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Articles 1 - 7 of 7
Full-Text Articles in Game Design
Queerness Through The Lens Of Abjection, Games, And Ai, Ryan Nguyen
Queerness Through The Lens Of Abjection, Games, And Ai, Ryan Nguyen
HMC Senior Theses
I have always understood queerness in relation to the heteronormative standards that our modern society imposes. That is, despite being queer, my own perception of my identity has been that it is abject. The abject is what disturbs identity, system, order, and what does not respect borders, positions, and rules. I have been indoctrinated to believe that queerness is a disturbance to the current system, that it is unnatural and repulsive. However, there is value in abjection. When faced with a primal repulsion, the boundaries between the Self and the Other are confronted and begin to break down. By breaking …
Die Baukästen Des Bauhauses: Futurität Und Affekt In Entwürfen Von Alma Siedhoff-Buscher, Clara R. Louden
Die Baukästen Des Bauhauses: Futurität Und Affekt In Entwürfen Von Alma Siedhoff-Buscher, Clara R. Louden
Scripps Senior Theses
In den frühen 1900er Jahren manifestierte sich die wachsende Besorgnis über Kinder und ihre Entwicklung in den Arten von Spielzeug, die entwickelt und vermarktet wurden. Die Entwürfe von Alma Siedhoff-Buscher, einer Bauhaus-Schülerin, verkörpern am besten die Zukunftsorientierung der Designschule und die latenten Ängste, die um die nächste Generation kreisen. Durch die Analyse ihres Schiffbauspiels und des Kinderspielschranks werden die Fragen nach Normalität, Kreativität und dem „richtigen“ Kind deutlich.
Rabbit Hole, Olivia Wiebe
Rabbit Hole, Olivia Wiebe
Scripps Senior Theses
Rabbit Hole explores an alternate reality which erupts within moments of insomnia, and posits it as a place of self-discovery. Though this Rabbit Hole is a personal one, the work implies that these worlds can be found within any person when they are alone. Digital spaces have become tools of absolute availability and distraction, capitalized on by companies who profit when our eyeballs are stuck to our screens. However, cyberspace was once dreamed of as a place of self-discovery and experimentation. Rabbit Hole is an attempt to reclaim digital space, and turn towards ourselves within technology. These individual “Rabbit Holes” …
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 …
The International Conference On Creative Mathematical Sciences Communication: Online Event (Cmsc'20) And Cmsc'21, Frances Rosamond
The International Conference On Creative Mathematical Sciences Communication: Online Event (Cmsc'20) And Cmsc'21, Frances Rosamond
Journal of Humanistic Mathematics
You are warmly invited to register now for the 5th International Conference on Creative Mathematical Sciences Communication (CMSC’21) which will be held at Adam Mickiewicz University in Poznań, Poland, 2–6 July, 2021.
The International Conference on Creative Mathematical Sciences Communication (CMSC) is a unique gathering of computer scientists and mathematicians, teachers, musicians, dancers, dramatists, game designers, educators and communicators of all sorts.
Due to the pandemic, the in-person event scheduled for 2020 has been post- poned and a short CMSC Online Event was organized as a “teaser” or trailer in order to feel the spirit of the full 5th CMSC …
A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky
A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky
CMC Senior Theses
Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …
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.