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Game Design Commons™

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2011

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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 Dec 2011

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 Dec 2011

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 Oct 2011

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 Aug 2011

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 Jul 2011

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 Jul 2011

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 Jul 2011

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 Jul 2011

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 Jul 2011

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 Jul 2011

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 Jan 2011

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 Jan 2011

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 Jan 2011

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 …