Jan 2014

Gayme: The Development, Design And Testing Of An Auto-Ethnographic, Documentary Game About Quarely Wandering Urban/Suburban Spaces In Central Florida., David Moran

Electronic Theses and Dissertations

GAYME is a transmedia story-telling world that I have created to conceptually explore the dynamics of queering game design through the development of varying game prototypes. The final iteration of GAYME is @deadquarewalking'. It is a documentary game and a performance art installation that documents a carless, gay/queer/quare man's journey on Halloween to get to and from one of Orlando's most well-known gay clubs - the Parliament House Resort. "The art of cruising" city streets to seek out queer/quare companionship particularly amongst gay, male culture(s) is well-documented in densely, populated cities like New York, San Francisco and London, but not …


Women And Video Games: Pigeonholing The Past, Allison Perry May 2012

Women And Video Games: Pigeonholing The Past, Allison Perry

Scripps Senior Theses

Academic work dealing with the overlap between video games and female representation is limited in both volume and proper research. Most texts agree on three supposed flaws with video games: they alienate female participants, there are no games for female players, and female players cannot relate to female characters. This thesis sheds light on these points, not only citing specific counter-examples, but also showing how many of these issues reflect on a larger societal problems.


The Risk Factors Of Alcohol Abuse Among College Athletes, Jacob Jones Aug 2011

The Risk Factors Of Alcohol Abuse Among College Athletes, Jacob Jones

All-Inclusive List of Electronic Theses and Dissertations

Self-concept theory was used as a theoretical basis to investigate the utility of social norms alcohol prevention programs designed for college athletes. The predictive relationship among alcohol use and athletic identity, competitiveness, drinking game participation, and level of sport participation was investigated. It was discovered that drinking game participation is a significant predictor of total weekly alcohol use above and beyond the other predictors. In addition, drinking game participation and organized recreational sport participation were significant predictors of total binge drinking episodes. While controlling for drinking game participation and competitiveness, no significant differences were found in the amount of alcohol …


Gay Monopoly Ollie's Sleaze Bag Cards, The Parker Sisters Jan 1983

Gay Monopoly Ollie's Sleaze Bag Cards, The Parker Sisters

Gay Monopoly Game Assets

Ollie's Sleaze Bag cards for the Gay Monopoly game. The back of each card is the same, so it only appears once at the beginning of the document.


Gay Monopoly Mortgage Notes Cards, The Parker Sisters Jan 1983

Gay Monopoly Mortgage Notes Cards, The Parker Sisters

Gay Monopoly Game Assets

Mortgage Notes cards for the Gay Monopoly game.


Gay Monopoly Game Money, The Parker Sisters Jan 1983

Gay Monopoly Game Money, The Parker Sisters

Gay Monopoly Game Assets

Game money from Gay Monopoly


Gay Monopoly Game Box, The Parker Sisters Jan 1983

Gay Monopoly Game Box, The Parker Sisters

Gay Monopoly Game Assets

Box for the Gay Monopoly game.


Gay Monopoly Family Pride Cards, The Parker Sisters Jan 1983

Gay Monopoly Family Pride Cards, The Parker Sisters

Gay Monopoly Game Assets

Family Pride cards for the Gay Monopoly game.


Gay Monopoly Game Board, The Parker Sisters Jan 1983

Gay Monopoly Game Board, The Parker Sisters

Gay Monopoly Game Assets

Game board for the Gay Monopoly game.


Gay Monopoly Game Rules, The Parker Sisters Jan 1983

Gay Monopoly Game Rules, The Parker Sisters

Gay Monopoly Game Assets

Game rules for Gay Monopoly.


Gay Monopoly Hanky Code Cards, The Parker Sisters Jan 1983

Gay Monopoly Hanky Code Cards, The Parker Sisters

Gay Monopoly Game Assets

Manhipulation Hanky Code cards for the Gay Monopoly game.