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Articles 1 - 26 of 26
Full-Text Articles in Game Design
Is Nostalgia The Hidden Mechanic Of Mmorpgs?, Zoee Sowders
Is Nostalgia The Hidden Mechanic Of Mmorpgs?, Zoee Sowders
ART 108: Introduction to Games Studies
Since the advent of online gaming, MMORPG video games have allowed players to socialize and collaborate within the bounds of a virtual world. For many, these online worlds were an escape from their daily lives, a place where they could meet people with similar interests and embark on adventures impossible in real life.1 While many of the early MMORPG games faded into obscurity after the genre lost its shiny new sparkle, there are still a handful today that maintain player counts in the millions even after nearly two decades of operation. Specifically, World of Warcraft, Runescape, and Final Fantasy XIV …
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
It’S Dangerous To Learn Alone – Play This: Video Games In Higher Education, Particularly In The Composition Classroom, Joy Sterrantino
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
When people think of educational games, they often just think of ones geared towards kids: these might include spelling and vocabulary games like Scribblenauts, creative games such as Minecraft, as well as historical games such as Carmen [Sandiego]’s Ancient Caper, but according to the Entertainment Software Association in 2019, 65% of adults play video games (almost half of which are female), the average gamer is 33 years old, and 63% of all gamers are playing with others at least one hour a week (“Essential Facts” 4, 5, 8). This means that the majority of …
Copyright & Modding In The Modern Gamespace, Josephine Railston
Copyright & Modding In The Modern Gamespace, Josephine Railston
Student Scholar Symposium Abstracts and Posters
In the modern gamespace, modding has become an excellent opportunity for video game enthusiasts to express their creativity and love for a game; but what happens when that passion is stifled by a major company? My poster presentation will examine the ethics behind modding and ROM hacking, from both the perspectives of major video game corporations as well as their fanbase at large. We will analyze this issue using the case study of Pokémon Prism, a Pokémon Crystal ROM hack, which was canceled days prior to its release following a cease and desist by Nintendo. More specifically, we will investigate …
Diegetic Sonification For Low Vision Gamers, Jhané Dawes
Diegetic Sonification For Low Vision Gamers, Jhané Dawes
Master's Theses
There are not many games designed for all players that provide accommodations for low vision users. This means that low vision users may not get to engage with the gaming community in the same way as their sighted peers. In this thesis, I explore how diegetic sonification can be used as a tool to support these low vision gamers in the typical gaming environment. I asked low vision players to engage with a prototype game level with two diegetic sonification techniques applied, without the use of their corrective lenses. I found that participants had more enjoyment and experienced less difficulty …
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 …
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 …
Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.)
Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.)
English Faculty Publications
No abstract provided.
How Do Video Games Affect The Brain?, Kenneth Lee
How Do Video Games Affect The Brain?, Kenneth Lee
ART 108: Introduction to Games Studies
Video games are a wildly popular past time in not only America, but other countries as well. Its popularity has done nothing but increase in an exponential fashion, engulfing more and more members of society in its reach; however, its gaining traction in combination with behavioral observations and frequent violent events compelled many to question its effects on those who play them. Some attribute tragedies like recent school shootings to the vast array of First Person Shooter(FPS) games, blaming it for engraining in adolescents’ and adults’ brains a sense of increased aggression and violence. Others praise educational games for stimulating …
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 …
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Game Types, Game-Related Behaviors And Resilience: Creating A Roadmap For Effective Gamification Design In Higher Education, Patrick Marino
Dissertations
Gamification, or the use of game-based mechanics and thinking in real world applications, is on the rise in educational environments. While various applications seek to increase engagement and motivation for tasks related to student success, research regarding best practices for the design of such systems is lacking. In fact, conflicting outcomes from various gamification studies at the secondary and tertiary education levels suggest that not all gamification designs are effective for increasing student success. Meanwhile, research from the medical field indicates gamification can be used to increase resilience; which has been linked to various student success outcomes including academic performance. …
Random Numbers And Gaming, Sinjin Baglin
Random Numbers And Gaming, Sinjin Baglin
ART 108: Introduction to Games Studies
In Counter Strike: Global Offensive spray pattern control becomes a muscle memory to a player after long periods of playing. It’s a design choice that makes the gunplay between players more about instant crosshair placement with the faster player usually winning. This is very different from the gunplay of the current popular shooter Player Unknown’s Battlegrounds. Player Unknown’s Battleground’s spray pattern for the guns are random. So how does this affect the player experience? Well as opposed to Counter Strike: Global Offensive, the design choice makes gunplay between two players more about how a person can adapt faster …
The Possibilities Of The Video Game Exhibition, Elizabeth Legere 2762328
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 …
Little Manila Visualization Software Program, Josh Salyers, Danielle Thomasson, Kyle Sabbatino, Jamie Culilap, Sarah Kuo, Ronnie Sanchez, Hannah Tvergyak
Little Manila Visualization Software Program, Josh Salyers, Danielle Thomasson, Kyle Sabbatino, Jamie Culilap, Sarah Kuo, Ronnie Sanchez, Hannah Tvergyak
Little Manila Visualization Software Program
This 3d simulation is built using gaming software. The graphics quality and download time can vary significantly based on the specification of the computer running this program.
Instructions:Click on the Download button and save the .zip file to your computer. It will begin to download. (This can take a while initially). Once the file has downloaded, unzip the folder and click on the .exe file to play the game.
Version: The current version is only compatible with Windows operating system.
The Impact Of User-Generated Interfaces On The Participation Of Users With A Disability In Virtual Environments: Blizzard Entertainment's World Of Warcraft Model, Donald Merritt
Electronic Theses and Dissertations
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. …
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 …
Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson
Making Happiness In West Egg And Simburbia: An Inquiry Into Consumption In The Great Gatsby And The Sims, Shawn Thomson
Reconstruction: Studies in Contemporary Culture
[First two paragraphs]
At the end of F. Scott Fitzgerald’s The Great Gatsby, Nick Carraway reflects of his journey to the East: “this has been a story of the West” (184). Nick never explains exactly how this is the case, particularly odd since all the action takes place between Manhattan and Long Island. Nick’s hesitant explanation for this puzzling conclusion lies in the western origin of the central characters of the novel and their inability to adapt “to Eastern Life” (184). But the characters seem a part of, if not overshadowed by, the riotous world of West Egg. Only …
You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan
You Need Love And Friendship For This Mission!: The Final Fantasy Series As Social Education For Japanese Youth, Ben Hourigan
Reconstruction: Studies in Contemporary Culture
From the mid to late 1990s, popular and academic discourse on video games, particularly in the United States, has focused on their supposed capacity to engender violent and otherwise anti-social behavior in youth. Much like ludologists' recent claims that video games are not a narrative medium, at least one reason for this is that commentators have too narrow an understanding of the diverse range of games that exist. In addition to this, game demonizers have demonstrated an inadequate understanding of the ways games are related to real life. In order to combat these misunderstandings, this chapter analyzes the role of …
The Horror Is Alive: Immersion, Spectatorship, And The Cinematics Of Fear In The Survival Horror Genre, Jay Mcroy
Reconstruction: Studies in Contemporary Culture
The video game genre known as survival horror resembles contemporary horror cinema in that both increasingly popular forms of entertainment allow audiences to experience fear resulting from the development of suspense coupled with the dread and shock of encountering monstrosity. One need only note the remarkable success of next generation video game franchises like Resident Evil (1996) and Silent Hill (1999) to realize that, more than ever before, game players in their late teens and beyond long to immerse themselves within interactive nightmares that offer the kind of thrills and chills once available exclusively through horror literature and films. However, …
The Postmodern Hoard: Rates Of Exchange In Role-Playing Games, Carlos Hernandez
The Postmodern Hoard: Rates Of Exchange In Role-Playing Games, Carlos Hernandez
Reconstruction: Studies in Contemporary Culture
What makes Dungeons & Dragons (D&D) unique among games is the way it merges storytelling with game mechanics. Before the invention of D&D, both acting/narrative-based games and strategy-based war games that made use of fantasy-genre elements existed, but the way D&D integrates both elements invented a whole new category of game, one in which the immersive draw of a plot proves just as important as good tactics or luck of the dice. This chapter explores the relationship between the qualitative and quantitative aspects of D&D. Specifically, it argues that the rules of the game provide quantitative corollaries to aspects of …
Role Playing Games As Interactive Fiction, John Miller
Role Playing Games As Interactive Fiction, John Miller
Reconstruction: Studies in Contemporary Culture
This chapter compares the experience of gaming and the experience of reading, and explores what that comparison might tell us about each. More specifically, it applies methods of literary analysis to the study of two narrative activities situated near the border of reading and gaming: Electronic hyperfictions and role-playing games. Miller first reviews literary theories of reader response and interactivity and notes how these have informed recent critical discussions of literary hyperfiction. He then critiques these discussions and the claims made for hyperfiction's liberating or empowering effect on readers: Contrary to the claims of some critics, such narratives generally fail …
Imagined Cities, Real Futures: Simcity And The Co-Production Of Urban Dystopias, Samuel Gerald Collins
Imagined Cities, Real Futures: Simcity And The Co-Production Of Urban Dystopias, Samuel Gerald Collins
Reconstruction: Studies in Contemporary Culture
While the author of this chapter agrees with anthropologists who reject an urban studies predicated on postmodern surfaces and insist that we analyze cities in regional, national and global contexts of political economy, he nevertheless suggests that the urban imaginary has never been so important: Movies, television and music have proven all too useful in the continued vilification of an urban underclass. In 2001, in order to explore the role media might play in the structuring and delimitating of the ways we think about cities, Collins assigned SimCity, a computer simulation game combining models of urban development with cellular automata, …
Shooters To The Left Of Us, Shooters To The Right: First Person Arcade Shooter Video Games, The Violence Debate, And The Legacy Of Militarism, Karen J. Hall
Reconstruction: Studies in Contemporary Culture
Adult concerns about video games erupted in the 1990s when parents and politicians came forward with claims that Doom, Mortal Kombat, Killer Instinct and games like them were partially responsible for the rash of school shootings in predominantly white, middle class communities. The author of this chapter argues that arcade games serve the national interest by entertaining consumer-citizens and creating a consumer-based demand for military technology. However, when adolescent shooters disrupt the status quo, it is the games rather than militarist social and economic structures that are criticized by the news media, politicians, and parents. The author of …
Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler
Digital Extensions And Performed Players: A Theoretical Model For The Video/Computer Game, Ben Fisler
Reconstruction: Studies in Contemporary Culture
Despite over twenty years of studies, scholars have yet to identify a productive theoretical model for the video game that does not depend on a fragmentary understanding of its form. Following Pierre Bourdieu's contention that the purpose of criticism is to understand cultural products as distinct scientific objects, and Marshall McLuhan's theory that the message and formative power of media are the media themselves, this study attempts to generate a foundational critical understanding of the video game. Building on the most lucrative intrinsic (such as David Myer's 1991 Computer Game Semiotics) and extrinsic (such as Jeffrey Goldstein's 1998 Immortal …
When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette
When A Killer Body Isn’T Enough: Cross-Gender Identification In Action-Adventure Video Games, Marc Ouellette
Reconstruction: Studies in Contemporary Culture
While sports games try to recreate the atmosphere of a stadium or of television broadcasts of games, role-playing and action-adventure games attempt to duplicate cinematography through animation. For Tomb Raider, the virtual reality created by the cinematic animation of the game produces an environment for male-to-female cross-gender identification, a topic that has received little critical attention. The sense of identification intended in this chapter comes from psychoanalysts Jean Laplanche and Jean-Baptiste Pontalis, who describe identification as a psychological process in which a subject assimilates an aspect, a property, a characteristic of another and transforms himself [or herself] totally or partially …
Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith
Body Matters In Massively Multiplayer Online Role-Playing Games, C. Jason Smith
Reconstruction: Studies in Contemporary Culture
The virtual body is already here. Though not as “seamless” as the virtual body envisioned in cyberpunk literature and made popular in films like The Lawnmower Man (1992), hundreds of thousands of people in over 114 countries (“Visitor Center”) daily log into massively multiplayer online role-playing games like Everquest, Ultima Online, Anarchy Online, and Earth and Beyond. These massively multi-player online role-playing games (MMORPGs or MMOs for short) [1] combine the extensive rule systems of traditional role-playing games (or RPGs) such as Advanced Dungeons & Dragons with computer graphic technology and online chat. In these computer …
Review Of G4m3rs, By Kiyash Monsef, Bryan-Mitchell Young
Review Of G4m3rs, By Kiyash Monsef, Bryan-Mitchell Young
Reconstruction: Studies in Contemporary Culture
No abstract provided.