Open Access. Powered by Scholars. Published by Universities.®
- Discipline
-
- Physical Sciences and Mathematics (16)
- Computer Sciences (15)
- Education (12)
- Interactive Arts (11)
- Interdisciplinary Arts and Media (11)
-
- Digital Humanities (9)
- Graphic Design (8)
- Social and Behavioral Sciences (8)
- Educational Methods (5)
- Film and Media Studies (5)
- Higher Education (5)
- Instructional Media Design (5)
- Communication (4)
- Creative Writing (4)
- History (4)
- History of Art, Architecture, and Archaeology (4)
- Jewish Studies (4)
- Religion (4)
- Teacher Education and Professional Development (4)
- Ancient, Medieval, Renaissance and Baroque Art and Architecture (3)
- Architecture (3)
- Art Education (3)
- Communication Technology and New Media (3)
- Curriculum and Instruction (3)
- Educational Assessment, Evaluation, and Research (3)
- Educational Technology (3)
- Islamic World and Near East History (3)
- Institution
-
- San Jose State University (9)
- Rochester Institute of Technology (7)
- University of Central Florida (5)
- Air Force Institute of Technology (2)
- City University of New York (CUNY) (2)
-
- University of Rhode Island (2)
- Ursinus College (2)
- Ateneo de Manila University (1)
- Bowling Green State University (1)
- Bridgewater State University (1)
- Claremont Colleges (1)
- Connecticut College (1)
- DePaul University (1)
- East Tennessee State University (1)
- East Texas A&M University (1)
- Edith Cowan University (1)
- Georgia Southern University (1)
- Liberty University (1)
- Louisiana State University (1)
- Loyola Marymount University and Loyola Law School (1)
- New Jersey Institute of Technology (1)
- Nova Southeastern University (1)
- SAE Institute Australasia (1)
- Southern Illinois University Carbondale (1)
- University of Arkansas, Fayetteville (1)
- University of Lynchburg (1)
- University of Nevada, Las Vegas (1)
- University of the Pacific (1)
- Virginia Commonwealth University (1)
- Keyword
-
- Game design (7)
- Video Games (6)
- Card games (3)
- Education (3)
- Design cases (2)
-
- Dire (2)
- Game development (2)
- Game mechanics (2)
- Games and learning (2)
- Gaming (2)
- Law (2)
- Medieval history (2)
- Narrative (2)
- RIT (2)
- Religion (2)
- Serious Games (2)
- Video game (2)
- Video games (2)
- Violence (2)
- Virtual reality (2)
- 1964-1965 New York World's Fair (1)
- Active Viewing (1)
- Algorithm (1)
- American West (1)
- Art History (1)
- Art history; art education; SoTL; Scholarship of Teaching and Learning; Higher Education; Gaming (1)
- Artificial intelligence (1)
- Arts-based educational research (1)
- Assassin's Creed (1)
- Benefits Of Playing Video Games (1)
- Publication
-
- ART 108: Introduction to Games Studies (9)
- Electronic Literature Organization Conference 2020 (4)
- Articles (3)
- Frameless (3)
- Theses and Dissertations (3)
-
- Journal of Media Literacy Education (2)
- All HCAS Student Capstones, Theses, and Dissertations (1)
- Art History Pedagogy & Practice (1)
- Artizein: Arts and Teaching Journal (1)
- College of Graduate Studies: Theses & Dissertations (1)
- DePaul Download (1)
- Department of Information Systems & Computer Science Faculty Publications (1)
- Dissertations, Theses, and Capstone Projects (1)
- Electronic Theses and Dissertations, 2020-2023 (1)
- English and Creative Writing Presentations (1)
- English and Creative Writing Summer Fellows (1)
- Executive Vice President & Provost Faculty Research (1)
- Film Studies Honors Papers (1)
- Graduate Theses and Dissertations (1)
- Honors Program Theses and Projects (1)
- Honors Theses (1)
- Honors Thesis (1)
- Journal of Humanistic Mathematics (1)
- LSU Doctoral Dissertations (1)
- Masters Theses (1)
- Postgraduate (1)
- Presentations and other scholarship (1)
- Research outputs 2014 to 2021 (1)
- Theses (1)
- Undergraduate Honors Theses (1)
- Publication Type
- File Type
Articles 31 - 51 of 51
Full-Text Articles in Game Design
Recreating The Virtual Bullets That Pierces Through The Soul Of Gaming: Video Games And Its Cultural Perception On America’S Violent Homefrontier, Brandon Palomino
Recreating The Virtual Bullets That Pierces Through The Soul Of Gaming: Video Games And Its Cultural Perception On America’S Violent Homefrontier, Brandon Palomino
ART 108: Introduction to Games Studies
For the past fifty years, video games have been around as a form of entertainment we consume on a daily basis. Unlike the books and movies seen in pop culture today, video games take us on virtual journeys where people participate in unique gameplay objectives based on player involvement. Because the idea of player engagement was rare at the time, it was inevitable that video games would revolutionize the way we view entertainment onwards. With video games becoming increasingly popular throughout the years, the debate of whether they are truly violent in nature has rubbed many people like myself the …
An Analysis Of The History And Ethics Of Video Games, Trenton Brock
An Analysis Of The History And Ethics Of Video Games, Trenton Brock
Honors Theses
No abstract provided.
Explorations Of Liminality And Intersectionality In Tabletop Games, Alyna Kim
Explorations Of Liminality And Intersectionality In Tabletop Games, Alyna Kim
Honors Thesis
In fantasy role-playing games (RPGs), especially tabletop role-playing games (TTRPGs), participants are required to collaborate to create not only fantasy personas in the shape of characters, but also the world and space that makes up the game itself. Participants therefore create a sense of both time and space that exist outside of basic reality. The created space and time––referred to as a world or a story––exists as a liminal space that participants and characters use as a tool to both exist and explore. While the participants exist physically in the real world, the game space allows them to go beyond …
Educational Games: A Basic Understanding And Effective Uses, Kaitlin Kirkman
Educational Games: A Basic Understanding And Effective Uses, Kaitlin Kirkman
ART 108: Introduction to Games Studies
Since the invention of video games, many people would perceive these digital games as just entertainment. Increasingly there has been a shift into taking video games and turning them into educational programs to help people learn. In this paper, I discuss the different forms of educational games which are serious games, it’s subcategory serious educational games, and educational simulations. I compare and contrast the differences as well as provide examples. I also discuss effective ways to use educational games so that they can be more understood as an effective method for teaching. The concepts I discuss about effective educational games …
How Do We Deal With Cheaters?, Colin Kyle
How Do We Deal With Cheaters?, Colin Kyle
ART 108: Introduction to Games Studies
Ever since computer games have existed, the people who have played them have found ways to modify the game in order to change the way it plays or break the rules in the hopes of appearing to be better at the game. The concept of changing took on a whole new idea when online multiplayer games were created, now people not only cheated to beat the game, they also were able to cheat in order to compete better against other real people. Cheating in multiplayer online games has become very commonplace and most competitive games now have some sort of …
Dynamic Difficulty: A Player Perspective, Maggie Hergenrather
Dynamic Difficulty: A Player Perspective, Maggie Hergenrather
WRIT: Journal of First-Year Writing
Video games are a major source of entertainment and is starting to be studied in detail. However, video games very so widely throughout the industry that it is difficult to see what makes games more popular. One of the most important aspects of video games is difficulty and it can drastically change the response the game gets. Through reading previous studies conducted on difficulty in video games a research question was formed: What do video game players want in games in terms of difficulty? A survey was created and conducted to peer into the preferences of gamers and their reasons …
Simulating Destruction Effects In Sidefx Houdini, Ethan B. Elkins
Simulating Destruction Effects In Sidefx Houdini, Ethan B. Elkins
Undergraduate Honors Theses
As movies, television shows, and other forms of media have progressed over the last century, the use of destruction sequences as a form of entertainment have seemingly grown exponentially. From ginormous explosions to cities collapsing, more destruction sequences have drawn people’s attention in ways that are quite captivating. However, as content producers continue to push the limit of what is possible, the reliance on practical effects starts to dwindle in comparison to the usage of computer generated scenes. This thesis acknowledges the trend and dissects the entire process of how a general destruction sequence is made, from the research and …
The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye
The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye
Graduate Theses and Dissertations
This thesis explores the similarities of video game design elements within the world of theatrical scenic design. Using my 2019 scenic design of Marc Camoletti’s bedroom farce Boeing Boeing as the backdrop, I discuss the core concepts of game design. I then describe the scenic process of the production and the journey from concept all the way through to a virtual reality recreation of the design. The study of game design in theatre has the potential to open a wide new world of opportunities in the scenic design industry. This paper examines how the theatre can benefit from game design …
Developing A Serious Game To Explore Joint All Domain Command And Control, Nathaniel W. Flack
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.
Creating Worlds Of Endless Variety: An Evaluation Of Procedural Content Generation In Gaming, David Cole
Creating Worlds Of Endless Variety: An Evaluation Of Procedural Content Generation In Gaming, David Cole
Undergraduate Theses and Capstone Projects
Today, video games are more ingrained in American society than they have ever been before. This entertainment medium has become more profitable than all television streaming services combined as well as the entire film industry in Hollywood. Playing video games, which was once considered a pastime, has become a career for many, with websites such as YouTube and Twitch hosting thousands of “let’s play” channels and various esports tournaments boasting six- or even seven-figure prize pools.
With the evident popularity and financial success of video games, radical changes to the game development process can carry a massive impact on society, …
Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton
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.
Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace
Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace
Art History Pedagogy & Practice
This heuristic, design-based research study examines student perceptions of their learning experience in the art history survey course as manifested through a game design process. With the purpose of improving upon the lecture model of the standard art history survey, two sections of a capstone class of interdisciplinary art and design students—who had all taken the survey as part of their degree programs—selected learning objectives and designed games to accompany the introductory class. The researchers used the game design process to understand first how students perceived the survey class, its learning objectives, and the students’ experiences. Then the investigation addressed …
The Level Of Creative Thinking Of Stem-Oriented Middle And High School Children Associated With The Level Of Self-Motivated Play And Success Within A Builder Game And Engagement In Builder Gaming Communities' Social Media Culture, John Aedo
Electronic Theses and Dissertations, 2020-2023
Literature indicates that the United States has fallen behind other countries in the world in terms of creativity. At the same, children's self-motivated gaming and involvement in gaming communities have grown as a major pass time. The literature is inconsistent on the relationship between games and creativity with some indicating benefit while others indicate harm. Might the observed level of creative thinking among children be associated with the level of a priori self-motivated engagement with creative games and associated social media? Given the wide spectrum of the kinds of games, this research considers the "builder" (e.g. Minecraft) genre and related …
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber
Presentations and other scholarship
Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.
Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens …
Narratological Experiments In Cinematic Alternate Reality Games, Christian Parker
Narratological Experiments In Cinematic Alternate Reality Games, Christian Parker
Film Studies Honors Papers
No abstract provided.
Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek
Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek
Research outputs 2014 to 2021
© 2013 IEEE. This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers' intent in gameplay requirement-based terrain generation. Examples of such gameplay elements include vantage point, strongholds, chokepoints and hidden areas. Our measures are constructed on characteristics of an isovist, that is, the volume of visible space at a local area and the connectivity of areas within the terrain. The calculation of these measures is detailed, in particular we introduce two new ways to accurately and efficiently calculate the …
Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo
Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo
Department of Information Systems & Computer Science Faculty Publications
In this paper, we used Hidden Markov Model (HMM) to describe the gaming behaviors of students and whether they will exhibit “stag” or “hare” hunting behavior in a mobile game for mathematics learning. We found that there is a 99% probability that the students will stay either as stag or hare hunters. Our results also suggest that they would choose arithmetic problems involving addition. These game behaviors are not beneficial to learning because they are only exhibiting mathematical skills they already know. The results of the study show that stag and hare hunters have unique traits that separate the one …
Plausible Expositions With Possible Expeditions, Nikolaus D. James
Plausible Expositions With Possible Expeditions, Nikolaus D. James
College of Graduate Studies: Theses & Dissertations
Influenced by video games and cinema, in this body of work, Plausible Expositions with Possible Expeditions, I use objects to create scenarios that suggest a narrative. The scenes are then photographed and displayed through cathode-ray tube televisions and viewers use their own knowledge and ideas about the objects to create that narrative. Each of these objects has is own data set, and the most common have a universal data set—information surrounding the object that is widely recognized, much like how a crowbar is commonly associated with crime. Similar to playing a video game, an algorithm is used when viewing my …
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber
Articles
Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.
God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan
God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan
University of the Pacific Theses and Dissertations
Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the …
Fool's Rest, Aidan Quinlan
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 …