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Articles 1 - 30 of 33
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
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 …
Coffee Bindings, M. Ermolenko
Coffee Bindings, M. Ermolenko
Theses and Dissertations
Coffee Bindings is a multi-media interactive installation weaving themes of history, memory, death, and spaces that no longer exist through the lens of coffee readings and a mixture of physical and digital media. By navigating ghost spaces (spaces/places that used to exist but don’t anymore), and looking at survival through three time periods, Coffee Bindings jumps through liminal time and space, navigating the Armenian Genocide of 1915, the ethnic cleansing and displacement of Armenians from Artsakh in 2020-2024, while also tying them to personal family history with the death of my father and the loss of the physical space of …
Illuminating Women’S Interwar Australian Ghosts Stories In A Tabletop Roleplaying Game - Methods, Processes And Aesthetics, Matthew Sparksman
Illuminating Women’S Interwar Australian Ghosts Stories In A Tabletop Roleplaying Game - Methods, Processes And Aesthetics, Matthew Sparksman
Postgraduate
Australian voices are underrepresented in international media, particularly in the medium of Tabletop roleplaying games. Women’s voices and access to publishing media were rapidly retaken by men after the Great War, including the mediums of Ghost Stories, Film, and other media (Handasyde, 2017, p.18; Ohri, 2018, p.386). This can also be illustrated in the shift in archetypes of ghostly tales to be dominated by that of the “suffering and sacrificed male exiled to death far from home” (Kelly cited in Carleton, 2015, p.21; Kelly, 2007, 18). It is therefore important that we seek to find and value such artefacts that …
Razorblade Swing: Sympathy For The Dead, Game Design Document, Matthew Sparksman
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 …
Lost & Found (Game Series) [Book Chapter], Owen Gottlieb
Lost & Found (Game Series) [Book Chapter], Owen Gottlieb
Articles
Description of game series for use in the classroom with best practices.
Crusading For Fun And Profit: An Examination Of Ludohistorical Mode In The Crusader Kings Community, Kirk M. Lundblade
Crusading For Fun And Profit: An Examination Of Ludohistorical Mode In The Crusader Kings Community, Kirk M. Lundblade
Graduate Thesis and Dissertation 2023-2024
How do participants in communities of play centered around digital games engage with history? The historiographic influences of ludic form have been closely scrutinized in recent years, but little attention has been paid to the digital cultures—to the communities of play— which center the discussion and play of these historical games. My study aimed to closely examine one such community centered around the grand strategy game Crusader Kings III, released by Paradox Interactive in 2020. I use discourse analysis together with grounded theory to examine the game Crusader Kings III alongside two primary sites found on reddit and Paradox …
The Regenarrative: How To Change The Story In Order To Change The Future, S. Rose Bigheart O'Leary
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 …
Negative Estrangement: Fantasy And Race In The Drow And Drizzt Do’Urden, Steven Holmes
Negative Estrangement: Fantasy And Race In The Drow And Drizzt Do’Urden, Steven Holmes
Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature
This essay introduces the concept of negative estrangement to help understand current cultural interventions into the norms of depicting fantasy races. First, this essay builds on Shklovsky’s concept of estrangement to describe the literary practice of negative estrangement, wherein artists craft “more evil” foes based on hybridized amalgamations of stereotypes to create antipathy toward a subject, be it monster or fantasy race. This practice is sometimes used in service of confronting the issue of race and racism, despite seeming to reify or rearticulate racist stereotypes.
This essay builds on Tolkien’s argument in favor of creating “more evil” foes to exemplify …
Historical Narrative In The Music Of Sid Meier’S Civilization Vi, Alec Larner
Historical Narrative In The Music Of Sid Meier’S Civilization Vi, Alec Larner
Electronic Theses and Dissertations
Sid Meier’s Civilization VI is a 2016 strategy video game in which the player leads a historical civilization from 4000 BC to the present. The Civilization series is the subject of much scholarly writing, especially its representation of history and non- Western cultures. My work builds on Karen Cook’s research (2014) on the technological progress and American hegemonic identity signaled by Civilization IV’s soundtrack. I argue that the music in Civilization VI contributes to a Eurocentric teleological progress narrative of history inherent in the structure of the game: the idea that history is a story of inevitable and positive …
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor
Articles
This chapter addresses design research and iterative curriculum design for the Lost & Found games series. The Lost & Found card-to-mobile series is set in Fustat (Old Cairo) in the twelfth century and focuses on religious laws of the period. The first two games focus on Moses Maimonides’ Mishneh Torah, a key Jewish law code. A new expansion module which was in development at the time of the fieldwork described in this article that introduces Islamic laws of the period, and a mobile prototype of the initial strategy game has been developed with support National Endowment for the Humanities. The …
The Woman Behind The Whitney, Breanna Epp
The Woman Behind The Whitney, Breanna Epp
Honors Program: Senior Projects (Public)
Gertrude Vanderbilt Whitney was the founder of the Whitney Museum of American Art, as well as a prominent sculptor and patron to artists in the early 1900s. Her art collection was the largest of American art at the time, and she led the nation into an appreciation of its own native art. Native in this context specifically means any art that was made in America, not strictly art made by the indigenous people of the Americas. Tackling her entire life, from growing up in the Vanderbilt family to her death, I provide an overview of her interactions with the art …
Ikkuma: An Artistic Vr Storytelling Experience, Yangli Liu
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.
Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb
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 …
Designing Analog Learning Games: Genre Affordances, Limitations And Multi-Game Approaches, Owen Gottlieb, Ian Schreiber
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 …
Fair World 64: A Text-Based Game Of The 1964–1965 World's Fair, Christofer R. Gass
Fair World 64: A Text-Based Game Of The 1964–1965 World's Fair, Christofer R. Gass
Dissertations, Theses, and Capstone Projects
The project is a text-based game of a typical day during the first season of the 1964 World’s Fair in what is now Flushing Meadows-Corona Park. The 1964-1965 World’s Fair, that Robert Moses presided over as president, was one of the largest and most expensive fairs ever created, but only days after the last fairgoer left through the turnstile most of the many pavilions that brought education, entertainment, and joy to so many people were destroyed to leave a vast open space that is relatively empty to this day. Although most of the pavilions were either relocated or demolished, there …
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
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
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
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 …
1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, Kailynn Haskell-Harbert
1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, Kailynn Haskell-Harbert
Capstone Projects and Master's Theses
This paper is a delve into 1999 JRPG AAA video games and how small developers can make something of similar quality with contemporary technology. This is explored by using Final Fantasy VIII and Lunar: Silver Star Story Complete as a 1999 AAA standard, then comparing that standard to modern indie-games as well as my own experience in indie-game development. The ultimate goal of the paper is to prove that small indie-game studios can create 1999 AAA quality JRPGs with relatively minimal investment.
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
Re-Playing Maimonides’ Codes: Designing Games To Teach Religious Legal Systems, Owen Gottlieb
Articles
Lost & Found is a game series, created at the Initiative for
Religion, Culture, and Policy at the Rochester Institute of
Technology MAGIC Center.1 The series teaches medieval
religious legal systems. This article uses the first two games
of the series as a case study to explore a particular set of
processes to conceive, design, and develop games for learning.
It includes the background leading to the author's work
in games and teaching religion, and the specific context for
the Lost & Found series. It discusses the rationale behind
working to teach religious legal systems more broadly, then
discuss the …
The Lost & Found Game Series: Teaching Medieval Religious Law In Context, Owen Gottlieb, Ian Schreiber
The Lost & Found Game Series: Teaching Medieval Religious Law In Context, 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. The Lost & Found 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 & Found …
Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber
Prosocial Religion And Games: Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
In a time when religious legal systems are discussed without an understanding of history or context, it is more important than ever to help widen the understanding and discourse about the prosocial aspects of religious legal systems throughout history. The Lost & Found (www.lostandfoundthegame.com) game series, targeted for an audience of teens through twentysomethings in formal, learning environments, is designed to teach the prosocial aspects of medieval religious systems—specifically collaboration, cooperation, and the balancing of communal and individual/family needs. Set in Fustat (Old Cairo) in the 12th century, the first two games in the series address laws in Moses Maimonides’ …
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 …
Finding Lost & Found: Designer’S Notes From The Process Of Creating A Jewish Game For Learning, Owen Gottlieb
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 …
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.
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 …
Little Manila Visualization Software Program, Josh Salyers, Danielle Thomasson, Kyle Sabbatino, Jamie Culilap, Sarah Kuo, Ronnie Sanchez, Hannah Tvergyak
Little Manila Visualization Software Program, Josh Salyers, Danielle Thomasson, Kyle Sabbatino, Jamie Culilap, Sarah Kuo, Ronnie Sanchez, Hannah Tvergyak
Little Manila Visualization Software Program
This 3d simulation is built using gaming software. The graphics quality and download time can vary significantly based on the specification of the computer running this program.
Instructions:Click on the Download button and save the .zip file to your computer. It will begin to download. (This can take a while initially). Once the file has downloaded, unzip the folder and click on the .exe file to play the game.
Version: The current version is only compatible with Windows operating system.
Lost & Found: Order In The Court -- The Party Game, Owen Gottlieb, Ian Schreiber
Lost & Found: Order In The Court -- The Party Game, 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.
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 second game in the series, Lost & Found: Order in the Court …
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 & …