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Theses and Dissertations

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Articles 1 - 21 of 21

Full-Text Articles in Game Design

One Can Only Dream, Sophia V. Yacca May 2025

One Can Only Dream, Sophia V. Yacca

Theses and Dissertations

One Can Only Dream is an interactive installation in which players are invited to navigate a liminal, dream-like game, engage with a branching series of questions, and introspect upon the relationships between unconscious expression, conscious self-perception, and the inherent difficulty of depicting, sharing, and understanding subconscious thought.

Rooted in both my personal experience with a rare neurophysiological condition and in my desire to create, this project examines dreams not only as a medical and cultural phenomenon, but also as a means to form identity, reflect trauma, and inspire creativity. Drawing from modern interactive storytelling and my lived experiences, this work …


Coffee Bindings, M. Ermolenko May 2025

Coffee Bindings, M. Ermolenko

Theses and Dissertations

Coffee Bindings is a multi-media interactive installation weaving themes of history, memory, death, and spaces that no longer exist through the lens of coffee readings and a mixture of physical and digital media. By navigating ghost spaces (spaces/places that used to exist but don’t anymore), and looking at survival through three time periods, Coffee Bindings jumps through liminal time and space, navigating the Armenian Genocide of 1915, the ethnic cleansing and displacement of Armenians from Artsakh in 2020-2024, while also tying them to personal family history with the death of my father and the loss of the physical space of …


Area Of Effect The History And Effects Of Linguistic Choices Made In The Final Fantasy Franchise, Camille Mcdermott Jan 2025

Area Of Effect The History And Effects Of Linguistic Choices Made In The Final Fantasy Franchise, Camille Mcdermott

Theses and Dissertations

The Final Fantasy franchise, a seminal role-playing game (RPG) series, has captivated a global audience since its inception in 1987. This thesis, titled "Area of Effect: The History and Effects of Linguistic Choices Made in the Final Fantasy Franchise," explores the intricate use of language that has shaped the series' identity and influenced its worldwide fanbase. The linguistic landscape of Final Fantasy is as diverse and dynamic as its fantastical worlds, evolving from simple text boxes to fully voiced narratives. This study examines the historical context and evolving linguistic choices throughout the series, highlighting how these decisions enrich the gaming …


Inherited Wounds: Navigating Intergenerational Trauma Through Cooperative Play, Ayza Sheikh Jan 2025

Inherited Wounds: Navigating Intergenerational Trauma Through Cooperative Play, Ayza Sheikh

Theses and Dissertations

'Strength' for Pakistani women is often defined as compromise, sacrifice, and silence. This definition has shaped intergenerational struggles in which women's self-narratives are constructed through suppression. Inherited Wounds seeks to address the trauma of suppression by creating a safe space for expression that fosters reflective and emotion-driven dialogue between Pakistani mothers and daughters.

Using interactive storytelling and embodied play, I developed a choice-based, narrative-driven video game and accompanying gesture-based controller. The game unfolds across childhood, marriage, and motherhood, mirroring the cycle of intergenerational struggle. Navigating choices in the game requires physical, intimate cooperation. The game uses the protagonist’s life as …


I Love Getting Mad At The Internet, Tariye George-Phillips Jan 2025

I Love Getting Mad At The Internet, Tariye George-Phillips

Theses and Dissertations

This book discusses the changing ecosystem of the internet in relation to my installation ‘In These Worlds’. This is not a direct translation of the installation, but shares the research and thought that informs the work, as well as sharing some of the work that preceded.


間, Lele Dai May 2024

間, Lele Dai

Theses and Dissertations

LeLe Dai makes contingent participatory public interventions using sensory materials such as sound, flickering light, and water. This paper examines their works through the lens of Chinese character Jian (間), meaning “gap/slit/incision,” to investigate the concept of “in-betweenness.”


Architectural And Heritage Experience Through Playful Learning (An Interdisciplinary And Exploratory Action Research Focused On The Egyptian Context), Atheer Ahmed Salama Jun 2023

Architectural And Heritage Experience Through Playful Learning (An Interdisciplinary And Exploratory Action Research Focused On The Egyptian Context), Atheer Ahmed Salama

Theses and Dissertations

“The lack of awareness of the value of heritage and the lack of opportunities to engage in preserving and safeguarding heritage in the public sphere not only puts the heritage in risk of being irremediably lost. It also impoverishes the younger generation’s sense of identity and belonging within its respective socio-cultural continuum, and thus limits its ability to engage and contribute meaningfully to society at large” (UNESCO, 2021). With conducting this research, the researcher believes that heritage-themed analog games may carve the younger generation’s memory of heritage, allowing them to boost their sense of identity and belonging; thus, widening their …


What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone Dec 2022

What An Interesting Video To Put On The Internet (An Amusing Economic Indicator), Dahlia S. Bloomstone

Theses and Dissertations

My exhibition reconciles representations of domesticity, labor, and morality through the lens of sex-work (SW). It consists of video work, a video game, and free-to-take objects, where donation, the strip club, and the fish tank converge. My work concludes that SW is a timeless construct that will always exist even after reimagining multiple worlds.


Metamosque – Envisioning The Mosque As A Virtual Public Space, Alaa Albarazy Jan 2022

Metamosque – Envisioning The Mosque As A Virtual Public Space, Alaa Albarazy

Theses and Dissertations

Historically, the mosque was not only a space for a communal prayer but also a place for building a community. Today, however, with conflicts and diseases fragmenting society, people are less able to gather physically in large spaces. Out of necessity, people rely on technology to get together and interact virtually. In this context, my research challenges the notion of the mosque as a physical space, proposing, instead, its extension into virtual space. Recent global events pose the question: Can the metaverse offer an opportunity for the mosque to reassert itself as a public space. I propose that a MetaMosque …


Developing A Serious Game To Explore Joint All Domain Command And Control, Nathaniel W. Flack Mar 2020

Developing A Serious Game To Explore Joint All Domain Command And Control, Nathaniel W. Flack

Theses and Dissertations

Changes in the geopolitical landscape and increasing technological complexity have prompted the U.S. Military to coin Multi-Domain Operations (MDO) and Joint All-Domain Command and Control as terms to describe an over-arching strategy that frames the complexity of warfare across both traditional and emerging warfighting domains. Teaching new and advanced concepts associated with these terms requires both innovation as well as distinct education and training tools in order to realize the cultural change advocated by senior military leaders. BSN, a Collectible Card Game, was developed to teach concepts integral to MDO and initiate discussion on military strategy.


Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton Mar 2020

Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton

Theses and Dissertations

The Game Design Matrix makes effective game design accessible to novice game designers. Serious Games are a powerful tool for educators seeking to boost the level of student engagement and application in academic environments, but the can be difficult to incorporate into existing courses due to availability and the cost of quality game design. The Game Design Matrix was used by two educators, novice game designers, to create a serious game. The games were assessed in an academic setting and observed to be effective in engagement, interaction, and achieving higher levels of learning.


Fool's Rest, Aidan Quinlan Jan 2020

Fool's Rest, Aidan Quinlan

Theses and Dissertations

The text calls itself a guide, but it is no guide. From the genre of guide, it borrows the outlines and silhouettes and lines between things and spaces and ideas. It lingers on the shadows of its subject(s); it is attentive to the periphery of its world; but it cannot take you there. There is no there. It lacks the authority of the guide; it lacks the lucidity, the efficiency, the false totality of the guide; it lacks the confidence.

The guide embodies its own anxieties. This makes sense, as its reason to exist was born on the one-way highway …


Good Game, Greyory Blake Jan 2018

Good Game, Greyory Blake

Theses and Dissertations

This thesis and its corresponding art installation, Lessons from Ziggy, attempts to deconstruct the variables prevalent within several complex systems, analyze their transformations, and propose a methodology for reasserting the soap box within the display pedestal. In this text, there are several key and specific examples of the transformation of various signifiers (i.e. media-bred fear’s transformation into a political tactic of surveillance, contemporary freneticism’s transformation into complacency, and community’s transformation into nationalism as a state weapon). In this essay, all of these concepts are contextualized within the exponential growth of new technologies. That is to say, all of these semiotic …


The Possibilities Of The Video Game Exhibition, Elizabeth Legere 2762328 May 2017

The Possibilities Of The Video Game Exhibition, Elizabeth Legere 2762328

Theses and Dissertations

This paper is an examination of video games as an artistic medium, and of their current presentation in art museums like the Museum of Modern Art in New York, as well as an attempt to come up with better modes of presentation for them within a museum space. Using a general understanding of video game theory and aesthetics, it might be possible to begin to look at solutions to the issues posed by current methods of presentation and interpretation, and to examine whether video games’ complicated aesthetic and artistic importance can be better highlighted by a new mode of display …


Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana Jan 2017

Synergy: Game Design + Qur'an Memorization, Sultana Jesmine Moulana

Theses and Dissertations

The rise of digital technology has transformed nearly every part of our daily lives, including the way we learn and memorize. Such transformations raise interesting questions for one of the most long-standing and demanding memorization tasks in the world: the memorization of the Islamic holy book, The Qur’an. For Muslims, The Qur’an is a timeless, sacred text, cradling within its covers many profound images, stories, and parables. Despite rigorous research in the fields of game design and memorization techniques, very little work has been done in combining these two areas of research to create a game-based memorization experience of The …


The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou Jan 2017

The Institute Of New Feelings: Plastic Identities And Imperfect Surfaces, Weijian Zhou

Theses and Dissertations

Digital media are moldable spaces where an image is simultaneously a thought. This instance and flexibility enables digital existences to be malleable, transformative, situational, and unstable. They are plastic images. Video games generate digital bodies that are a fusion of subjectivities and cybernetic simulations, in a perceivable and ambiguous process. Such bodies are extensions of ourselves, being girlish, imperfect, unfinished and happening—digesting and emitting clusters of feelings, regardless of our biological gender and age. The performative experience of play is progressively departing from spectacle, gambling and competition, and increasingly shifting towards an emotional journey of alternate realities, spreading subjectivities into …


Women Self Actualization: A Narrative Of A Performative Gender Constitution, Hala A. Gabr Jan 2017

Women Self Actualization: A Narrative Of A Performative Gender Constitution, Hala A. Gabr

Theses and Dissertations

In a traditional Middle Eastern society, men and women have been confined within society’s gender definitions. Those imposed social constructs condition men differently from women by dictating expected behaviors, establishing a hierarchy of gender positioning and enforcing definitions that limit abilities and potential.

Based on postmodernist philosopher, feminist and social theorist, Simone de Beauvoir and postmodernist American philosopher and gender theorist Judith Butler, gender is not an inborn role, but rather created through stylized repetition of acts informed by society, named performative acts. For de Beauvoir and Butler, gender can never be a stable identity (Butler 1988).

Informed by Butler’s …


Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary Dec 2016

Art Beyond The Object? Art Beyond Grad School? (A Kickstarter Fundraiser): Help Me Complete My Mfa And Kickstart My Life As An Artist., Hsini D. Leary

Theses and Dissertations

The goal of this paper and Kickstarter project is to enable the production of my last semester’s work and thesis exhibition, and also to aid in the post-graduation transition to a sustainable art practice that does not rely on the current gallery structure.


Reconnect: Designing To Touch, Dana Seros Rohani Jan 2015

Reconnect: Designing To Touch, Dana Seros Rohani

Theses and Dissertations

Our everyday lives are surrounded by gadgets and digital devices that help us perform our daily chores with ease and efficiency. However, these digital devices can also separate us from what we should do ourselves. Although children who are exposed to high levels of technology might become attuned to the latest and the best gadgets, they might not learn to use their physical abilities. Another implication of a child’s over dependence on technology is that parental interactions such as encouragement, tutoring and reinforcement are provided by gadgets rather than living, breathing parents. Research done by Padma Ravichandran and Brandel France …


Game Design And The Writing Process: Designing The Board Game Lineage: 1434, Bradley Isaac Sims Oct 2014

Game Design And The Writing Process: Designing The Board Game Lineage: 1434, Bradley Isaac Sims

Theses and Dissertations

This thesis details the design and production of Lineage: 1434, a board game based on building a family dynasty similar to the Medici family of 15th century Italy. From the initial idea of creating a massively multiplayer online (MMO) game to reimaging the game as a board game, this project draws on multiple influences like Carcassonne (Wrede, 2000), Settlers of Catan (Teuber, 1995), Agricola (Rosenberg, 2008), and Edgebee Game's Swords & Potions (2011) and Critter Forge (2010). Game design decisions were driven in part by the flaws in existing games, including the problems of resource scarcity in pay-to-play MMO games, …


Teaching Algebra Through Functional Programming:An Analysis Of The Bootstrap Curriculum, Robert Lee Mar 2013

Teaching Algebra Through Functional Programming:An Analysis Of The Bootstrap Curriculum, Robert Lee

Theses and Dissertations

Bootstrap is a computer-programming curriculum that teaches students to program video games using Racket, a functional programming language based on algebraic syntax. This study investigated the relationship between learning to program video games from a Bootstrap course and the resulting effect on students' understanding of algebra. Courses in three different schools, lasting about six weeks each, were studied. Control and treatment groups were given a pre and post algebra assessment. A qualitative component consisting of observations and interviews was also used to further triangulate findings. Statistical analysis revealed that students who completed the Bootstrap course gained a significantly better understanding …