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Full-Text Articles in Game Design

Towards A “Filipino” Video Game: Teaching Filipino Culture And Identity For Video Game Development, Christoffer Mitch C. Cerda Nov 2021

Towards A “Filipino” Video Game: Teaching Filipino Culture And Identity For Video Game Development, Christoffer Mitch C. Cerda

Filipino Faculty Publications

This paper uses the author’s experiences of teaching the Filipino module of a multidisciplinary video game development class as a case study in teaching Filipino culture and identity as an element of video game development. A preliminary definition of “Filipino video game” as having Filipino narratives and subject matter, made by Filipino video game developers, and catering to a Filipino audience, is proposed. The realities and limitations of video game development and the video game market in the Philippines is also discussed to show how the dominance of Western video game industry, in terms of the dominance of outsource work …


The Logic Of Affective Economics In Philippine Fans’ Discursive Articulations In Response To A League Of Legends Skin Sale, Manuel R. Enverga Iii Jan 2021

The Logic Of Affective Economics In Philippine Fans’ Discursive Articulations In Response To A League Of Legends Skin Sale, Manuel R. Enverga Iii

European Studies Department Faculty Publications

This study has employed a single case study approach to examine how Filipino League of Legends (LoL) fans reacted to sale of a skin; or character cosmetic; to raise awareness for the Taal Volcano eruption in 2020. The promotion was posted on Facebook and received over 9,000 reactions. It also received over 1,000 comments; which served as the data source for this study. Following a discourse analysis of relevant comments; the researcher has found that commenters’ articulations were underpinned by the logic of affective economics. Responses to the skin promotion either exemplified brand loyalty towards League of Legends or expressed …


For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng Jan 2021

For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng

Department of Information Systems & Computer Science Faculty Publications

For People and Planet: An SDG Adventure refers to a freely available Android-based narrative adventure game and teacher resource pack that helps learners see the United Nations Sustainable Development Goals (SDGs) in their day-to-day lives. In this paper, we describe the results of an evaluation of both the game and the resource pack by eight (8) middle school teachers. After playing the game and reading the resource pack, teachers gave their feedback about what they liked best and least about the materials, how they could use these resources for their classes, and how these resources could be improved further. Overall, …


Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo Jan 2020

Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

In this paper, we used Hidden Markov Model (HMM) to describe the gaming behaviors of students and whether they will exhibit “stag” or “hare” hunting behavior in a mobile game for mathematics learning. We found that there is a 99% probability that the students will stay either as stag or hare hunters. Our results also suggest that they would choose arithmetic problems involving addition. These game behaviors are not beneficial to learning because they are only exhibiting mathematical skills they already know. The results of the study show that stag and hare hunters have unique traits that separate the one …


A Usability Study On Shape Shape Hooray: An Adaptive Educational Game Associating 3d Geometric Shapes To Daily Objects, Winna Mia Victoria D. Buenviaje, Ma. Anniela B. Dela Cruz, Ingrid Marie Therese P. Fadriquela Jan 2019

A Usability Study On Shape Shape Hooray: An Adaptive Educational Game Associating 3d Geometric Shapes To Daily Objects, Winna Mia Victoria D. Buenviaje, Ma. Anniela B. Dela Cruz, Ingrid Marie Therese P. Fadriquela

Goal 4: Quality Education

Situated learning theory argues that learning is embedded within an activity, context, and culture. It posits that students are more likely to learn if they have an exposure to the authentic context of the learning environment. Based loosely on this theory, Shape Shape Hooray is an adaptive educational game that aims to teach basic 3D geometric shapes by allowing basic education students associate 3D shapes to daily objects. As an adaptive game, this paper discusses the paths developed for different kinds of players (no prior/low prior, average, and high prior knowledge). A usability test was conducted to which a generally …


Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo Jan 2017

Designing An Intervention For Novice Programmers Based On Meaningful Gamification: An Expert Evaluation, Jenilyn L. Agapito, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

Gamification is defined as the addition of game-like elements and mechanics to non-game contexts to encourage certain desired behaviors. It is becoming a popular classroom intervention used in computer science instruction, including CS1, the first course computer science students take. It is being operationalized to enhance students' learning experience and achievement. However, existing studies have mostly implemented reward-based game elements which have resulted to contrasting behaviors among the students. Meaningful gamification, characterized as the use of game design elements to encourage users build internal motivation to behave in a certain way, is contended to be a more effective approach. The …