Open Access. Powered by Scholars. Published by Universities.®
- Institution
-
- Old Dominion University (25)
- Rochester Institute of Technology (18)
- University of Central Florida (6)
- City University of New York (CUNY) (4)
- University of Nebraska - Lincoln (4)
-
- DePaul University (3)
- Syracuse University (3)
- Virginia Commonwealth University (3)
- Claremont Colleges (2)
- Gettysburg College (2)
- Lindenwood University (2)
- SUNY Buffalo State University (2)
- University of the Pacific (2)
- American University in Cairo (1)
- California Polytechnic State University, San Luis Obispo (1)
- California State University, San Bernardino (1)
- Clemson University (1)
- Dartmouth College (1)
- DePauw University (1)
- Eastern Kentucky University (1)
- Illinois State University (1)
- Kennesaw State University (1)
- Louisiana State University (1)
- New Jersey Institute of Technology (1)
- Ohio Northern University (1)
- Pepperdine University (1)
- Portland State University (1)
- Purdue University (1)
- Rhode Island School of Design (1)
- SIT Graduate Institute/SIT Study Abroad (1)
- Keyword
-
- Video games (15)
- Gaming (13)
- Game design (9)
- Religion (8)
- Games (6)
-
- History (6)
- Judaism (6)
- Video Games (6)
- Art (5)
- Maimonides (5)
- Medieval (5)
- Religious law (5)
- Section 3: Regimes of Spectatorship (5)
- Ideology and Morality (4)
- Section 4: Ethics (4)
- Videogames (4)
- Economics (3)
- Education (3)
- Game (3)
- Games and learning (3)
- Heritage (3)
- Interactive media (3)
- Jewish (3)
- Law (3)
- Mobile games (3)
- Serious games (3)
- Violence (3)
- Artificial Intelligence (2)
- Collaboration (2)
- Composition (2)
- Publication Year
- Publication
-
- Reconstruction: Studies in Contemporary Culture (15)
- Articles (13)
- Theses and Dissertations (5)
- Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy (4)
- Presentations and other scholarship (3)
-
- School of Information Studies - Faculty Scholarship (3)
- CMC Senior Theses (2)
- Creativity and Change Leadership Graduate Student Master's Projects (2)
- DePaul Magazine (2)
- Distance Learning Faculty & Staff Books (2)
- Electronic Theses and Dissertations, 2020-2023 (2)
- Frameless (2)
- Publications and Research (2)
- ART 108: Introduction to Games Studies (1)
- All Theses (1)
- Art Theses and Dissertations (1)
- Artizein: Arts and Teaching Journal (1)
- CLCWeb: Comparative Literature and Culture (1)
- College of Computing and Digital Media Dissertations (1)
- Communication Studies (1)
- Computer Science Faculty Publications (1)
- Counseling & Human Services Faculty Publications (1)
- Dartmouth College Master’s Theses (1)
- Departmental Honors & Graduate Capstone Projects (1)
- Dissertations and Theses (1)
- Dissertations, Theses, and Capstone Projects (1)
- ELO (un)supervised 2026 (1)
- Electronic Theses and Dissertations (1)
- Ellmer School of Nursing Faculty Publications (1)
- Engineering Management & Systems Engineering Faculty Publications (1)
- Publication Type
- File Type
Articles 91 - 107 of 107
Full-Text Articles in Game Design
Effective Knowledge Development In Game-Based Learning Environments: Considering Research In Cognitive Processes And Simulation Design, Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore
Effective Knowledge Development In Game-Based Learning Environments: Considering Research In Cognitive Processes And Simulation Design, Amy B. Adcock, Ginger S. Watson, Gary R. Morrison, Lee A. Belfore
STEMPS Faculty Publications
Serious games are, at their core, exploratory learning environments designed around the pedagogy and constraints associated with specific knowledge domains. This focus on instructional content is what separates games designed for entertainment from games designed to educate. As instructional designers and educators, the authors want serious game play to provide learners with a deep understanding of the domain, allowing them to use their knowledge in practice to think through multifaceted problems quickly and efficiently. Attention to the design of serious game affordances is essential to facilitating the development of domain knowledge during game play. As such, the authors contend that …
Everquest, Reality, And Postmodern Theories Of Community, Brian Jacob-Paul Bailie
Everquest, Reality, And Postmodern Theories Of Community, Brian Jacob-Paul Bailie
Theses Digitization Project
EverQuest is a multiplayer online role playing game that serves as a practical incarnation of life as a cyborg in a posthuman community. Using cultural materialsim, this thesis demonstrates how the words of EverQuest interactants - from message boards, interviews, and player in-game communications - construct the world of EverQuest and the roles of the interactants as its citizens. More specifically, this thesis will argue that the EverQuest world serves to reify the ideas of consumer capitalism that informs the "real" world, even as EverQuest itself promises an escape from that world.
Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson
Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson
Reconstruction: Studies in Contemporary Culture
[First two paragraphs]
At the end of F. Scott Fitzgerald’s The Great Gatsby, Nick Carraway reflects of his journey to the East: “this has been a story of the West” (184). Nick never explains exactly how this is the case, particularly odd since all the action takes place between Manhattan and Long Island. Nick’s hesitant explanation for this puzzling conclusion lies in the western origin of the central characters of the novel and their inability to adapt “to Eastern Life” (184). But the characters seem a part of, if not overshadowed by, the riotous world of West Egg. Only …
You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan
You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan
Reconstruction: Studies in Contemporary Culture
From the mid to late 1990s, popular and academic discourse on video games, particularly in the United States, has focused on their supposed capacity to engender violent and otherwise anti-social behavior in youth. Much like ludologists' recent claims that video games are not a narrative medium, at least one reason for this is that commentators have too narrow an understanding of the diverse range of games that exist. In addition to this, game demonizers have demonstrated an inadequate understanding of the ways games are related to real life. In order to combat these misunderstandings, this chapter analyzes the role of …
Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams
Little Gods And Little Heroes: Hyperreal Ethics In God Games And Online Gaming, G. Christopher Williams
Reconstruction: Studies in Contemporary Culture
Media critics, notably Jean Baudrillard, have suggested that the environment of simulations are to be defined as something more real than the real, or, in his terms, hyperreal. If hyperrealities are indeed the way that we can define the environment of multimedia technologies like video games, what sorts of ethical considerations should exist in a place that gamers conceive as more real than the real? This essay considers what ethical considerations are worth contemplating as gamers begin to take on the roles of gods and heroes in multiplayer video games. The little gods and heroes whose identities gamers have begun …
The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy
Reconstruction: Studies in Contemporary Culture
The video game genre known as survival horror resembles contemporary horror cinema in that both increasingly popular forms of entertainment allow audiences to experience fear resulting from the development of suspense coupled with the dread and shock of encountering monstrosity. One need only note the remarkable success of next generation video game franchises like Resident Evil (1996) and Silent Hill (1999) to realize that, more than ever before, game players in their late teens and beyond long to immerse themselves within interactive nightmares that offer the kind of thrills and chills once available exclusively through horror literature and films. However, …
The Postmodern Hoard: Rates Of Exchange In Role-Playing Games, Carlos Hernandez
The Postmodern Hoard: Rates Of Exchange In Role-Playing Games, Carlos Hernandez
Reconstruction: Studies in Contemporary Culture
What makes Dungeons & Dragons (D&D) unique among games is the way it merges storytelling with game mechanics. Before the invention of D&D, both acting/narrative-based games and strategy-based war games that made use of fantasy-genre elements existed, but the way D&D integrates both elements invented a whole new category of game, one in which the immersive draw of a plot proves just as important as good tactics or luck of the dice. This chapter explores the relationship between the qualitative and quantitative aspects of D&D. Specifically, it argues that the rules of the game provide quantitative corollaries to aspects of …
Role Playing Games As Interactive Fiction, John Miller
Role Playing Games As Interactive Fiction, John Miller
Reconstruction: Studies in Contemporary Culture
This chapter compares the experience of gaming and the experience of reading, and explores what that comparison might tell us about each. More specifically, it applies methods of literary analysis to the study of two narrative activities situated near the border of reading and gaming: Electronic hyperfictions and role-playing games. Miller first reviews literary theories of reader response and interactivity and notes how these have informed recent critical discussions of literary hyperfiction. He then critiques these discussions and the claims made for hyperfiction's liberating or empowering effect on readers: Contrary to the claims of some critics, such narratives generally fail …
Imagined Cities, Real Futures: Simcity And The Co-Production Of Urban Dystopias, Samuel Gerald Collins
Imagined Cities, Real Futures: Simcity And The Co-Production Of Urban Dystopias, Samuel Gerald Collins
Reconstruction: Studies in Contemporary Culture
While the author of this chapter agrees with anthropologists who reject an urban studies predicated on postmodern surfaces and insist that we analyze cities in regional, national and global contexts of political economy, he nevertheless suggests that the urban imaginary has never been so important: Movies, television and music have proven all too useful in the continued vilification of an urban underclass. In 2001, in order to explore the role media might play in the structuring and delimitating of the ways we think about cities, Collins assigned SimCity, a computer simulation game combining models of urban development with cellular automata, …
Shooters To The Left Of Us, Shooters To The Right: First Person Arcade Shooter Video Games, The Violence Debate, And The Legacy Of Militarism, Karen J. Hall
Reconstruction: Studies in Contemporary Culture
Adult concerns about video games erupted in the 1990s when parents and politicians came forward with claims that Doom, Mortal Kombat, Killer Instinct and games like them were partially responsible for the rash of school shootings in predominantly white, middle class communities. The author of this chapter argues that arcade games serve the national interest by entertaining consumer-citizens and creating a consumer-based demand for military technology. However, when adolescent shooters disrupt the status quo, it is the games rather than militarist social and economic structures that are criticized by the news media, politicians, and parents. The author of …
Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler
Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler
Reconstruction: Studies in Contemporary Culture
Despite over twenty years of studies, scholars have yet to identify a productive theoretical model for the video game that does not depend on a fragmentary understanding of its form. Following Pierre Bourdieu's contention that the purpose of criticism is to understand cultural products as distinct scientific objects, and Marshall McLuhan's theory that the message and formative power of media are the media themselves, this study attempts to generate a foundational critical understanding of the video game. Building on the most lucrative intrinsic (such as David Myer's 1991 Computer Game Semiotics) and extrinsic (such as Jeffrey Goldstein's 1998 Immortal …
Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman
Allegorical Reductions And Social Reconstructions: An Introduction To Games, Gamers, And Gaming Cultures, Matthew Wolf-Meyer, Davin Heckman
Reconstruction: Studies in Contemporary Culture
[First paragraph]
Games have become a central metaphor in representations of society, and most people are familiar enough with Lewis Carroll's Alice to know that when she passes through the looking glass she finds herself embroiled in a game a Chess which is also much more (Carroll 1992 [1897]). This strange game of Chess is simultaneously a simulation and an enactment of social life in Wonderland, and Carroll plots out Alice 's narrative path as a series of tactical Chess moves, which can be understood as both an attempt to win the game and to navigate through Wonderland and her …
When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette
When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette
Reconstruction: Studies in Contemporary Culture
While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games, role-playing and action-adventure games attempt to duplicate cinematography through animation. For Tomb Raider, the virtual reality created by the cinematic animation of the game produces an environment for male-to-female cross-gender identification, a topic that has received little critical attention. The sense of identification intended in this chapter comes from psychoanalysts Jean Laplanche and Jean-Baptiste Pontalis, who describe identification as a psychological process in which a subject assimilates an aspect, a property, a characteristic of another and transforms himself [or herself] totally or partially …
Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith
Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith
Reconstruction: Studies in Contemporary Culture
The virtual body is already here. Though not as “seamless” as the virtual body envisioned in cyberpunk literature and made popular in films like The Lawnmower Man (1992), hundreds of thousands of people in over 114 countries (“Visitor Center”) daily log into massively multiplayer online role-playing games like Everquest, Ultima Online, Anarchy Online, and Earth and Beyond. These massively multi-player online role-playing games (MMORPGs or MMOs for short) [1] combine the extensive rule systems of traditional role-playing games (or RPGs) such as Advanced Dungeons & Dragons with computer graphic technology and online chat. In these computer …
Fractured Identities: Siblings And Doubles In Video Games, Laurie N. Taylor
Fractured Identities: Siblings And Doubles In Video Games, Laurie N. Taylor
Reconstruction: Studies in Contemporary Culture
In her essay on “Fractured Identities: Siblings and Doubles in Video Games” Laurie Taylor explores how certain norms of video game design – originally derived from technological constraints of code space and processing speed – continue as the narrative parameters of many if not most contemporary video games. Synthesizing approaches from literary studies and narratology, Taylor offers an innovative angle on the fractured identities of doubles and siblings as the narrative correspondence to now largely obsolete technological constraints. Game-play, related to but nevertheless distinct from the literary type of narrative, as Taylor insists, is a key factor in determining what …
Review Of G4m3rs, By Kiyash Monsef, Bryan-Mitchell Young
Review Of G4m3rs, By Kiyash Monsef, Bryan-Mitchell Young
Reconstruction: Studies in Contemporary Culture
No abstract provided.
Rogerian Rhetoric As Negotiation: Does Its Dependence On Game Theory Pose Ethical Problems?, Stacy Fussell Thorne
Rogerian Rhetoric As Negotiation: Does Its Dependence On Game Theory Pose Ethical Problems?, Stacy Fussell Thorne
Reconstruction: Studies in Contemporary Culture
[First paragraph]
In the war game Diplomacy, players win by gaining control of Europe. In order to win, however, players must successfully negotiate with other players, make alliances with them, and sometimes gain the support of their ally's military resources, their armies or fleets. In the rules of the game, Diplomacy is described as
- a game of negotiations, alliances, promises kept, and promises broken. In order to survive, a player needs help from others. In order to win the game, a player must eventually stand alone. Knowing whom to trust, when to trust them, what to promise, and when …