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Articles 1 - 5 of 5
Full-Text Articles in Game Design
A Thesis By An Art Student Trying To Find Meaning In Simulation Games, Yichuan Wang
A Thesis By An Art Student Trying To Find Meaning In Simulation Games, Yichuan Wang
Masters Theses
This thesis explores a strange question: what happens if meaning is no longer written by an author, but emerges from the behavior of a system itself?
Beginning with observations of the Providence River and inspired by Conway’s Game of Life, information theory, and artificial life research, the project investigates simulation as a space where language, memory, and collective meaning can evolve without central control. Rather than treating video games as vehicles for storytelling, this research approaches them as dynamic systems capable of generating unpredictable forms of organization and perception.
The thesis proposes a closed spherical computational world populated by simple …
In Transit, Ziqi Xu
In Transit, Ziqi Xu
Masters Theses
The train moves continuously, yet it never seems to arrive. Inside, light shifts, sound repeats, and space unfolds from one carriage to the next. There is a persistent sense of forward motion, but no clear destination. The experience is familiar, yet difficult to locate within a fixed point in time. We often understand time as something that flows—a linear progression from past to present to future. However, what we perceive may not be time itself, but changes in our environment. A light turns off. A door opens. A sound fades. These events create the sensation of movement, allowing us to …
Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang
Domestic Travelers: Transparent Machines, Hollow Bodies, Hanyi Wang
Masters Theses
Digitization is not a modern invention. Derived from the concept of fingers, this mindset of packing information into quantifiable, interchangeable units sounds mechanical, yet eerily physical. Try to imagine: a ghostly hand with millions of fingers with the same length, likeness, and function. Under the worldview of Digital Narrative, we live in a digital simulation: everything is representable with quantifiable units, fluid across media. Yet under this spectacle of convenient abundance, something is missing. The Unknowables are replaced with arbitrary symbols, while the Uncategorizables are omitted. This is a framework that cannot accommodate human subtleties and complexities. One needs to …
Gamifit, Sishu Wu
Gamifit, Sishu Wu
Masters Theses
How can we make fitness feel more like raising a pet than checking off a chore?
Gamifit is a playful system that helps beginners build exercise habits by blending AR fitness pets (Fitimals) with a simple physical reminder device (The Dock). Instead of tracking numbers and steps, it focuses on emotional motivation—your Fitimal eats, rests, and grows based on your workout consistency. Skip too many days, and they might get sick... or even leave.
This project uses gamification to bring short-term joy into a long-term challenge, creating a softer, kinder fitness journey—one that feels fun, forgiving, and actually worth sticking …
Snapbot - The Enhanced Physical Play, Morong Li
Snapbot - The Enhanced Physical Play, Morong Li
Masters Theses
Snapbot is a building toy set. It investigates the integration of physical and digital mediums within the realm of play, addressing the dominance of video games in children’s entertainment. By merging Morong’s interests in toys, design, and psychology, this project aims to balance different play mediums to offer combined benefits without diminishing each one’s value.
To address screen time’s dominance, I developed a toy concept for 11- to 13-year-olds that merges physical and digital play. This concept allows for the physical construction of robotic toys that, when transferred to a digital environment, come alive and tackle digital challenges. In this …