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Articles 31 - 50 of 50
Full-Text Articles in Game Design
The Emotions Behind The Screen, Eli Gray Nations '23
The Emotions Behind The Screen, Eli Gray Nations '23
Honor Scholar Theses
This thesis revolves around the narrative form of Dungeons and Dragons, that the players have true free will, which allows for the highest level of storytelling. By reaching this level, the players are able to freely tackle issues in their life and surrounding them, like testing out negative parts of their personality and finding community during events like the COVID pandemic. This, combined with the recent scandal from DnD’s publisher Wizards of the Coast poses this question: what exactly is DnD, therapy, art, community, or just a game? This thesis hopes to lead the reader to answer this question in …
The Process And Flow Of Animation: For The Record, Dylan Gordon
The Process And Flow Of Animation: For The Record, Dylan Gordon
Undergraduate Honors Theses
A comprehensive study in the processes of animation in various forms, from concept to simple layout animation to complex overlapping action and splining, and even lighting and texturing, I will be using a popular podcast musical as a basis to study the pipeline that’s used to create an industry animation.
Understanding The Persuasive Attributes Of Twitch Advertisements: A Study On The Effects Of Current Advertisements And Sponsorships, Colleen Sharkey
Understanding The Persuasive Attributes Of Twitch Advertisements: A Study On The Effects Of Current Advertisements And Sponsorships, Colleen Sharkey
Electronic Theses and Dissertations
The research in this study aims to investigate the effectiveness of Twitch’s current advertising option, which includes mid-roll, pre-roll, and sponsored streams. It will focus on usefulness of content, brand credibility, purchase intent, and streamer credibility. Twitch has seen a surge in growth and attention in recent years, with an average of 31 million daily visitors and 1.3 trillion minutes watched globally in 2021 alone (Twitch Sales, 2022). However, despite Twitch’s growing popularity as an entertainment and entrepreneurship platform, little research has been conducted on the impact of its advertising options on brand perception. This study seeks to address this …
Viewer Interactions In Animation, Megan Smith
Viewer Interactions In Animation, Megan Smith
Master of Fine Arts in Digital Media Culminating Experience
The art of animation can be viewed in a multitude of ways. Passive viewing, in which an audience is merely observing the acting and are unable to alter the animation in any way, such as watching a TV show or movie. Interactive camera viewings, such as Augmented Reality and Virtual Reality, in which the viewer can manipulate the content visually in the same way you observe the world, by moving the camera around in a digital space. Interaction-dependent viewing describes animations such as video games, where the player has full control of the character’s actions and the timing of those …
Mfa Master Project, Owen Pierce
Mfa Master Project, Owen Pierce
Electronic Theses, Projects, and Dissertations
I am a storyteller.
I just happen to paint, draw and sculpt my stories more often than I write them. Thematically, I gravitate towards stories that speak about ecological and humanitarian concerns. Fantasy illustration is where I can create with the greatest freedom and indulge my love of crafting stories, and also as a form of escapism. As the author
Ursula K. Le Guin quotes, “If the direction of escape is towards freedom, what then is ‘escapism’ an accusation of?” Long running series of programs, films and books attest to this desire to be engaged at a deeper, more meaningful …
An “Other” Experience Of Videogames: Analyzing The Connections Between Videogames And The Lived Experience Of Chronic Pain, Gracie Straznickas
An “Other” Experience Of Videogames: Analyzing The Connections Between Videogames And The Lived Experience Of Chronic Pain, Gracie Straznickas
College of Computing and Digital Media Dissertations
In this dissertation I argue for the connections between the lived experience of chronic pain and videogames, exploring what interacts with and influences them. To answer this, I draw on cripistemology as I engage in autoethnography, close-reading and close-gameplay, restorying, mixed methods design, formal interviews, surveys, and inductive coding. I further argue for pushing back against the unhelpful binaries that define the “human” and a false idea of “universal” experience or ability, instead pointing to the intersectionality that better reflects the biopolitics of disability, including both debility and capacity. I engage with these methods in three specific projects that consider …
Hampton Roads' Building Resilient Communities Flood Game, Gul Ayaz, Katherine Smith, Rafael Diaz, Joshua G. Behr
Hampton Roads' Building Resilient Communities Flood Game, Gul Ayaz, Katherine Smith, Rafael Diaz, Joshua G. Behr
Modeling, Simulation and Visualization Student Capstone Conference
As rising sea levels and subsequent recurrent flooding disproportionately affects coastal areas, it is crucial to develop a heightened awareness of the impacts of natural disasters on communities and the environments they live in. The Hampton Roads’ Building Resilient Communities (BRC) Flood Game is a simulation role-playing game designed to allow players to increase their understanding of the impact of various community response interventions to sea level rise and recurrent flooding. Players will examine and assess the tradeoffs of resiliency investments, the impact policies may have on the population, and the amount of time return on investment takes. The BRC …
Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith
Digital Game-Based Approach To Math Learning For Students, Gul Ayaz, Katherine Smith
Modeling, Simulation and Visualization Student Capstone Conference
Mathematics is an important subject that is pervasive across many disciplines. It is also a subject that has proven to be challenging to both teach and learn. Students face many challenges with learning math such as a lack of motivation and anxiety. To address these challenges, game-based learning has become a popular approach to stimulate students and create a more positive classroom environment. It can serve as an alternative or supplement to traditional teaching and can better engage students while developing a positive attitude toward learning. The use of games in a classroom can create a more exciting and engaging …
Ideation And Iteration For Creatives, Sandee M. Chamberlain
Ideation And Iteration For Creatives, Sandee M. Chamberlain
KSU Distinguished Course Repository
This course addresses the development of visual literacy including concepting, initial approaches of creating an encompassing aesthetic, creating timelines for production, and exploring the refining aspects of creative production. Students will devise an advanced creative problem and provide a documented account of their creative journey to present as a process journal at the end of the course.
What You Don't See: The Impact Of Hidden Game Mechanics On Players, Jan Virsunen
What You Don't See: The Impact Of Hidden Game Mechanics On Players, Jan Virsunen
ART 108: Introduction to Games Studies
Since the rise of technology in the early nineteen sixties the art of gaming became an increasingly popular form of entertainment for many people throughout the years. As time progressed so did the advancements in technology which allowed for video games to become more immersive, captivating, and complex. Due to these advancements in tech, it generated a wide variety of ways for developers to increase game complexities. However, as the complexity of video games has increased, so too has the number of hidden game mechanics. These game mechanics are seen as the underlying systems and rules that govern how the …
Ithell Colquhuon Taro As Colour Tarot Deck And Book By Ithell Colquhoun, Emily E. Auger
Ithell Colquhuon Taro As Colour Tarot Deck And Book By Ithell Colquhoun, Emily E. Auger
Mythlore: A Journal of J.R.R. Tolkien, C.S. Lewis, Charles Williams, and Mythopoeic Literature
A brief note regarding Fulgur's release of Ithell Colquhoun's "Taro" deck (2022) with links to a full-length review of it and to other reviews of related publications about Colquhoun and Leonora Carrington's work with Tarot.
The Impact Of Draconic Signs Upon The Game Design Process, Peter Carey
The Impact Of Draconic Signs Upon The Game Design Process, Peter Carey
Postgraduate
This creative practice research project explores the use of draconic signs and symbols, and their impact upon the game design process through a game developed in VR and an accompanying exegesis. The research draws on semiotic theory, exploring how meaning is created and conveyed through the use of symbols in games. It examines how the addition of draconic symbols to locomotion, character abilities and dialogue choices may facilitate player agency. Further, it examines the impact integrating these symbols into the player's avatarisation may have on the construction of player identity.
Via a creative practical component, the research demonstrates the practical …
On Video Games And Freedom, Warren Sexson
On Video Games And Freedom, Warren Sexson
Minnesota Journal of Law, Science & Technology
No abstract provided.
Game Design Learning: Understanding And Supporting The Game Design Process In Higher Education, John Healy
Game Design Learning: Understanding And Supporting The Game Design Process In Higher Education, John Healy
Theses
This thesis presents a study of the game design process in higher education. The PhD research makes several contributions to the field by developing a model of game design learning through the analysis of qualitative data and creating a number of learning supports informed by this model. The research also proposes the signature pedagogy of game design learning as the studio project and explores the relationship between game design and other design disciplines. These contributions advance the understanding and practice of game design education, benefiting researchers, educators, and designers. As the popularity of digital games has grown in the 21st …
Capturing And Scaffolding The Complexities Of Self-Regulation During Game-Based Learning, Daryn Dever
Capturing And Scaffolding The Complexities Of Self-Regulation During Game-Based Learning, Daryn Dever
Electronic Theses and Dissertations, 2020-2023
Game-based learning environments (GBLEs) can offer students with engaging interactive instructional materials while also providing a research platform to investigate the dynamics and intricacies of effective self-regulated learning (SRL). Past research has indicated learners are often unable to monitor and regulate their cognitive and metacognitive processes within GBLEs accurately and effectively on their own due mostly to the open-ended nature of these environments. The future design and development of GBLEs and embedded scaffolds, therefore, require a better understanding of the discrepancies between the affordances of GBLEs and the required use of SRL. Specifically, how to incorporate interdisciplinary theories and concepts …
Artistic Representation And Self Esteem, Brianna Davis
Artistic Representation And Self Esteem, Brianna Davis
Honors College Theses
Dependent upon the constructs of the perception of self and the viewpoint of others, humans base the value of their self esteem on outer perspectives rather than internal ones. For this thesis in particular, the outer perspective to be examined is representation in the field of the arts. This thesis project explores the process of self esteem, artistic representation in the arts, how one affects the other, a history of the correlation between the two, and ways to inform and educate the masses with the tools necessary to advance representation in the arts thus raising the self esteem of its …
Activist-Casual Game Design: Iterating Serious Games Through Research-Creation, Daniel J. King
Activist-Casual Game Design: Iterating Serious Games Through Research-Creation, Daniel J. King
Graduate Thesis and Dissertation 2023-2024
How can activists and scholars design serious game projects that attract and engage people, that are inviting for many types of players, and that empower players to create positive change? My hypothesis was that the Activist-Casual Game Design Framework I published in 2021 could facilitate this work. I took a design-based research approach to answer my research question by way of demonstration and self-reflection through a creative case study of the production of an activist-casual game called Climate Somnia. Chapter 1 explains the literature review and synthesis behind the creation of the original framework, and Chapter 2 reviews the …
In A Small Sea, Thomas Giebler
In A Small Sea, Thomas Giebler
Master's Theses or Doctor of Nursing Practice
A pool of water stands before you. It is nebulous and free flowing. As you peer in, you realize how vast and deep something initially so unassuming on the surface has become.
This is my small sea.
Within this sea that rests between my ears, I am a small ‘c’ creator. This body of water is filled with experiences, inspiration, and vision. In this place, I synthesize the world around me into my work, creating microcosms that are full of life, color, and story. The idea of microcosms is the cornerstone of my design.
Within each of my created worlds, …
Rabbit Hole, Olivia Wiebe
Rabbit Hole, Olivia Wiebe
Scripps Senior Theses
Rabbit Hole explores an alternate reality which erupts within moments of insomnia, and posits it as a place of self-discovery. Though this Rabbit Hole is a personal one, the work implies that these worlds can be found within any person when they are alone. Digital spaces have become tools of absolute availability and distraction, capitalized on by companies who profit when our eyeballs are stuck to our screens. However, cyberspace was once dreamed of as a place of self-discovery and experimentation. Rabbit Hole is an attempt to reclaim digital space, and turn towards ourselves within technology. These individual “Rabbit Holes” …
Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone
Playing To Win: The Effects Of Implementing Gamification Strategies In Product Marketing, Sabrina Stone
CMC Senior Theses
Let’s play a game. What effect do you think video games have on twenty-first-century marketing? In this age defined by its nature of digitality, capturing the attention of consumers is an arduous competition. Through market segmentation, research, and the observable variables of consumer behavior, product marketing has turned to video games as a solution to appeal to younger demographics. Gamification is an increasingly applied product marketing strategy employed to increase favorable metrics. Of those key performance indicators (KPIs), boosted measures such as click-through rates, impressions, and engagement rates suggest that gamification is a strategic opportunity to persuade consumers to take …