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Articles 1 - 30 of 31
Full-Text Articles in Game Design
Immersive Attraction Design Using Real Time Virtual Production Techniques: A South Carolinian Ghost-Lore Dark Ride, Gabrielle M. Delo
Immersive Attraction Design Using Real Time Virtual Production Techniques: A South Carolinian Ghost-Lore Dark Ride, Gabrielle M. Delo
All Theses
The role of themed entertainment can serve as a tool for cultural enrichment by integrating regional folklore into attraction design, using South Carolina’s “Gray Man” legend as the narrative foundation for a proposed dark ride. This project highlights how attractions can introduce wider audiences to lesser-known folktales while fostering appreciation for regional identity. It also examines the use of real-time virtual production, specifically using Unreal Engine 5.5, as a unified platform for previsualizing narrative-driven environments, enabling efficient iteration and integration of both physical and digital storytelling elements. This project positions game engine technology as a means of preserving and communicating …
Making The Writer’S Project, Alex Calderwood
Making The Writer’S Project, Alex Calderwood
ELO (un)supervised 2026
The Writer’s Project is a series of playful text editors which intervene in the act of writing in unexpected, challenging, and unusual ways. Some of the editors are conceptual experiments in user interface design: What if the editor asked you if you were sure before committing to each word? What if the delete key was not functional? Others editors are provocations that take aim at the conditions and AI-mediated writing, built to create a tension between writerly agency and system resistance. These involve placing writers into different configurations with text streams, for instance by turning prior writings into a Tetris-like …
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 …
An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick
An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick
Dissertations, Theses, and Capstone Projects
My project utilizes the visual novel game engine Ren’Py to create an embodied virtual walkthrough of Richard Kostelanetz’s personal library. Kostelanetz is a pioneering avante-garde artist, critic, and anthologist whose work spans multiple decades and artistic practices. This interactive experience introduces users to the astounding collection of 25,000 books that Kostelanetz has amassed in Ridgewood, Queens over his decades of publishing avant-garde literature. While scholars might be familiar with his anthologies such as Scenarios: Scripts to Perform (1980) and Texts-Sound Texts (1980), my project allows users to browse through sample pages of his original “Book Art”.
This New Media Object …
One Can Only Dream, Sophia V. Yacca
One Can Only Dream, Sophia V. Yacca
Theses and Dissertations
One Can Only Dream is an interactive installation in which players are invited to navigate a liminal, dream-like game, engage with a branching series of questions, and introspect upon the relationships between unconscious expression, conscious self-perception, and the inherent difficulty of depicting, sharing, and understanding subconscious thought.
Rooted in both my personal experience with a rare neurophysiological condition and in my desire to create, this project examines dreams not only as a medical and cultural phenomenon, but also as a means to form identity, reflect trauma, and inspire creativity. Drawing from modern interactive storytelling and my lived experiences, this work …
“More Than What [They] Made Us To Be”: From Passing To Perception In Victorian And Modern Vampire Media, Lauren Sieberg
“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 …
Towards Active Learning Practice: A Theory To Practice-Led Model. Part 3: Engagement, Motivation And Classroom Management, Strutts Psyridis
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.
Environmental Storytelling In Video Games Through The Lens Of Film Noir, Samuel Hagen
Environmental Storytelling In Video Games Through The Lens Of Film Noir, Samuel Hagen
All Theses
My project is an interactable video game experience showcased through the lens of film noir, that focuses on the capabilities and benefits of environmental storytelling in video games. With a heavy focus on immersion, my project forces the player to explore a murder scene and encourages them to formulate their own narrative about what has transpired. My project fuels the player’s ability for self-reflection and self-acceptance through the player’s personalized and unique interpretations experienced while exploring the scene I have created. In my paper, I discuss the aspects of environmental storytelling and immersion in video games and how they have …
Shifting Perspectives With Procedural Modeling Techniques And Vertex Animated Textures For Real-Time Interactive Morphing, Stephanie Schulze
Shifting Perspectives With Procedural Modeling Techniques And Vertex Animated Textures For Real-Time Interactive Morphing, Stephanie Schulze
All Theses
As humans experience reality, they intake external stimuli using sensory receptors to process information, forming a perception. Perceptions are subjective and shape each individual’s reality. Naturally then, by changing one’s perceptions, their experience of reality is altered, for better or worse. To emphasize the idea that perception is malleable and encourage a mindset of questioning alternative ways to look at a situation, an interactive experience in Unreal Engine is developed where a dull cityscape morphs and transforms into a surreal oversized nature scene. Procedural modeling techniques are used to create a variety of morphing assets, while Vertex Animated Textures are …
Revelation Perth International Film Festival Academic Conference 2024, James Thompson
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 …
間, Lele Dai
間, Lele Dai
Theses and Dissertations
LeLe Dai makes contingent participatory public interventions using sensory materials such as sound, flickering light, and water. This paper examines their works through the lens of Chinese character Jian (間), meaning “gap/slit/incision,” to investigate the concept of “in-betweenness.”
The Star Caller: Shining A Light On Game Production And Real Time Cinematics, Jehoshaphat Chacko
The Star Caller: Shining A Light On Game Production And Real Time Cinematics, Jehoshaphat Chacko
All Theses
In the landscape of interactive entertainment, the synergy between game play and real-time cinematics has become a pivotal force driving innovation and engagement in modern video games. “The Star Caller” is a project made by a small group of talented artists that explores this intersection. It serves as a prime example of how these two features coexist in modern gaming. This project utilizes the fundamentals of not only video game storytelling, but also all the popular aspects of a single player experience. Artistic inspiration from popular works such as God of War: Ragnarok, Warframe, and films such as Children of …
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 …
Artistic Representation And Self Esteem, Brianna Davis
Artistic Representation And Self Esteem, Brianna Davis
Honors College Theses
Dependent upon the constructs of the perception of self and the viewpoint of others, humans base the value of their self esteem on outer perspectives rather than internal ones. For this thesis in particular, the outer perspective to be examined is representation in the field of the arts. This thesis project explores the process of self esteem, artistic representation in the arts, how one affects the other, a history of the correlation between the two, and ways to inform and educate the masses with the tools necessary to advance representation in the arts thus raising the self esteem of its …
Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone
Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone
CMC Senior Theses
Let’s play a game. What effect do you think video games have on twenty-first-century marketing? In this age defined by its nature of digitality, capturing the attention of consumers is an arduous competition. Through market segmentation, research, and the observable variables of consumer behavior, product marketing has turned to video games as a solution to appeal to younger demographics. Gamification is an increasingly applied product marketing strategy employed to increase favorable metrics. Of those key performance indicators (KPIs), boosted measures such as click-through rates, impressions, and engagement rates suggest that gamification is a strategic opportunity to persuade consumers to take …
“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb
“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb
Articles
This article considers how player interactions with religious and ethnic markers, create
a globalized game space in the mobile game Florence (2018). Florence is a multiaward-
winning interactive novella game with story-integrated minigames that weave
play experiences into the narrative. The game, in part, explores love, loss, and
rejuvenation as relatable experiences. Simultaneously, the game produces a unique
experience for each player, as they can refract the game narrative through their own
cultural, identitarian lens. The game assumes the shared cultural space of the player,
the player-character (PC), and the non-player-character (NPC) while blurring the
boundaries between each of these …
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
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
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 …
Minecrafting Bar Mitzvah: Two Rabbis Negotiating And Cultivating Learner-Driven Inclusion Through New Media., Owen Gottlieb
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 …
Explorations Of Liminality And Intersectionality In Tabletop Games, Alyna Kim
Explorations Of Liminality And Intersectionality In Tabletop Games, Alyna Kim
Honors Thesis
In fantasy role-playing games (RPGs), especially tabletop role-playing games (TTRPGs), participants are required to collaborate to create not only fantasy personas in the shape of characters, but also the world and space that makes up the game itself. Participants therefore create a sense of both time and space that exist outside of basic reality. The created space and time––referred to as a world or a story––exists as a liminal space that participants and characters use as a tool to both exist and explore. While the participants exist physically in the real world, the game space allows them to go beyond …
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 …
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.
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Remembering Virtual Worlds: Painting And Video Games, Nathaniel M. St. Amour
Masters Theses, 2010-2019
Video games create the feeling of great achievement and place the player into a role that turns them into a great hero. These experiences feel significant because they require great time and emotional investment. The monumentality of these experiences, however, are at odds with the transience of the electrical virtual worlds. The medium of oil painting helps overcome the sense of transience because of oil painting’s durable permanent way of image making and stillness. Painting’s inherent nod to history also creates a dissonance between the newness of the video game medium and the antiquity of painting, a contrast exacerbated by …
Machinima And Copyright Law, Matthew Brett Freedman
Machinima And Copyright Law, Matthew Brett Freedman
Journal of Intellectual Property Law
No abstract provided.
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …
The Evolving Definition Of Narrative, Alexandra Birr
The Evolving Definition Of Narrative, Alexandra Birr
Honors Program Theses and Research Projects
No abstract provided.
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
"Duchamping In Game Making": An Analysis Of Pippin Barr's Parodic Computer Games, Devin A. Wilson
Modern Languages and Literatures Annual Graduate Conference
Devin Wilson analyzes some of Pippin Barr's subversive videogames, examining the methods by which they parody game design conventions.
Women And Video Games: Pigeonholing The Past, Allison Perry
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.
"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette
"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette
English Faculty Publications
Machinima, the practice of adapting recorded video game play into short films, highlights an often unacknowledged but significant shift in the consumption of video games and represents a key and underexplored intersection between the two leading theoretical camps. Considering the landmark series Red vs. Blue through the lens of Bolter and Grusin's propositions about "new" media's relationships with other forms offers an entry point for theorizing not only machinima but also the intersections between the ludology and narratology positions in games studies.