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Articles 1 - 30 of 38

Full-Text Articles in Game Design

Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd Jan 2026

Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd

Ellmer School of Nursing Faculty Publications

Background/Objectives: Human papillomavirus (HPV) vaccination coverage among adolescents remains below public health targets despite strong evidence of vaccine effectiveness in preventing HPV-related cancers. Digital interventions (e.g., serious games) may improve HPV vaccine uptake, but evidence for effects on vaccination behavior remains limited. Methods: This secondary analysis of a randomized controlled trial evaluated a co-designed, game-based digital intervention to increase HPV vaccine initiation among unvaccinated youth aged 11-14 years and their parents. The sample included 64 parent-adolescent dyads (33 intervention and 31 usual care dyads). The primary outcome was HPV vaccine initiation at 2-month follow-up. Results: A significantly greater proportion of …


Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen Jan 2026

Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen

Ellmer School of Nursing Faculty Publications

Background/Objectives: HPV vaccination is safe, effective, and recommended at ages 11–12, yet uptake remains suboptimal. Serious video games may offer an innovative strategy to deliver brief, engaging education during clinic visits. This qualitative paper, embedded within a mixed-methods study, examined adolescents’, parents’, and healthcare providers’ (HCPs’) perceptions of the acceptability, usability, and perceived clinical applicability of HPV Detective, a tablet-based digital game designed to provide HPV-related education to parent–child dyads during pediatric clinic wait times. Methods: Eight adolescent–parent dyads (N = 16) and three HCPs from university-affiliated pediatric clinics participated in 30–60-min semi-structured Zoom interviews. Interviews were audio-recorded, transcribed, and …


Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka Dec 2025

Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka

Institute for the Humanities Master's Papers, Projects, and Capstones

This is a game about power. The game is a Role-Playing Game, or RPG. As with nearly all RPGs, the game presents the players with choices about how their characters will interact with each other and with the world around them, and these interactions are woven together to more or less form a plot. However, oftentimes in life there are no good choices available, and there is no win state outside of what we might determine for ourselves.

The game is a social experiment. While playing a game, a player takes in information in a very different manner than when …


Pint-Sized Advisories, Bowman Eggleston, Autumn Carey Apr 2025

Pint-Sized Advisories, Bowman Eggleston, Autumn Carey

Undergraduate Research Symposium

Pint-Sized Advisories is a game inspired by Nintendo's WarioWare series made for the ODU Serious Games Jam of Spring 2025, where it won 2nd place out of 11 entries overall, winning first in the "Fun Factor" category, while tying for first in "Rhetoric" and "Theme". The game covers themes of environmental friendliness on an individual level: within the story, an organization is making "micro-PSAs" to hold the attention spans of teenagers. The player is required to complete each PSA (some task) before the viewer swipes away. These PSAs start short and only get shorter as the game progresses, requiring the …


The Landscape Of Virtual Reality Use In Mobility Rehabilitation From 2010-2023: A Scoping Review, Danielle T. Felsberg, Reza Pousti, Charlend K. Howard, Scott E. Ross, Louisa D. Raisbeck, Jared T. Mcguirt, Christopher K. Rhea Jan 2025

The Landscape Of Virtual Reality Use In Mobility Rehabilitation From 2010-2023: A Scoping Review, Danielle T. Felsberg, Reza Pousti, Charlend K. Howard, Scott E. Ross, Louisa D. Raisbeck, Jared T. Mcguirt, Christopher K. Rhea

Rehabilitation Sciences Faculty Publications

Significant advancements in virtual reality (VR) technology have occurred in the past decade, allowing clinical researchers to take advantage of these reduced barriers to explore the use of VR in patient populations. This scoping review on VR interventions to improve mobility in adults and children focuses on the literature from 2010-2023. A total of 2736 articles were screened and 126 articles met the inclusion criteria. Most of the studies were conducted in inpatient clinical settings (n = 41) and investigated VR interventions to improve balance (n = 118). Less immersive (n = 108) products such as Nintendo Wii or Xbox …


An Overview Of Video Game Biometrics Collection And Considerations For Cyberbiosecurity, Lucas Potter, Christen Westberry, Xavier-Lewis Palmer Jan 2025

An Overview Of Video Game Biometrics Collection And Considerations For Cyberbiosecurity, Lucas Potter, Christen Westberry, Xavier-Lewis Palmer

Electrical & Computer Engineering Faculty Publications

Over the past fifty years, the global cost of consumer electronics has significantly decreased, leading to greater accessibility to both biosensing systems and interactive entertainment platforms. This increased access has naturally resulted in higher usage of medical and entertainment electronics. However, the intersection of these technologies, combined with invasive data harvesting practices, has raised concerns about the potential misuse of biological signals to manipulate individuals' behavior both within and beyond the video game environment. Currently, biometric data in video games are employed in various ways, such as using Heart Rate Variability (HRV) as a performance metric and integrating eye tracking …


(Re)Producing Orientalism: Industry Logic Of Chinese Mobile Game Re-Skins In The Global App Empire, Yizhou Xu Jan 2024

(Re)Producing Orientalism: Industry Logic Of Chinese Mobile Game Re-Skins In The Global App Empire, Yizhou Xu

Communication & Theatre Arts Faculty Publications

Through the case study of the mobile title Game of Sultans, this article examines the proliferation of iterative and copycat games through the practice of reskins in the mobile game industry. Based on year-long autoethnographic fieldwork working in a Chinese mobile game company, I provide an on-the-ground perspective of how Orientalist representations in reskinned games are instrumentalized through the roles of “cultural brokers” and the work of localization for Western markets. By taking a theoretical and technological understanding of reskins, I argue that reskinned games, as a form of industrial mimicry, while an important aspect of standardized game production, …


Hampton Roads' Building Resilient Communities Flood Game, Gul Ayaz, Katherine Smith, Rafael Diaz, Joshua G. Behr Apr 2023

Hampton Roads' Building Resilient Communities Flood Game, Gul Ayaz, Katherine Smith, Rafael Diaz, Joshua G. Behr

Modeling, Simulation and Visualization Student Capstone Conference

As rising sea levels and subsequent recurrent flooding disproportionately affects coastal areas, it is crucial to develop a heightened awareness of the impacts of natural disasters on communities and the environments they live in. The Hampton Roads’ Building Resilient Communities (BRC) Flood Game is a simulation role-playing game designed to allow players to increase their understanding of the impact of various community response interventions to sea level rise and recurrent flooding. Players will examine and assess the tradeoffs of resiliency investments, the impact policies may have on the population, and the amount of time return on investment takes. The BRC …


Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith Apr 2023

Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith

Modeling, Simulation and Visualization Student Capstone Conference

Mathematics is an important subject that is pervasive across many disciplines. It is also a subject that has proven to be challenging to both teach and learn. Students face many challenges with learning math such as a lack of motivation and anxiety. To address these challenges, game-based learning has become a popular approach to stimulate students and create a more positive classroom environment. It can serve as an alternative or supplement to traditional teaching and can better engage students while developing a positive attitude toward learning. The use of games in a classroom can create a more exciting and engaging …


The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan Jul 2022

The Message Design Of Raiders Of The Lost Ark On The Atari 2600 & A Fan’S Map, Quick Start, And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan

Distance Learning Faculty & Staff Books

The message design and human performance technology in video games, especially early video games have always been fascinating to me. From an instructional design perspective, the capabilities of the technology of the classic game consoles required a careful balance of achievable objectives, cognitive task analysis, guided problem solving, and message design. Raiders on the Atari is an excellent example of this balance. It is an epic adventure game, spanning 13+ distinct areas, with an inventory of items, where those hard to find items had to be used by the player to solve problems during their quest (and who would have …


Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan Jan 2022

Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan

Engineering Management & Systems Engineering Faculty Publications

Although strategic coalition formation is traditionally modeled using cooperative game theory, behavioral game theorists have repeatedly shown that outcomes predicted by game theory are different from those generated by actual human behavior. To further explore these differences, in a cooperative game theory context, we experiment to compare the outcomes resulting from human participants’ behavior to those generated by a cooperative game theory solution mechanism called the core partition. Our experiment uses an interactive simulation of a glove game, a particular type of cooperative game, to collect the participant’s decision choices and their resultant outcomes. Two different glove games are considered, …


Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball Jan 2022

Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball

English Faculty Publications

The Unity Asset Store sells amateur designers and artists a promise of being able to participate in an idealized, rationalized vision of how the game design industry operates. However, the Unity Asset Store depends on marketing the content created by amateur artists in ways that require the artists to essentially package their work as labor and to mask their role as artists. This essay views labor and capital in the Unity Asset Store through a Marxist lens, informed by Kline, Dyer-Witheford, and de Peuter's (2003) model of technological, cultural, and marketing forces as "three circuits of interactivity" in the mediatized …


Ready Raider One: Exploring The Misuse Of Cloud Gaming Services, Guannan Liu, Daiping Liu, Shuai Hao, Xing Gao, Kun Sun, Haining Wang Jan 2022

Ready Raider One: Exploring The Misuse Of Cloud Gaming Services, Guannan Liu, Daiping Liu, Shuai Hao, Xing Gao, Kun Sun, Haining Wang

Computer Science Faculty Publications

Cloud gaming has become an emerging computing paradigm in recent years, allowing computer games to offload complex graphics and logic computation to the cloud. To deliver a smooth and high-quality gaming experience, cloud gaming services have invested abundant computing resources in the cloud, including adequate CPUs, top-tier GPUs, and high-bandwidth Internet connections. Unfortunately, the abundant computing resources offered by cloud gaming are vulnerable to misuse and exploitation for malicious purposes. In this paper, we present an in-depth study on security vulnerabilities in cloud gaming services. Specifically, we reveal that adversaries can purposely inject malicious programs/URLs into the cloud gaming services …


The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan Jan 2021

The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan

Distance Learning Faculty & Staff Books

As an instructional designer and technologist, my goal with this book is remarkably simple, to consolidate and create a job aid for a complex and often frustrating/misunderstood quest. Rather than hunting all over the Internet, the map, tips, and information about the game are all gathered and summarized here. Also, rather than being an obscure Easter Egg in Amazon (like an Earnest Cline/James Halliday egg, especially on the hidden Pacman arcade game), I want to make this guide easier to find. Along with the nostalgia, classic video games and the technology and applied message design behind their creation are fascinating, …


Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.) Jan 2021

Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.)

English Faculty Publications

No abstract provided.


The Resilient City: A Platform For Informed Decision-Making Process, Paul Niculescu-Mizil Gheorghe, Jarutpong Vasuthanasub, Adrian Gheorghe Jan 2019

The Resilient City: A Platform For Informed Decision-Making Process, Paul Niculescu-Mizil Gheorghe, Jarutpong Vasuthanasub, Adrian Gheorghe

Engineering Management & Systems Engineering Faculty Publications

As over half of the world’s inhabitants lives in metropolises, the rapid growth in urbanization has made cities becoming more and more exposed and vulnerable to a broad spectrum of threats and hazards. In order to respond to such difficulties, a concept of resilience is considered a significant component for the long-term planning and sustainable development of the cities. “Resilient City” is a new paradigm that challenges the idealistic principle of stability and resistance to change implicitly in sustainable development and success. However, building a resilient city requires a holistic approach, as well as the appropriate adoption of knowledge and …


Software Design Considerations For Mathematics In Mobile Games, Katherine Smith, Yuzhong Shen, Anthony Dean Jan 2019

Software Design Considerations For Mathematics In Mobile Games, Katherine Smith, Yuzhong Shen, Anthony Dean

VMASC Publications

A software system has been designed and developed to allow for the display, symbolic manipulation, and player entry of mathematics expressions in mobile games. Display, manipulation, and entry of mathematical expressions are traditionally difficult tasks. Increased limitations on screen space and user input when developing for mobile devices only exacerbate these difficulties. The developed software system balances considerations for ease of use and user interaction with the desire for players to be able to enter answers in a way that is more flexible and interactive than multiple choice, which is the dominant method of interactions in serious games. The software …


Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette Jan 2018

Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette

English Faculty Publications

No abstract provided.


Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach Oct 2015

Pedagogy At Play: Gamification And Gameful Design In The 21st-Century Writing Classroom, Danielle Roney Roach

English Theses & Dissertations

The language used to discuss play in current academic spaces tends to center around formal games (and computer games in particular in the 21st century classroom). Scholarly conversations tend to distort the actual practices that occur in classrooms and subsequently limit the scope of any investigation of the pedagogical function and outcomes of those practices. This project explores the use of play and games in the classrooms of nine composition instructors. From these stories, this project begins to map out a taxonomy in order to begin building toward a pedagogy of play for 21st century writing classrooms. Using a multiperspectival …


The Social Experience Of Internet Gamers: A Pilot Study, Kristy L. Carlisle, Charles P. Carrington Jan 2015

The Social Experience Of Internet Gamers: A Pilot Study, Kristy L. Carlisle, Charles P. Carrington

Counseling & Human Services Faculty Publications

The purpose of this phenomenological pilot study was to explore the lived social experiences of Internet gamers. Findings highlighted the impact of Internet gaming on social interactions, social functioning, and social identity. The findings in the pilot study related to addiction supported the need for future research into the legitimacy of Internet Gaming Disorder as a mental health issue.


"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette Jan 2012

"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette

English Faculty Publications

Machinima, the practice of adapting recorded video game play into short films, highlights an often unacknowledged but significant shift in the consumption of video games and represents a key and underexplored intersection between the two leading theoretical camps. Considering the landmark series Red vs. Blue through the lens of Bolter and Grusin's propositions about "new" media's relationships with other forms offers an entry point for theorizing not only machinima but also the intersections between the ludology and narratology positions in games studies.


Question 1: Google And Pac-Man; Question 2: Magnetic Levitation, Larry Weinstein Jan 2012

Question 1: Google And Pac-Man; Question 2: Magnetic Levitation, Larry Weinstein

Physics Faculty Publications

On the 30th anniversary of the introduction of the video game Pac-Man, Google created a miniature version of the game and placed it as its logo on its home page. How much total time was wasted in the United States playing this game?

(Thanks to Daniel Drill of Old Dominion University for suggesting the question.)

Animal tissue is diamagnetic. How large a magnetic field gradient is needed to levitate frogs or people?


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 Jan 2011

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 …


Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson Jan 2006

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 Jan 2006

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 Jan 2006

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 Jan 2006

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 Jan 2006

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 Jan 2006

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 Jan 2006

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, …