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Articles 121 - 150 of 615
Full-Text Articles in Game Design
Ethics And Environmental Impact Of Video Games, Anushka Chokshi
Ethics And Environmental Impact Of Video Games, Anushka Chokshi
ART 108: Introduction to Games Studies
As video games grow in popularity, concerns regarding their ethical and environmental implications are brought up. While once, topics like their impact on child development or harm to Earth might have been considered minor or irrelevant, these concerns are now voiced in numerous articles across the internet, amplifying the urgency to develop games in an ethical context before matters are blown out of proportion. For the purposes of exploring both past and present views, this work draws from older and newer sources surrounding many topics on the idea of game development in the video game industry. Essentially, video game development …
Shifting Perspectives With Procedural Modeling Techniques And Vertex Animated Textures For Real-Time Interactive Morphing, Stephanie Schulze
Shifting Perspectives With Procedural Modeling Techniques And Vertex Animated Textures For Real-Time Interactive Morphing, Stephanie Schulze
All Theses
As humans experience reality, they intake external stimuli using sensory receptors to process information, forming a perception. Perceptions are subjective and shape each individual’s reality. Naturally then, by changing one’s perceptions, their experience of reality is altered, for better or worse. To emphasize the idea that perception is malleable and encourage a mindset of questioning alternative ways to look at a situation, an interactive experience in Unreal Engine is developed where a dull cityscape morphs and transforms into a surreal oversized nature scene. Procedural modeling techniques are used to create a variety of morphing assets, while Vertex Animated Textures are …
Pokémon Go: Fostering Community In Location-Based Augmented Reality, Miranda Ward
Pokémon Go: Fostering Community In Location-Based Augmented Reality, Miranda Ward
Communication Studies
While most modern video games are played from the comfort of one's own home, Pokémon GO (2016) is a game that requires people to leave their homes and interact with other people in the real world. Pokémon GO contains community-building mechanics that reward players for interacting with each other and catching Pokémon. Due to this, players use third-party applications to organize meetups, particularly through Campfire, which is an app owned by the same company who created the game, Niantic. Uses and Gratifications Theory can be applied to understand why players choose to play Pokémon GO and what needs the game …
Environmental Storytelling In Video Games Through The Lens Of Film Noir, Samuel Hagen
Environmental Storytelling In Video Games Through The Lens Of Film Noir, Samuel Hagen
All Theses
My project is an interactable video game experience showcased through the lens of film noir, that focuses on the capabilities and benefits of environmental storytelling in video games. With a heavy focus on immersion, my project forces the player to explore a murder scene and encourages them to formulate their own narrative about what has transpired. My project fuels the player’s ability for self-reflection and self-acceptance through the player’s personalized and unique interpretations experienced while exploring the scene I have created. In my paper, I discuss the aspects of environmental storytelling and immersion in video games and how they have …
Gamified Learning: Applying Game Design Thinking In Education, Qiaoxin Deng
Gamified Learning: Applying Game Design Thinking In Education, Qiaoxin Deng
ART 108: Introduction to Games Studies
Gamification is an Education Strategy It has gained popularity in recent years. Gamification is a means to foster student engagement and improve their learning journeys. It's about applying game design elements in non-game contexts. This is primarily used in educational settings. Gamification of learning makes it more engaging and fun by introducing rewards, challenges, and competition. By adding rewards, challenges, and competition, gamification makes learning more interesting and interactive (2020).In this essay, I will be discussing the concept of gamification. Its advantages and disadvantages will be explored. It will also give examples, including Duolingo and Quizlet, to illustrate how it …
The Evolution And Preservation Of Video Games: An Artistic And Cultural Journey, Dhru Fuletra
The Evolution And Preservation Of Video Games: An Artistic And Cultural Journey, Dhru Fuletra
ART 108: Introduction to Games Studies
From the first time I held a game controller, video games have been a fundamental part of my life. They started as simple, pixel-filled adventures on early consoles and have grown into the vast, immersive worlds we explore on today’s advanced systems. For me, they’ve always been more than just a way to pass the time; they’ve been gateways to alternate realities where creativity, interaction, and storytelling seamlessly come together. Over the years, video games have transformed from casual hobbies into intricate cultural phenomena and, importantly, into a recognized art form. In this essay, I contend that video games are …
Valorant's Interlinked To Theory Of Representation (Race And Culture) And Feminist Coflict Theory, Gerald Susanteo
Valorant's Interlinked To Theory Of Representation (Race And Culture) And Feminist Coflict Theory, Gerald Susanteo
ART 108: Introduction to Games Studies
A brief introduction to Valorant to new ears and eyes is that Valorant is a video game and what I will be calling a media that was released by Riot Games in 2020, Valorant is a tactical FPS (first person shooter) game that blends strategic gameplay with an immersive sci-fi narrative. The setting of the game takes place in a world destabilized by the mysterious "First Light" event which gives these agents called Radiants their powers and abilities. The game first introduces the organization called Kingdom Corporation as a central antagonist exploiting the Radiants who, like I explained earlier, are …
The Evolution Of Artificial Intelligence In Gaming, Aditi Jorapur
The Evolution Of Artificial Intelligence In Gaming, Aditi Jorapur
ART 108: Introduction to Games Studies
No abstract provided.
The Intersection Of Interactive Narrative And Flow State Immersion: An Exploration Of Trauma, Resilience, And Post-Traumatic Growth, Tiffani Barner
The Intersection Of Interactive Narrative And Flow State Immersion: An Exploration Of Trauma, Resilience, And Post-Traumatic Growth, Tiffani Barner
Theses
This work investigates the benefits of interactive narratives in conjunction with flow state immersion for individuals with Post-Traumatic Stress Disorder. A specific focus is placed on narratives that contain dark or horror-based themes. In addition, the importance of selfauthorship, representation, and empowerment are explored. Accompanying the examination of flow state, concepts such as challenge, failure, and the motivation to succeed at challenging tasks are analyzed. This work also includes a survey pertaining to user preferences regarding media and genre preferences. The goal of this project is to design an interactive user experience that activates flow state while also providing an …
Pixels Of Passion: The Revolutionary Impact Of Indie Games, Sharanya Udupa
Pixels Of Passion: The Revolutionary Impact Of Indie Games, Sharanya Udupa
ART 108: Introduction to Games Studies
In the dynamic world of video game development, a powerful revolution has been quietly transforming how interactive experiences are created. Independent game developers, or "indie" game creators, have emerged as innovative storytellers and design pioneers, challenging traditional gaming paradigms and offering players unique, personal experiences that transcend mainstream entertainment.
Unlike mainstream games developed by large corporations with multi-million dollar budgets, indie games are typically created by small teams or even individual developers driven by artistic vision rather than pure commercial interests. These creators prioritize innovative gameplay mechanics, compelling narratives, and unique aesthetic experiences over conventional market formulas. Platforms like Steam …
Juegos De Rol En El Desarrollo De Projectpipe: Una Inmersión En El Uso De Metodologías De Diseño, Julieth A. Gómez Hernández, Cristian C. Orozco Ospina, Nicolas Restrepo Henao
Juegos De Rol En El Desarrollo De Projectpipe: Una Inmersión En El Uso De Metodologías De Diseño, Julieth A. Gómez Hernández, Cristian C. Orozco Ospina, Nicolas Restrepo Henao
Journal of Roleplaying Studies and STEAM
En el entorno digital actual, la evolución del concepto de juegos de rol ha llevado al desarrollo de aplicaciones web interactivas y educativas. En sintonía con este planteamiento, se presenta la siguiente propuesta, que adopta una metodología integrada para aprovechar la versatilidad del método de Bruno Munari y el Diseño Centrado en el Usuario (DCU). La metodología de Munari descompone la gestión macro del proyecto en pasos manejables; mientras que el DCU se enfoca en la creación de una interfaz intuitiva y funcional mediante prototipos iterativos y pruebas continuas de usabilidad. Como complemento a estas estrategias se integra la metodología …
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Video Game Review — Final Fantasy Xiv: Level Up Forever, Brian Cowlishaw
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Review of the video game Final Fantasy XIV: Level Up Forever.
Gad314.3 Proof Of Concept Example 3, Sae University College
Gad314.3 Proof Of Concept Example 3, Sae University College
Exemplars
GAD314.3 Proof of Concept submission of high quality to be used as an exemplar for future trimesters
Gad314.3 Proof Of Concept Example 2, Sae University College
Gad314.3 Proof Of Concept Example 2, Sae University College
Exemplars
GAD314.3 submission of high quality to be used as an exemplar for future trimesters.
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Peril And Promise: Student Experiences Of Virtual Reality And Implications For Inclusive Social Justice Pedagogy, Michelle Vannatta
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Virtual reality (VR) is a fast-evolving technology rapidly being integrated into education and training in multiple sectors of society. As the use of VR spreads, it is important to critically analyze both its role in effective pedagogies and how students experience it. Virtual reality has extraordinary promise for deeply engaging students, and it also poses particular challenges for equitable and effective teaching of diverse students. This paper discusses students’ responses to a VR exercise and examines some of the complexities VR presents around racial justice, gender equity, and economic fairness. Virtual reality technology may be less effective and less comfortable …
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 …
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver
Renegade Or Paragon?: Categorizing Narrative Choice In Video Game Storylines, Graham Oliver
Dialogue: The Interdisciplinary Journal of Popular Culture and Pedagogy
Choices made during video game gameplay set the stories told in that media apart from other media. Narrative-affecting choices have existed since the earliest games, from character creation in role-playing games to performance-based narrative changes in Metroid to morality-based choices in Ogre Battle. In the contemporary gaming landscape, some games derive a significant portion of their gameplay from character decisions: exploration, dialogue options, quick-time event reactions, etc. In this article, I give a history and breakdown of how choices have existed and evolved in gaming narratives since their inception. I then propose three categories for significant narrative choices: aesthetic, …
Ani219 Project 2 Example 1, Sae University College
Ani219 Project 2 Example 1, Sae University College
Exemplars
ANI219 Project 2 34T3 student submission.
Gad314.2 Market Report Example 2, Sae University College
Gad314.2 Market Report Example 2, Sae University College
Exemplars
GAD314.2 submission of medium quality, to be used as an exemplar for future trimesters.
Gad314.2 Example 1, Sae University College
Gad314.2 Example 1, Sae University College
Exemplars
GAD314.2 - Market Report of high quality used as an exemplar for future trimesters.
Go Go Ro Bo, Jordan Goodwin
Go Go Ro Bo, Jordan Goodwin
Game Design
Go Go Ro Bo is a proof of concept for a runner-like game. In the game, players move Ro Bo up and down past various obstacles throughout the mall and collect gummy rats.
Sci-Fi Deck Builder: Masters Project Development, Anna Tookey
Sci-Fi Deck Builder: Masters Project Development, Anna Tookey
Staff Scholarship - Australia & Dubai
This talk was given at the SAE Graduate Seminar. It discussed the process of reaching the final creative outcome and the steps that made it happen. The talk was geared towards master's students who are exploring how they might pursue practice-based research.
Gad178.3 2d Asset Design For Games: Part 3, Sae University College
Gad178.3 2d Asset Design For Games: Part 3, Sae University College
Exemplars
This submission acts as an exemplar for GAD178, Project 3 at SAE University College.
Gad178.3 Project 3 2d Asset Design: Creature Collection, Sae University College
Gad178.3 Project 3 2d Asset Design: Creature Collection, Sae University College
Exemplars
This submission should act as a exemplar for GAD178 Project 3 at SAE University College.
Gad178.1 2d Asset Design For Games, Sae University College
Gad178.1 2d Asset Design For Games, Sae University College
Exemplars
The submission found should be used and an exemplar for the work required of a high distinction for 2D asset design for GAD178 as SAE University College.
Gad178.2 2d Asset Design For Games: Part 2, Sae University College
Gad178.2 2d Asset Design For Games: Part 2, Sae University College
Exemplars
This submission acts as an exemplar for receiving a high distinction for GAD178 Project 2 at SAE University College
Cim316.2 Antville Example 1, Sae University College
Cim316.2 Antville Example 1, Sae University College
Exemplars
Capstone Planning documentation for a video game.
The concept of Antville is a cooperative video game dedicated to boosting
social skills and teamwork among children. Inspired by the Young Minds
Matter survey, which reveals a gap in social skills development for kids aged
4-12 (The Australian Institute of Health and Welfare, 2020), Antville will
address these social skill deficits through game mechanics informed by
scholarly research.
Great Games Need Great Leaders: From Masters To Publication, Matthew Dyet
Great Games Need Great Leaders: From Masters To Publication, Matthew Dyet
Staff Scholarship - Australia & Dubai
This talk was given to the SAE Graduate Seminar and looked at the whole process of writing the book Great Games Need Great Leaders. It covers the Masters research that informed the book, the process of interviewing experts from the games industry and other fields, and the writing of the book itself.
Illuminating Women’S Interwar Australian Ghosts Stories In A Tabletop Roleplaying Game - Methods, Processes And Aesthetics, Matthew Sparksman
Illuminating Women’S Interwar Australian Ghosts Stories In A Tabletop Roleplaying Game - Methods, Processes And Aesthetics, Matthew Sparksman
Postgraduate
Australian voices are underrepresented in international media, particularly in the medium of Tabletop roleplaying games. Women’s voices and access to publishing media were rapidly retaken by men after the Great War, including the mediums of Ghost Stories, Film, and other media (Handasyde, 2017, p.18; Ohri, 2018, p.386). This can also be illustrated in the shift in archetypes of ghostly tales to be dominated by that of the “suffering and sacrificed male exiled to death far from home” (Kelly cited in Carleton, 2015, p.21; Kelly, 2007, 18). It is therefore important that we seek to find and value such artefacts that …
A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton
A Pilot Study On The Effects Of Aesthetic In Game Play Experience And Visual Attention In Virtual Reality, Makayla Middleton
All Theses
Video games have become very popular over the last couple of decades and the popularity is increasing year by year. Imagine a world where video games didn’t exist. Yes, the world would function as normal but we would take away the creative freedoms expressed in game play. The video game industry today has become larger than the music and film industry combined. With new technologies becoming available, the user’s game play experience continues to change.
The purpose of this thesis is to look at the growth and definitions of game play experience and see how it will change with virtual …