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Game Design Commons™

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Articles 61 - 69 of 69

Full-Text Articles in Game Design

The World’S A Stage And We Are Players, Anna Anthropy Nov 2013

The World’S A Stage And We Are Players, Anna Anthropy

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This excerpt from “Rise of the Videogame Zinesters” explores the possibilities of games, emphasizing their roots in theater rather than film. The author argues that games are performative, with each playthrough offering a unique interpretation shaped by player decisions.


The Carp Metaverse Art Ebooks, Velazquez Bonetto Jul 2011

The Carp Metaverse Art Ebooks, Velazquez Bonetto

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This article describes the Cybernetic Art Research Project (CARP), founded in 2007 as a location in the Art Space Diabolus in Second Life. Their goal is to produce what they call HyperArt - "technically sophisticated and substantive art that explores all the possibilities of virtual media."


Cinema Of Video Games, Michael Tucker Jul 2011

Cinema Of Video Games, Michael Tucker

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This article explores the unique potential of video games, arguing that they surpass traditional storytelling forms like literature, theater, illustration, and film by offering players a sense of agency and emotional ownership. Through interactive environments and storytelling, video games can create personalized narratives shaped by player decisions.


Agency In Video Games, Marek Kapolka Jul 2011

Agency In Video Games, Marek Kapolka

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This article explores the concept of agency in video games, which the author distinguishes separately from interactivity. While traditional games emphasize challenge and goal completion, artistically-driven games may prioritize experiences of choice with undirected play.


Enslaved Interactivity, Yomi Jul 2011

Enslaved Interactivity, Yomi

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This article argues that no longer are players passive while playing video games, but play active roles in forming the narratives within video games. Using "Every Day the Same Dream" as a case study, the author writes that video games should empower players to act and shape narratives, fostering awareness that extends beyond the game.


Stop Putting The Hero’S Journey In A Skinner Box, Kelsey Higham Jul 2011

Stop Putting The Hero’S Journey In A Skinner Box, Kelsey Higham

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This article describes how goals and reward structures shape player motivation in games, distinguishing between challenge-driven players who enjoy skill development and content-driven players who want narrative and aesthetic experiences. The author argues that while goal-based design is useful for teaching skills and guiding play, it can also limit enjoyment and accessibility.


The Justice League Unlimited, Zenmondo Wormser Jul 2011

The Justice League Unlimited, Zenmondo Wormser

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This article explains the mission and operations of the Justice League Unlimited (JLU), a volunteer group in Second Life dedicated to peacekeeping, education, and charity. Acting as a neighborhood watch, JLU members patrol high-risk areas, identify and report violations of the platform’s Terms of Service and Community Standards, and sometimes resolve issues through direct communication.


Vr Dirt And Other Stuff, P.D. Quick Sep 1995

Vr Dirt And Other Stuff, P.D. Quick

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A look at the effects virtual reality has on users. These effects can manifest physiologically or psychologically, through the use of the interfaces and feedback of virtual tech. Several sources are discussed, including a study from the University of Virginia’s Department of Computer Science and a panel presentation attended by the author titled "A National Research Agenda for Virtual Reality: Report by the National Research Council Committee on VR R&D" (NRCC). Some of the side effects of virtual reality tech use are eye strain, motion sickness, and sopite syndrome. Altering the mental model held by the user's own body as …


Switch On Virtual Reality, Switch Staffs Sep 1995

Switch On Virtual Reality, Switch Staffs

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A general introduction to virtual reality and the technology associated with it. The article wants to explore a simulated fantasyland and desires to escape the limits of the everyday world. Two interviews with Brenda Laurel and Linda Jacobson about the issue of identity in VR, theorizing whether one can escape entirely into another existence. The authors also talk about the full potential of VR, where people can "become" someone of the opposite sex, of an altered gender, or another race.