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Articles 31 - 60 of 107

Full-Text Articles in Game Design

An “Other” Experience Of Videogames: Analyzing The Connections Between Videogames And The Lived Experience Of Chronic Pain, Gracie Straznickas Apr 2023

An “Other” Experience Of Videogames: Analyzing The Connections Between Videogames And The Lived Experience Of Chronic Pain, Gracie Straznickas

College of Computing and Digital Media Dissertations

In this dissertation I argue for the connections between the lived experience of chronic pain and videogames, exploring what interacts with and influences them. To answer this, I draw on cripistemology as I engage in autoethnography, close-reading and close-gameplay, restorying, mixed methods design, formal interviews, surveys, and inductive coding. I further argue for pushing back against the unhelpful binaries that define the “human” and a false idea of “universal” experience or ability, instead pointing to the intersectionality that better reflects the biopolitics of disability, including both debility and capacity. I engage with these methods in three specific projects that consider …


Hampton Roads' Building Resilient Communities Flood Game, Gul Ayaz, Katherine Smith, Rafael Diaz, Joshua G. Behr Apr 2023

Hampton Roads' Building Resilient Communities Flood Game, Gul Ayaz, Katherine Smith, Rafael Diaz, Joshua G. Behr

Modeling, Simulation and Visualization Student Capstone Conference

As rising sea levels and subsequent recurrent flooding disproportionately affects coastal areas, it is crucial to develop a heightened awareness of the impacts of natural disasters on communities and the environments they live in. The Hampton Roads’ Building Resilient Communities (BRC) Flood Game is a simulation role-playing game designed to allow players to increase their understanding of the impact of various community response interventions to sea level rise and recurrent flooding. Players will examine and assess the tradeoffs of resiliency investments, the impact policies may have on the population, and the amount of time return on investment takes. The BRC …


Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone Jan 2023

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 …


Collaborative Constructions: Designing High School History Curriculum With The Lost & Found Game Series, Owen Gottlieb, Shawn Clybor Oct 2022

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 …


Let's Play!: Sports And Games In Art And Culture, Macey Cohen, Hagen Krebs, Paul Pelham, Kate Sallee, Devyn Wesolowski, Yan Sun Oct 2022

Let's Play!: Sports And Games In Art And Culture, Macey Cohen, Hagen Krebs, Paul Pelham, Kate Sallee, Devyn Wesolowski, Yan Sun

Schmucker Art Catalogs

Regardless of differences across individual lives, cultures, and traditions, one of humanity’s most enduring and joyful acts is that of play. This commonality, however, does not mean that play should be seen as simply a trivial matter. Play is also not merely a matter of winning or losing, but a reflection of the moral and cultural values of society. The exhibition Let’s Play: Sports and Games in Art and Culture features eleven works of art, collected from disparate cultures, time periods, and countries, to demonstrate the productive forces of play in its many iterations. What is central to every work …


“It's So Normal, And … Meaningful.” Playing With Narrative, Artifacts, And Cultural Difference In Florence, Dheepa Sundaram, Owen Gottlieb Aug 2022

“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 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 …


Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis May 2022

Entities: A Field Of Imaginary Games, Thrasyvoulos Ioannis Kalaitzidis

LSU Master's Theses

With this body of work, I am looking for visual symbols that help communicate unuttered meanings through storytelling and stimulate an affectual response to the viewer. This exploration is presented in two different forms: a surreal sculptural installation and a board game. The installation consists of large-scale sculptures made from light and soft materials (polyurethane foam, plastic waste, paper) that are available to move inside the gallery, while the board game is presented as a set of 3D prints with instructions on how the participants can play it. The materials used in the installation suggest a way to transform waste …


Developing A Prototype Of A Playfulness Toolkit, Hanneke Hovels May 2022

Developing A Prototype Of A Playfulness Toolkit, Hanneke Hovels

Creativity and Change Leadership Graduate Student Master's Projects

Playfulness is the ability to reframe situations, seeing new possibilities. A playful mind-set increases our mental flexibility, resilience, empathy, and our overall well-being. Unfortunately, growing up most of us lose part of our playfulness. How can we facilitate adults to live a (more) playful life? To ignite playfulness in adults’ lives, we first have to raise awareness for the benefits of playfulness, and then help people to develop a playful mind-set and integrate playfulness into their lives. In this project I combine my knowledge of creativity and playfulness with my experience in service and behavior design. I developed a prototype …


Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris Apr 2022

Vr Sound Mapping: Make Sound Accessible For Dhh People In Virtual Reality Environments, Ziming Li, Roshan Peiris

Frameless

In-game audio plays an important role in enhancing the sense of reality and immersion in the gaming experience. In many games, sounds are also used to provide notifications and clues which are essential to the gameplay. However, in this case, the DHH (deaf and hard of hearing) players may fail to access the information conveyed by sounds, which degrades their gaming experience (Jain et al. 2021).


Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball Jan 2022

Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball

English Faculty Publications

The Unity Asset Store sells amateur designers and artists a promise of being able to participate in an idealized, rationalized vision of how the game design industry operates. However, the Unity Asset Store depends on marketing the content created by amateur artists in ways that require the artists to essentially package their work as labor and to mask their role as artists. This essay views labor and capital in the Unity Asset Store through a Marxist lens, informed by Kline, Dyer-Witheford, and de Peuter's (2003) model of technological, cultural, and marketing forces as "three circuits of interactivity" in the mediatized …


Metamosque – Envisioning The Mosque As A Virtual Public Space, Alaa Albarazy Jan 2022

Metamosque – Envisioning The Mosque As A Virtual Public Space, Alaa Albarazy

Theses and Dissertations

Historically, the mosque was not only a space for a communal prayer but also a place for building a community. Today, however, with conflicts and diseases fragmenting society, people are less able to gather physically in large spaces. Out of necessity, people rely on technology to get together and interact virtually. In this context, my research challenges the notion of the mosque as a physical space, proposing, instead, its extension into virtual space. Recent global events pose the question: Can the metaverse offer an opportunity for the mosque to reassert itself as a public space. I propose that a MetaMosque …


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.


Has Excessive Violence In Video Games Gone Too Far?, Kyra Sycip May 2021

Has Excessive Violence In Video Games Gone Too Far?, Kyra Sycip

ART 108: Introduction to Games Studies

Numerous case studies and published research have led many gamers and non-gamers to wonder whether the excessive loads of violence found in video games is truly necessary for “fun” gameplay and entertainment. Controversies have been arising within famous video games such as the Grand Theft Auto series, Call Of Duty: Modern Warfare 2, and Six Days in Fallujah. These three games have been the subject of numerous present day debates and have sparked many arguments within the gaming community. As well as the debate of whether these games are indeed harmful to the player’s psychology and nature has yet to …


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, …


Immersion's Relationship To Enjoyment In Gaming, Ronald Ray Eddy Jan 2021

Immersion's Relationship To Enjoyment In Gaming, Ronald Ray Eddy

Electronic Theses and Dissertations, 2020-2023

The term immersion has become ubiquitous in descriptions of entertainment activities, including theme park attractions, virtual reality experiences, video games, and more. In nearly all cases, an expectation is that immersion in an activity is a desired outcome. However, this implication is challenged by a lack of research into the relationship between immersion and enjoyment. A further challenge is presented by the lack of a consensus among researchers regarding a precise definition of immersion. This dissertation explores the immersion-enjoyment relationship by first examining the construct of immersion itself, followed by an exploration of the myriad concepts surrounding immersion, including engagement, …


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 …


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 …


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 …


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 …


Fair World 64: A Text-Based Game Of The 1964–1965 World's Fair, Christofer R. Gass Jun 2020

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 …


The Level Of Creative Thinking Of Stem-Oriented Middle And High School Children Associated With The Level Of Self-Motivated Play And Success Within A Builder Game And Engagement In Builder Gaming Communities' Social Media Culture, John Aedo Jan 2020

The Level Of Creative Thinking Of Stem-Oriented Middle And High School Children Associated With The Level Of Self-Motivated Play And Success Within A Builder Game And Engagement In Builder Gaming Communities' Social Media Culture, John Aedo

Electronic Theses and Dissertations, 2020-2023

Literature indicates that the United States has fallen behind other countries in the world in terms of creativity. At the same, children's self-motivated gaming and involvement in gaming communities have grown as a major pass time. The literature is inconsistent on the relationship between games and creativity with some indicating benefit while others indicate harm. Might the observed level of creative thinking among children be associated with the level of a priori self-motivated engagement with creative games and associated social media? Given the wide spectrum of the kinds of games, this research considers the "builder" (e.g. Minecraft) genre and related …


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.


God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan Jan 2020

God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan

University of the Pacific Theses and Dissertations

Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the …


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 …


Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley Aug 2019

Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley

Presentations and other scholarship

Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.


Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor May 2019

Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor

Graduate Theses and Dissertations

EVE Online is a massively-multiplayer online game with complex interactions between players and their unique, virtual environment. These relationships are the ongoing results of a conflict-driven economy, but they vary both in duration and by location.

This study attempts to quantify the direct effects of movement and indirect effects of conflict upon economic activity in the form of currency creation and delineate how successfully these relationships can be quantified by narrower time-spans and areas. Results of the mediation models used in this exploration indicate the changing relationship between movement (Ship Jumps), conflict (Ship Kills), and currency creation (Faction Kills) is …


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 …


Budget Magic: The Gathering For Beginners, Todd W. Neller Mar 2019

Budget Magic: The Gathering For Beginners, Todd W. Neller

Computer Science Faculty Publications

In this talk, Neller overviewed budget-friendly entry points to playing Magic: The Gathering (M:TG) after its first quarter-century of success. Noting the ways in which M:TG players have applied head-designer Mark Rosewater’s “restrictions breed creativity” lesson, he celebrated their creative formats that push back against expensive “pay to win” dynamics.