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Articles 1 - 8 of 8
Full-Text Articles in Game Design
Artists As Assets: Labor And Capital In The Unity Asset Store, D'An Knowles Ball
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
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 …
Humans And The Core Partition: An Agent-Based Modeling Experiment, Andrew J. Collins, Sheida Etemadidavan
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, …
Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.)
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
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 …
Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette
Run Hugs, Squeeze Hugs, And Jump Hugs: Playfully Professing Parenthood And The Self-In-Relation, Marc Ouellette
English Faculty Publications
No abstract provided.
"We Should Have Brought The Tank": Hypermediated Interactivity In Red Vs. Blue, Marc A. Ouellette
"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.
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
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 …