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Game Design Commons

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Full-Text Articles in Game Design

Using Three Fields Of Education Research To Frame The Development Of Digital Games, Michelle Zandieh, David Plaxco, Caro Williams-Peirce, Ashish Amresh Jun 2018

Using Three Fields Of Education Research To Frame The Development Of Digital Games, Michelle Zandieh, David Plaxco, Caro Williams-Peirce, Ashish Amresh

Ashish Amresh

No abstract provided.


World Of Golf: A Socially Relevant Simulation Game, Ramin Tadayon, Winslow Burleson, Ashish Amresh Aug 2012

World Of Golf: A Socially Relevant Simulation Game, Ramin Tadayon, Winslow Burleson, Ashish Amresh

Ashish Amresh

Socially Relevant Simulation Games (SRSG), a new medium for social interaction, based on real-world skills and skill development, creates a single gaming framework that connects both serious and casual players. Through a detailed case study this paper presents a design process and framework for SRSG, in the context of mixed-reality golf swing simulations. The "World of Golf" SRSG utilizes a real-time expert system to capture, analyze, and evaluate golf swing metrics combining swing data and players' backgrounds, e.g., golf-handicaps, to form individual profiles. Simulation and assessment modules provide the serious player with tools to build golf skills while allowing casual …


Socially Relevant Simulation Games: A Design Study, Ramin Tadayon, Ashish Amresh, Winslow Burleson Oct 2011

Socially Relevant Simulation Games: A Design Study, Ramin Tadayon, Ashish Amresh, Winslow Burleson

Ashish Amresh

Socially Relevant Simulation Games (SRSG), a new medium for social interaction, based on real-world skills and skill development, creates a single gaming framework that connects both serious and casual players. Through a detailed case study this paper presents a design process and framework for SRSG, in the context of mixed-reality golf swing simulations. The SRSG, entitled "World of Golf", a real-time expert system to capture, analyze, and evaluate golf swing metrics. The game combines swing data and players' backgrounds, e.g., handicaps, to form individual profiles. These profiles are then used to implement a golf simulation game using artificially controlled agents …