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Articles 1 - 13 of 13
Full-Text Articles in Game Design
Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor
Systems At Play: The Construction Of International Systems In Social Impact Games, Jorge Albor
Master's Theses
This thesis explores how game makers conceive of and navigate the intersection between digital systems and real world systems by asking, how can social impact game designers shape procedural rhetoric to effectively address complex real world systems with digital systems? By examining three game case studies, I reach four significant findings regarding player agency, subversive play, design approaches to scale, and game difficulty in regards to systems fluency.
Texture Mapping With Mudbox And 3ds Max, Joshua Holland
Texture Mapping With Mudbox And 3ds Max, Joshua Holland
Graphic Communication
The purpose of this study was to determine the intuitiveness of texture mapping and compressibility of files generated using Autodesk 3ds Max 2012 versus Autodesk Mudbox 2012. This will be used by anyone starting to learn how to texture map and who is comparing programs that have the capability to do so. This will save users time in researching which program is better suited for their needs.
This study investigated how Autodesk 3ds Max 2012 and Autodesk Mudbox 2012 compared in mapping textures to 3D models. A basic computer skills assessment test and an intuitive test was administered to twelve …
Possible Symbolics 33, Stephen Andrade
Possible Symbolics 33, Stephen Andrade
Computer Graphics Department Faculty Publications and Creative Works
Professor Steve Andrade is continuously experimenting in a wide range of visual arts and technology. He is an avid researcher in the areas of interactive technology, gaming, modern visual metaphor, archeology, fine arts, Western geology and the sociology of technology space.
When he is not teaching or conducting projects at the University, Professor Andrade can be found traveling or working in his studio (pictured here). His artwork includes digital imaging, graphic art posters, virtual space planning, information graphics, 2d and 3d sculpture, representational sketching, realism, video and his current passion - abstract modern painting with a hint of allegory. He …
The Risk Factors Of Alcohol Abuse Among College Athletes, Jacob Jones
The Risk Factors Of Alcohol Abuse Among College Athletes, Jacob Jones
All-Inclusive List of Electronic Theses and Dissertations
Self-concept theory was used as a theoretical basis to investigate the utility of social norms alcohol prevention programs designed for college athletes. The predictive relationship among alcohol use and athletic identity, competitiveness, drinking game participation, and level of sport participation was investigated. It was discovered that drinking game participation is a significant predictor of total weekly alcohol use above and beyond the other predictors. In addition, drinking game participation and organized recreational sport participation were significant predictors of total binge drinking episodes. While controlling for drinking game participation and competitiveness, no significant differences were found in the amount of alcohol …
The Carp Metaverse Art Ebooks, Velazquez Bonetto
The Carp Metaverse Art Ebooks, Velazquez Bonetto
SWITCH
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
Cinema Of Video Games, Michael Tucker
SWITCH
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
Agency In Video Games, Marek Kapolka
SWITCH
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
Enslaved Interactivity, Yomi
SWITCH
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
Stop Putting The Hero’S Journey In A Skinner Box, Kelsey Higham
SWITCH
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
The Justice League Unlimited, Zenmondo Wormser
SWITCH
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.
Redefining Classical Music Literacy: A Study Of Classical Orchestras, Museum Anthropology, And Game Design Theory, Kimberly M. Zahler
Redefining Classical Music Literacy: A Study Of Classical Orchestras, Museum Anthropology, And Game Design Theory, Kimberly M. Zahler
Electronic Theses and Dissertations
The current state of declining audiences for the performing arts in the United States is cause for concern for those musicians and ensembles interested in the continuation of the art forms. The previous model of using audience numbers as the sole or primary measure of an orchestra's success is no longer sufficient in an era of participatory design and interactive experiences. Through observation and analysis of the culture of classical music, this study focuses on the emerging visions of participatory culture and the ways in which museum anthropology and game design theory can be used to redefine classical music literacy …
Maerken: A Multiplayer Role Playing Game, Chanh Ho
Maerken: A Multiplayer Role Playing Game, Chanh Ho
Theses Digitization Project
The purpose of this project is to develop a base implementation of Maerken using the Unreal Development Kit (UDK), a game framework that supports development of 3D games. We describe the game development process that was used to develop Maerken using UDK. The process includes game design, game implementation, and game distribution.
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 …