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Full-Text Articles in Game Design

Clue In The Roman Style House: A Twist On The Classic Board Game Featuring A Fusion Of Ancient And Modern Roman Influences, Madelyn Junk May 2026

Clue In The Roman Style House: A Twist On The Classic Board Game Featuring A Fusion Of Ancient And Modern Roman Influences, Madelyn Junk

Honors Projects

Throughout time, games have been used to convey how society functions. They hint at societal structure, behavioral patterns, and roles of community members. Specifically, board games are excellent ways to teach players about attention to detail and how to synthesize information.

This unique and functional honors project finds its strength as a detail-oriented game that stresses the importance of critical thinking and deduction as it further rewards those skills through play and friendly competition. It combines art history, education, and graphic design disciplines to result in a creative output alongside a research paper. Its final product is a playable game …


Alternative, Ashlynn M. Stroud May 2026

Alternative, Ashlynn M. Stroud

Graduate Theses and Dissertations (2019 - present)

A series of illustrations, sculptures and comic book issues designed to introduce a series of stories and characters that represent the history and members of a fictional mythology depicting the cultural social group often referred to as the “alternative” community. Alternative takes place in a world that combines high fantasy and science fiction with elements of pop culture and music. This world uses iconography of the various genres of the alternative subculture and music, metal, post-punk, and the evolving scene of the underground with varying visuals from both gothic and industrial time periods. Viewers are encouraged to read and follow …


Sae What? Magazine - Issue 1 - 2026, Sae University College Apr 2026

Sae What? Magazine - Issue 1 - 2026, Sae University College

SAE What? - Student Magazine

No abstract provided.


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 …


Creative Ties: Using Design To Build Connections And Reduce Loneliness, Madelyn Arnold Apr 2025

Creative Ties: Using Design To Build Connections And Reduce Loneliness, Madelyn Arnold

Honors Projects

While loneliness is a universal infliction, there are specific demographics that are disproportionately affected by this experience. The older adult population is at a much higher risk of experiencing feelings of loneliness and the negative health risks that come from extended periods of isolation. The severity of loneliness within the older adult population cannot be overstated. Art therapy techniques have been studied as a potential tool to reduce these feelings and side effects in this vulnerable population.

Moved by the profound effects and high rates of loneliness for older adults, this project seeks to create a tool to alleviate these …


Space Odyssey Mobile App And Board Game For Vaping And Smoking, Brittany J. Baker Mar 2025

Space Odyssey Mobile App And Board Game For Vaping And Smoking, Brittany J. Baker

SPARK Symposium Presentations

Brittany Baker

Belmont University

March 29, 2025

Abstract

Space Odyssey is a creative initiative designed to reduce the stigma around vaping and smoking while raising awareness of their risks and healthier alternatives. Due to negative judgment, open conversations about vaping and smoking are often avoided, leading to a lack of education and awareness. To address this, Space Odyssey combines a social mobile app and an interactive board game. The app offers a safe digital space for education and discussion, while the board game encourages social interaction and community dialogue. By blending technology with personal connection, Space Odyssey aims to empower …


Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis Mar 2025

Towards Active Learning Practice: A Theory To Practice-Led Model. Part 1: Principles Of Student-Centred Learning, Strutts Psyridis

Staff Scholarship - Australia & Dubai

This monograph explores Active Learning as a student-centred pedagogical model that bridges theory and practice in screen education. It examines constructivist approaches, metacognition, and situated learning, arguing for performative, embodied teaching methods. The paper highlights tensions between traditional instruction and experiential learning, proposing adaptable frameworks for enhancing engagement, autonomy, and transferable skills.


Towards Active Learning Practice: A Theory To Practice-Led Model. Part 3: Engagement, Motivation And Classroom Management, Strutts Psyridis Mar 2025

Towards Active Learning Practice: A Theory To Practice-Led Model. Part 3: Engagement, Motivation And Classroom Management, Strutts Psyridis

Staff Scholarship - Australia & Dubai

Part 3 of this continuing series on Active Learning examines engagement, motivation, and classroom management within active learning environments, arguing that meaningful engagement is performative, designed, and context-dependent. Drawing on creative industries, intrinsic motivation theory, flipped classroom models, and digital pedagogies, it proposes that effective teaching integrates facilitation, structure, and adaptive strategies to sustain learner agency, participation, and deep learning.


I Love Getting Mad At The Internet, Tariye George-Phillips Jan 2025

I Love Getting Mad At The Internet, Tariye George-Phillips

Theses and Dissertations

This book discusses the changing ecosystem of the internet in relation to my installation ‘In These Worlds’. This is not a direct translation of the installation, but shares the research and thought that informs the work, as well as sharing some of the work that preceded.


Challenged: A Practice-Based Analysis Of Simulating The Realities Of Teaching Through Play, Shanel Lara Locke Jan 2025

Challenged: A Practice-Based Analysis Of Simulating The Realities Of Teaching Through Play, Shanel Lara Locke

Graduate Student Theses, Dissertations, & Professional Papers

ChallengED is a classroom simulation game designed to explore the emotional and procedural realities of teaching through interactive play. Rather than attempting to manufacture empathy, the project focuses on conveying the unpredictability, humor, and fatigue that shape daily classroom life. Drawing from my own teaching experience, the game uses experiential realism and embodied interaction to communicate how educators navigate constant interruptions, shifting demands, and limited control. The development process also became a therapeutic practice, offering a way to reinterpret professional challenges through creative experimentation. Situated within practice-based research, ChallengED demonstrates how game design can function as both artistic inquiry and …


Ani219 Project 3 24t3 Student Exemplar Example 1, Sae University College Dec 2024

Ani219 Project 3 24t3 Student Exemplar Example 1, Sae University College

Exemplars

This is a distinction-level submission for ANI219, Project 3 in 24T3.


Ani219 Project 2 Example 1, Sae University College Nov 2024

Ani219 Project 2 Example 1, Sae University College

Exemplars

ANI219 Project 2 34T3 student submission.


Cim316.2 Antville Example 1, Sae University College Aug 2024

Cim316.2 Antville Example 1, Sae University College

Exemplars

Capstone Planning documentation for a video game.

The concept of Antville is a cooperative video game dedicated to boosting

social skills and teamwork among children. Inspired by the Young Minds

Matter survey, which reveals a gap in social skills development for kids aged

4-12 (The Australian Institute of Health and Welfare, 2020), Antville will

address these social skill deficits through game mechanics informed by

scholarly research.


Revelation Perth International Film Festival Academic Conference 2024, James Thompson Jul 2024

Revelation Perth International Film Festival Academic Conference 2024, James Thompson

Staff Scholarship - Australia & Dubai

Drawing delegates from around the country The Revelation Perth International Film Festival's Academic Conference is a truly interactive two days of intense discussion and debate on all things cinema

Revelation is Australia's only international film festival to host and encourage academic discussion alongside its screening program and we look forward to taking its discoveries to audiences around the country and world. It represents an important platform in film discussion and analysis in this country.

Taking place on Tuesday July 2nd and Weds July 3rd 2024, the Revelation Academic Conference draws local, national and international academics to discuss and analyse issues …


Snapbot - The Enhanced Physical Play, Morong Li Jun 2024

Snapbot - The Enhanced Physical Play, Morong Li

Masters Theses

Snapbot is a building toy set. It investigates the integration of physical and digital mediums within the realm of play, addressing the dominance of video games in children’s entertainment. By merging Morong’s interests in toys, design, and psychology, this project aims to balance different play mediums to offer combined benefits without diminishing each one’s value.

To address screen time’s dominance, I developed a toy concept for 11- to 13-year-olds that merges physical and digital play. This concept allows for the physical construction of robotic toys that, when transferred to a digital environment, come alive and tackle digital challenges. In this …


The Art Of Motion, Audrey Caleb, Selina Shang Apr 2024

The Art Of Motion, Audrey Caleb, Selina Shang

SACAD: Scholarly Activities

Animation is an integral part of our daily lives. From entertainment, to advertisements, to medical visualizations and everything in between, it permeates our world. But what makes animation so compelling? Why do we connect with it so well? And what makes it visually appealing?

Humans are story driven creatures, and so we gravitate towards time-based media—it’s the perfect vehicle for telling stories. Our goal was to explore the variety of styles and tools used in animation, research the 12 principles, understand the process of creating a work from start to finish, and successfully demonstrate the science and art of animation.


(Re)Producing Orientalism: Industry Logic Of Chinese Mobile Game Re-Skins In The Global App Empire, Yizhou Xu Jan 2024

(Re)Producing Orientalism: Industry Logic Of Chinese Mobile Game Re-Skins In The Global App Empire, Yizhou Xu

Communication & Theatre Arts Faculty Publications

Through the case study of the mobile title Game of Sultans, this article examines the proliferation of iterative and copycat games through the practice of reskins in the mobile game industry. Based on year-long autoethnographic fieldwork working in a Chinese mobile game company, I provide an on-the-ground perspective of how Orientalist representations in reskinned games are instrumentalized through the roles of “cultural brokers” and the work of localization for Western markets. By taking a theoretical and technological understanding of reskins, I argue that reskinned games, as a form of industrial mimicry, while an important aspect of standardized game production, …


Balanced Blended Space: Proposing A Universal Theoretical Framework For Combinative Reality, David Smith, Frederick Bianchi Oct 2023

Balanced Blended Space: Proposing A Universal Theoretical Framework For Combinative Reality, David Smith, Frederick Bianchi

Publications and Research

In today's fragmented societies, a unified framework for communication and collaboration across different realities is crucial. We introduce Balanced Blended Space (BBS) as a framework for describing combinative reality, encompassing virtual, physical, and conceptual realms, all intrinsically connected. Interactions within these environments shape our perceptual space. This paper outlines key axiomatic assumptions, criteria for a universal framework, and fundamental terminology. We identify deep symmetries enabling the BBS framework, including Cognitive and Computational Symmetry, Physical and Virtual Symmetry, Mediation Pathway Symmetry, Space-Time Symmetry, and Sensory Symmetry. We propose tests to determine its viability, emphasizing virtual intelligence as a collaborative partner. We …


Monster Planet Bounty Hunter, Arthur Santoro May 2023

Monster Planet Bounty Hunter, Arthur Santoro

MFA in Illustration & Visual Culture

In this paper I will be discussing my personal interest in games and art as well as my experience and process working on my original board game: Monster Planet Bounty Hunter. I will also discuss my visual influences, how I approach making games and why I think games are an important form of art.


The Process And Flow Of Animation: For The Record, Dylan Gordon May 2023

The Process And Flow Of Animation: For The Record, Dylan Gordon

Undergraduate Honors Theses

A comprehensive study in the processes of animation in various forms, from concept to simple layout animation to complex overlapping action and splining, and even lighting and texturing, I will be using a popular podcast musical as a basis to study the pipeline that’s used to create an industry animation.


In A Small Sea, Thomas Giebler Jan 2023

In A Small Sea, Thomas Giebler

Master's Theses or Doctor of Nursing Practice

A pool of water stands before you. It is nebulous and free flowing. As you peer in, you realize how vast and deep something initially so unassuming on the surface has become.

This is my small sea.

Within this sea that rests between my ears, I am a small ‘c’ creator. This body of water is filled with experiences, inspiration, and vision. In this place, I synthesize the world around me into my work, creating microcosms that are full of life, color, and story. The idea of microcosms is the cornerstone of my design.

Within each of my created worlds, …


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.


Internet Art: An Interactive Timeline Resource, Laurel Vaccaro Jul 2022

Internet Art: An Interactive Timeline Resource, Laurel Vaccaro

Masters Theses, 2020-current

Link to Interactive Timeline Resource (ITR): https://sites.google.com/view/itr-internet-art/home

The purpose of this study was to first collect and summarize the history of internet art from its inception to current day and, second, to create an interactive timeline resource (ITR) designed for K-12 art application. Current approaches to internet art include recommendations that students engage with social media in the K-12 setting, yet gaps in the literature have neglected to address the actual history of internet art as a feature of a student’s K-12 art experiences. Initial research started from a preliminary hypothesis that highlighted the irony of students using the internet …


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 …


Winter 2021 Dec 2021

Winter 2021

In The Loop

2021 Emmy Nominees; Animator Tapped by Cartoon Network; IndieCade Horizons 2021; Hack4Space; Security Daemons Prevail; Role Models: DePaul Originals Game Studio students build industry-level skills that benefit themselves and others; Frames and Fortune: Eugene Bush programmed his indie video studio with patience and planning; Reality Check: Heather Snyder Quinn augments reality to question systems of unchecked power


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 …


Street Art: The Gallery Of The City, Mia Pinzelik Jun 2021

Street Art: The Gallery Of The City, Mia Pinzelik

University Honors Theses

This project will look to better understand the culture and community of Portland street art, the unique aspects of the art form, the kinds of people participating in street art culture, the difficulties they face, and what defines this specific Portland subculture in 2020. The goal of this project is to compile this research into a board game illustrating a general overview of the process and experiences of street artists in Portland.


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, …


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 …