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Articles 1 - 6 of 6
Full-Text Articles in Game Design
Escaping The Cyberstorm: A Gamified Social Engineering Training Program, Noah Mcclanahan, Fadi Abu-Amara, Ali Khattab, Travis Jett, Andre Jackson
Escaping The Cyberstorm: A Gamified Social Engineering Training Program, Noah Mcclanahan, Fadi Abu-Amara, Ali Khattab, Travis Jett, Andre Jackson
Journal of Cybersecurity Education, Research and Practice
In this research work, we explored the effectiveness of gamification in improving cybersecurity awareness and training users on targeted social engineering attacks. Traditional cybersecurity training focuses on lectures and videos. These training methods may not actively engage employees, which reduces their knowledge retention and ability to recognize social engineering attacks. This lack of involvement is a concern, as social engineering continues to be one of the most prevalent attack methods faced by end-users. A gamified training program, Escaping the Cyberstorm, was developed using the Godot game engine to address key challenges in spreading cybersecurity awareness. The game includes real-life …
Diegetic Sonification For Low Vision Gamers, Jhané Dawes
Diegetic Sonification For Low Vision Gamers, Jhané Dawes
Master's Theses
There are not many games designed for all players that provide accommodations for low vision users. This means that low vision users may not get to engage with the gaming community in the same way as their sighted peers. In this thesis, I explore how diegetic sonification can be used as a tool to support these low vision gamers in the typical gaming environment. I asked low vision players to engage with a prototype game level with two diegetic sonification techniques applied, without the use of their corrective lenses. I found that participants had more enjoyment and experienced less difficulty …
Ideation And Iteration For Creatives, Sandee M. Chamberlain
Ideation And Iteration For Creatives, Sandee M. Chamberlain
KSU Distinguished Course Repository
This course addresses the development of visual literacy including concepting, initial approaches of creating an encompassing aesthetic, creating timelines for production, and exploring the refining aspects of creative production. Students will devise an advanced creative problem and provide a documented account of their creative journey to present as a process journal at the end of the course.
The Health Benefits Of Video Games, Zachary Shanks
The Health Benefits Of Video Games, Zachary Shanks
Emerging Writers
This paper seeks to evaluate if video games are useful as more than just entertainment. The research shows that they can be utilized in the educational, medical, and business fields. Video Games have been shown to benefit the physical, emotional, and mental health of players, as well as create more efficient learning and working environments. The article argues that video games are no longer just a source of entertainment, as they are now becoming useful tools in society.
Constructed Reality: A Study In Spatial Perception Through Virtual Reality, Jose P. Rodriguez
Constructed Reality: A Study In Spatial Perception Through Virtual Reality, Jose P. Rodriguez
Bachelor of Architecture Theses - 5th Year
Architecture often begins explorations that lead into various modes of end products. These modes of production and representation could often embed traces that shape the outcome of the design. In his book, “Architectural Representation and The Perspective Hinge.”, Alberto Perez Gomez says that “Architects do not produce Buildings but instead produce images of buildings.” These representational images are an expression of an idea or design. Historically, representation began in static two-dimensions. By bridging into digital environments, these representations become more dynamic. As computing power increases and software broadens, the use of virtual reality environments and immersion simulations are becoming more …
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …