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Articles 1 - 23 of 23
Full-Text Articles in Game Design
Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang
Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang
Masters Theses
Digitization is not a modern invention. Derived from the concept of fingers, this mindset of packing information into quantifiable, interchangeable units sounds mechanical, yet eerily physical. Try to imagine: a ghostly hand with millions of fingers with the same length, likeness, and function. Under the worldview of Digital Narrative, we live in a digital simulation: everything is representable with quantifiable units, fluid across media. Yet under this spectacle of convenient abundance, something is missing. The Unknowables are replaced with arbitrary symbols, while the Uncategorizables are omitted. This is a framework that cannot accommodate human subtleties and complexities. One needs to …
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Review of the video game Final Fantasy XIV: Level Up Forever.
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Virtual reality (VR) is a fast-evolving technology rapidly being integrated into education and training in multiple sectors of society. As the use of VR spreads, it is important to critically analyze both its role in effective pedagogies and how students experience it. Virtual reality has extraordinary promise for deeply engaging students, and it also poses particular challenges for equitable and effective teaching of diverse students. This paper discusses students’ responses to a VR exercise and examines some of the complexities VR presents around racial justice, gender equity, and economic fairness. Virtual reality technology may be less effective and less comfortable …
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
When people think of educational games, they often just think of ones geared towards kids: these might include spelling and vocabulary games like Scribblenauts, creative games such as Minecraft, as well as historical games such as Carmen [Sandiego]’s Ancient Caper, but according to the Entertainment Software Association in 2019, 65% of adults play video games (almost half of which are female), the average gamer is 33 years old, and 63% of all gamers are playing with others at least one hour a week (“Essential Facts” 4, 5, 8). This means that the majority of …
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Choices made during video game gameplay set the stories told in that media apart from other media. Narrative-affecting choices have existed since the earliest games, from character creation in role-playing games to performance-based narrative changes in Metroid to morality-based choices in Ogre Battle. In the contemporary gaming landscape, some games derive a significant portion of their gameplay from character decisions: exploration, dialogue options, quick-time event reactions, etc. In this article, I give a history and breakdown of how choices have existed and evolved in gaming narratives since their inception. I then propose three categories for significant narrative choices: aesthetic, …
Architectural And Heritage Experience Through Playful Learning (An Interdisciplinary And Exploratory Action Research Focused On The Egyptian Context), Atheer Ahmed Salama
Architectural And Heritage Experience Through Playful Learning (An Interdisciplinary And Exploratory Action Research Focused On The Egyptian Context), Atheer Ahmed Salama
Theses and Dissertations
“The lack of awareness of the value of heritage and the lack of opportunities to engage in preserving and safeguarding heritage in the public sphere not only puts the heritage in risk of being irremediably lost. It also impoverishes the younger generation’s sense of identity and belonging within its respective socio-cultural continuum, and thus limits its ability to engage and contribute meaningfully to society at large” (UNESCO, 2021). With conducting this research, the researcher believes that heritage-themed analog games may carve the younger generation’s memory of heritage, allowing them to boost their sense of identity and belonging; thus, widening their …
Eco-Interoception: What Plants, Fungi And Protista Have Taught My Body, Sara Riley Dotterer
Eco-Interoception: What Plants, Fungi And Protista Have Taught My Body, Sara Riley Dotterer
Art Theses and Dissertations
To me, ecology is the relational, full-body awareness that I am made up of and deeply connected to everything around me; and for better or worse, this is reciprocal. I form ecotones, an ecological transitional zone between two ecosystems, with the world around me. I use this ecotonal lens to blur binaries and dissolve boundaries between me and the world “outside my body.” During my Masters of Fine Arts at Southern Methodist University, I have continuously explored and represented the lives of various more-than-human species outside of my body, including plants, fungi and protista through an ecotonal lens. Although these …
“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 …
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.
Experiencing Poverty In An Online Simulation: Effects On Players’ Beliefs, Attitudes And Behaviors About Poverty, Pedro Hernandez-Ramos, Christine M. Bachen, Chad Raphael, John Ifcher, Michael Broghammer
Experiencing Poverty In An Online Simulation: Effects On Players’ Beliefs, Attitudes And Behaviors About Poverty, Pedro Hernandez-Ramos, Christine M. Bachen, Chad Raphael, John Ifcher, Michael Broghammer
Teacher Education
Digital simulations are increasingly used to educate about the causes and effects of poverty, and inspire action to alleviate it. Drawing on research about attributions of poverty, subjective well-being, and relative income, this experimental study assesses the effects of an online poverty simulation (entitled Spent) on participants’ beliefs, attitudes, and actions. Results show that, compared with a control group, Spent players donated marginally more money to a charity serving the poor and expressed higher support for policies benefitting the poor, but were less likely to take immediate political action by signing an online petition to support a higher minimum wage. …
No Player Is Ideal: Why Video Game Designers Cannot Ethically Ignore Players’ Real-World Identities, Erica L. Neely
No Player Is Ideal: Why Video Game Designers Cannot Ethically Ignore Players’ Real-World Identities, Erica L. Neely
Philosophy and Religion Faculty Scholarship
As video games flourish, designers have a responsibility to treat players and potential players justly. In deontological terms, designers are obliged to treat all of them as having intrinsic worth. Since players are a diverse group, designers must not simply focus on an idealized gamer, who is typically a straight white male. This creates a duty to consider whether design choices place unnecessary barriers to the ability of certain groups of players to achieve their ends in playing a game. I examine the design implication of this for the gameworld, avatar design, and accessibility to players with disabilities. I also …
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 …
Gatekeeping: Women, People Of Color, And The Video Game Community, Bonnie Harris-Lowe
Gatekeeping: Women, People Of Color, And The Video Game Community, Bonnie Harris-Lowe
Senior Theses
Gamers are a large, diverse group of people, but they are not treated as such within their own community. AAA video games are designed largely by and for white men at the expense of women and racial minorities. These groups are grossly underrepresented in video games and are often poorly depicted when they do exist in virtual spaces. Stereotypes and other negative attitudes towards these groups are exacerbated and furthered by their portrayals in video games. The wide quantitative and qualitative gaps between female characters and characters of color compared to white male characters has contributed to a toxic culture …
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, 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 & …
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 …
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 …
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 …
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 …