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Articles 31 - 60 of 615
Full-Text Articles in Game Design
Stargen - A Procedurally Generated Galaxy For Automated World Building, Christopher B. Del Gesso
Stargen - A Procedurally Generated Galaxy For Automated World Building, Christopher B. Del Gesso
Game Design
StarGen supports mixed-scale generation workflows, including galaxy-wide star distributions, quadrant and sector density visualization, subsector star fields via lazy sector generation, and full star system generation (stars, orbits, planets, moons, and belts) from selected stars or standalone seeded system generation. The tool also supports procedural jump route generation and visualization through a jump-lane pipeline, enabling early exploration of navigable spatial structures for game design.
StarGen is a mixed-initiative authoring tool rather than an autonomous content replacement system. Designers control seeds, galaxy presets, galaxy type (spiral, elliptical, irregular), and structural and density parameters (e.g., arm count, pitch, bulge settings, ellipticity, irregularity, …
Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd
Increasing Hpv Vaccination Among Early Adolescents Using A Game-Based Digital Intervention: A Randomized Controlled Trial, Angela Chia-Chen Chen, Lihong Ou, Elizabeth Reifsnider, Kimberly Arcoleo, Ashish Amresh, Michael Todd
Ellmer School of Nursing Faculty Publications
Background/Objectives: Human papillomavirus (HPV) vaccination coverage among adolescents remains below public health targets despite strong evidence of vaccine effectiveness in preventing HPV-related cancers. Digital interventions (e.g., serious games) may improve HPV vaccine uptake, but evidence for effects on vaccination behavior remains limited. Methods: This secondary analysis of a randomized controlled trial evaluated a co-designed, game-based digital intervention to increase HPV vaccine initiation among unvaccinated youth aged 11-14 years and their parents. The sample included 64 parent-adolescent dyads (33 intervention and 31 usual care dyads). The primary outcome was HPV vaccine initiation at 2-month follow-up. Results: A significantly greater proportion of …
Infrared Simulation, Sophia Zhou, Ashton Hoo, Tyler Ricks, Sebastian Fox, Kathy Phu
Infrared Simulation, Sophia Zhou, Ashton Hoo, Tyler Ricks, Sebastian Fox, Kathy Phu
Undergraduate Research Posters
Infrared image recognition is more difficult than visible-spectrum recognition due to limited high-quality training data. This project addresses that challenge by generating simulated infrared images using temperature-driven rendering in Unreal Engine and other 3D software. These simulations can support applications such as health monitoring, heat detection in mechanical and structural systems, thermal regulation, and engineering process control.
Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen
Acceptability, Usability, And Clinical Integration Of A Clinic-Based Digital Game For Hpv Education: Qualitative Perspectives From Adolescents, Parents, And Healthcare Providers, Elizabeth Reifsnider, Satya Subedi, Nouran Ghonaim, Megan Whaley, Angela Chia-Chen Chen
Ellmer School of Nursing Faculty Publications
Background/Objectives: HPV vaccination is safe, effective, and recommended at ages 11–12, yet uptake remains suboptimal. Serious video games may offer an innovative strategy to deliver brief, engaging education during clinic visits. This qualitative paper, embedded within a mixed-methods study, examined adolescents’, parents’, and healthcare providers’ (HCPs’) perceptions of the acceptability, usability, and perceived clinical applicability of HPV Detective, a tablet-based digital game designed to provide HPV-related education to parent–child dyads during pediatric clinic wait times. Methods: Eight adolescent–parent dyads (N = 16) and three HCPs from university-affiliated pediatric clinics participated in 30–60-min semi-structured Zoom interviews. Interviews were audio-recorded, transcribed, and …
From The Pages To The Gaming Table: Designing A Homebrew System To Adapt A Book Series Into A Ttrpg, Ricardo Victoria Uribe, Nazario Robles Bastida, Chris Birmingham
From The Pages To The Gaming Table: Designing A Homebrew System To Adapt A Book Series Into A Ttrpg, Ricardo Victoria Uribe, Nazario Robles Bastida, Chris Birmingham
Journal of Roleplaying Studies and STEAM
Adapting media properties, in particular fantasy, science fiction, and horror books, has been a staple of the development of tabletop role-playing games since their inception. Different properties, ranging from Lord of the Rings to Call of Cthulhu and everything in between has been undergoing this process. Developing an indie game based on indie and self-published books can be used as a promoting tool on overlapping audiences, which is the case for the selected book series for this design exercise. This paper has the aim of sharing these developing experiences during the early stages of creating a quick start guide supplement …
Enhancing Facial Expressiveness For Games Through Procedural Animation, Abhijit Varanasi
Enhancing Facial Expressiveness For Games Through Procedural Animation, Abhijit Varanasi
All Theses
Facial animation is one of the most important parts of bringing characters to life in video games and virtual experiences. This thesis explores a new approach to creating more expressive facial animations using procedural techniques and blended facial performance for more flexibility. The project uses FACS (Facial Action Coding System), which breaks down facial expressions into small, measurable muscle movements. By building a facial rig based on these muscle units, the character’s face can be animated in a way that reflects real human emotion. The animation in this work is not just pre-recorded, though it can respond in real-time to …
Platforming For Circuit Education, Grady Oliver Schneider
Platforming For Circuit Education, Grady Oliver Schneider
Computer Engineering
The purpose of this project was to provide an alternative for students being introduced to resistive circuits. As a freshman in electrical engineering (transferred to computer engineering), I saw the struggles of other freshman to grasp the conceptual basics of circuits. While there’s lots of guides to circuit education, I think many of them fall short of being both engaging and teaching the intuition behind circuits. A lot of the more advanced concepts in circuits depends on the basic intuition of KCL, KVL, and Ohm’s Law. While there’s several basic techniques (such as voltage divider, current divider, and mesh current …
The Vampire In Video Games: Narrative Structures, Game Mechanics, And Cultural Significance, Ricardo Longo Minervino
The Vampire In Video Games: Narrative Structures, Game Mechanics, And Cultural Significance, Ricardo Longo Minervino
Theses
This thesis examines how vampires are represented in video games by analyzing narrative structures, game mechanics, and cultural meaning. Using the existing games of Vampyr, V Rising, Vampire: The Masquerade – Bloodlines, The Sims 4: Vampires, Skyrim: Dawnguard, Baldur’s Gate 3, and Bloodlines 2, the study identifies which design strategies successfully create an engaging and believable vampire experience for the player, as well as determining which development decisions could hurt the experience for players. Using formalism, symbolism, feminist methodology, and player reception theory, this thesis argues that vampire games function best when players confront moral dilemmas, experience consequences for feeding …
Mozgus, Damian Cerda, Madison Lopez
Mozgus, Damian Cerda, Madison Lopez
Computer Science and Software Engineering
The indie game market is flooded with genre experiments, yet few successfully combine fast-paced action with meaningful strategic decision-making. Our project aims to fill this gap by creating a game that fuses top-down action combat with resource-management tycoon mechanics. We found that in many games, the management phases lack mechanical stakes. Our goal was to intertwine these systems so that choices made in one phase meaningfully impact the other.
Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka
Crux: Exploring Imperialism And Resistance Through Role-Playing Games, Devon Gronka
Institute for the Humanities Master's Papers, Projects, and Capstones
This is a game about power. The game is a Role-Playing Game, or RPG. As with nearly all RPGs, the game presents the players with choices about how their characters will interact with each other and with the world around them, and these interactions are woven together to more or less form a plot. However, oftentimes in life there are no good choices available, and there is no win state outside of what we might determine for ourselves.
The game is a social experiment. While playing a game, a player takes in information in a very different manner than when …
Guiding The Story World: A Comparison Of Diegetic Cues In A Snow White Vr Narrative Game, Jiayi Xu
Guiding The Story World: A Comparison Of Diegetic Cues In A Snow White Vr Narrative Game, Jiayi Xu
Dartmouth College Master’s Theses
Virtual reality (VR) narrative games must guide players through complex story worlds without undermining immersion, yet prior work rarely compares different forms of in-world guidance under tightly controlled conditions. Designers routinely mix diegetic text, character behavior, and environmental motion, but it remains unclear how these cue families differentially shape cognitive load, task performance, and narrative experience when they convey the same instruction.
This thesis investigates how three common diegetic cue types—diegetic text, non-verbal gestures from a non-player character, and environmental motion and highlights—affect players in a first-person VR retelling of the Snow White story. In a between-subjects laboratory study, each …
Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray
Investigating The Relationship Between Noun Classes And Plant Folk Taxonomy In Chasu Language Of Kilimanjaro Region In Tanzania, Peter Rabson Mziray
Journal of Humanities and Social Sciences
The current study investigates the relationship between noun classes and plant folk taxonomy in Chasu (G 22). The study focuses on two objectives: the first objective is to describe the plant folk taxonomy in Chasu and the second objective is to determine the relationship between noun classes and plant folk taxonomy in Chasu. Data were collected from rural villages in Same and Mwanga districts by using free listing, field interviews (jungle-walk-and-identify), and written texts containing Chasu plant names. The findings reveal that Chasu folk taxonomy reflects different ethnobotanical categories; including a unique beginner which is mmea/mimea ‘plant(s)’, and three life …
Jumpstart Version0.1, Peter Brauninger
Jumpstart Version0.1, Peter Brauninger
Game Design
Game Prototype for Learning the development of a full game
Pearanormal Reporter, Zakayla Bailey
Pearanormal Reporter, Zakayla Bailey
Game Design
Pearanormal Reporter is a mystery/horror game with a fun twist. Play as a paranormal reporter, Peary the Pear, to figure out what happened at Fruitington Manor. Explore the manor to find clues about the suspect, location and cursed item used. Get all information correct to win the game. Just be careful of the evil Orange Entity that roams the manor. Game created for GAM 56800. Built in Unity.
Penguin Run, Lillian Mantz
Penguin Run, Lillian Mantz
Game Design
Penguin Run is a flappy bird inspired platformer. The goal is to collect coins and avoid the ice spikes.
Dungeon Escape, Andrew Begemann
Dungeon Escape, Andrew Begemann
Game Design
This game was developed during a GAM 56800 course taken in the first half of the 2025 school year. The game prototype features a player that moves though a procedurally generating dungeon collecting potions and fending off enemies until finding the key to the portal that lets them leave the dungeon. The whole game development process was followed, from game design document creation to compiling an installer/uploading to itch.io, as an in-depth study. Free assets were used from the unity assets store and chatGPT was used occasionally to supplement coding/scripting needs. The player character was modeled specifically for unity animation …
Unchained, Shawn Roberts Jr
Aliens Over Earth, Stephen D. Ragsdale
Aliens Over Earth, Stephen D. Ragsdale
Game Design
Welcome to Aliens Over Earth! In this classic style platformer game, you play as an alien invading Earth for resources necessary to save her planet! You get to fly around in an alien saucer and search for the mysterious blueprint book, while defending against guided missile launchers, and collecting satellite dishes that have the materials the alien requires. But don’t be too careless in your pursuit of saving your planet because there are still Earth’s defenses and they are very capable and will not hesitate to take you down. Although if your ship gets overwhelmed and destroyed by the encroaching …
The Last Werewolf: An Interactive Narrative About Bipolar Disorder, Rebecca Kerr
The Last Werewolf: An Interactive Narrative About Bipolar Disorder, Rebecca Kerr
Staff Scholarship - Australia & Dubai
The Last Werewolf is an interactive narrative game exploring lived experiences of bipolar disorder through metaphor and emotional design. Drawing on the creator’s personal perspective, the game uses cyclical transformation as a lens for understanding mood episodes and identity fragmentation. The showcase presentation examined how mechanics and narrative structure were used to embody bipolar experiences, aiming to foster empathy and nuanced mental health representation in games. By integrating creative practice with research, The Last Werewolf demonstrates how independent games can meaningfully communicate complex psychological realities through interactive storytelling.
Draft Card Battler, Brian Moore
Draft Card Battler, Brian Moore
Theses
This project investigates how design transparency and player interaction mechanics can enhance emotional connection and strategic depth in competitive digital card game environments. Draft Card Battler transforms traditional sequential turn-based Trading Card Game (TCG) gameplay into a structured round-based system featuring asymmetric card-play patterns (1-2-2-1) and simultaneous combat resolution. Beginning with a physical card game prototype, the project evolved through iterative design and digital implementation, informed by research in social capital theory and player psychology. Through reflective playtesting and technical development, this study explores whether visibility, pacing, and commitment mechanics foster trust, fairness, and cooperation alongside competitive tension. The implementation …
Igda Foundation Alumni Weekend: Multiclassing For Better Leadership, Matthew Dyet
Igda Foundation Alumni Weekend: Multiclassing For Better Leadership, Matthew Dyet
Staff Scholarship - Australia & Dubai
This talk was presented at the IGDA Foundation Alumni Weekend, an annual event that is run by and for recipients of the IGDA Foundation scholarship. The talk covered the fundamentals of leadership through the lens of multiclassing as covered in my book, Great Games Need Great Leaders.
Benedictine Art And Design: How Color Psychology Can Positively Influence Department Enrollment, Claire Pauline Fink
Benedictine Art And Design: How Color Psychology Can Positively Influence Department Enrollment, Claire Pauline Fink
Theses
This thesis examines how design strategies informed by color psychology and experimental aesthetics can be used to strengthen the visual identity and recruitment efforts of the Benedictine College Art & Design Department (BCAD). Following the recent addition of Graphic Design as a major and the department’s name change in 2021, there has been a noticeable gap in public awareness and printed promotional materials tailored to prospective students. Grounded in theoretical frameworks, such as D. E. Berlyne’s optimal arousal theory, and supported by survey responses from current Art & Design students, this project identifies key needs in marketing to prospective students. …
La Representación Del Sistema Nocional De La Estructura Bélica En Videojuegos De Multiplataforma: Una Discusión Semiótica, Alfonso Rincón Vaquero, Edgar Ávila González
La Representación Del Sistema Nocional De La Estructura Bélica En Videojuegos De Multiplataforma: Una Discusión Semiótica, Alfonso Rincón Vaquero, Edgar Ávila González
Journal of Roleplaying Studies and STEAM
En este estudio de reflexión discutimos la manera en que los videojuegos de guerra multiplataforma potencialmente refuerzan estructuras de poder dominantes en la actualidad. Para ello, recurrimos a la semiótica (Eco, 1977) y, particularmente a la teoría de la segmentación de la cultura y producción de sentidos de González (2012), por medio de la cual contemplamos a los videojuegos como subespacios de la cultura que proporcionan visibilidades específicas sobre el mundo. Asimismo, nos apoyamos brevemente en la concepción del poder establecida por Michel Foucault (1978), pues llama la atención su concepción sobre las relaciones de poder como una red productiva …
An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick
An Interactive Walkthrough Of Richard Kostelanetz’S Library, Martin Glick
Dissertations, Theses, and Capstone Projects
My project utilizes the visual novel game engine Ren’Py to create an embodied virtual walkthrough of Richard Kostelanetz’s personal library. Kostelanetz is a pioneering avante-garde artist, critic, and anthologist whose work spans multiple decades and artistic practices. This interactive experience introduces users to the astounding collection of 25,000 books that Kostelanetz has amassed in Ridgewood, Queens over his decades of publishing avant-garde literature. While scholars might be familiar with his anthologies such as Scenarios: Scripts to Perform (1980) and Texts-Sound Texts (1980), my project allows users to browse through sample pages of his original “Book Art”.
This New Media Object …
Gamifit, Sishu Wu
Gamifit, Sishu Wu
Masters Theses
How can we make fitness feel more like raising a pet than checking off a chore?
Gamifit is a playful system that helps beginners build exercise habits by blending AR fitness pets (Fitimals) with a simple physical reminder device (The Dock). Instead of tracking numbers and steps, it focuses on emotional motivation—your Fitimal eats, rests, and grows based on your workout consistency. Skip too many days, and they might get sick... or even leave.
This project uses gamification to bring short-term joy into a long-term challenge, creating a softer, kinder fitness journey—one that feels fun, forgiving, and actually worth sticking …
Terraincraft: Automated Land-Cover–Driven Terrain Generation For Marine Robot Simulations, Xinyue Liang
Terraincraft: Automated Land-Cover–Driven Terrain Generation For Marine Robot Simulations, Xinyue Liang
Dartmouth College Master’s Theses
From self-driving cars navigating city streets to all-terrain vehicles tackling rugged landscapes, recent leaps in robotic autonomy due to fast pace development in deep learning are reshaping how machines interact with the real world. However, autonomy in the aquatic environment is still limited, due to difficulty in testing and unavailability of realistic simulation environments.
In this project, we aim to create an automated system that simplifies the processes of creating synthetic datasets for marine robots navigation training tasks. We achieved this through a land cover map controlled terrain generation. Our goal is to provide an automatic terrain generation system that …
How Kirby’S Return To Dream Land Deluxe Subverts Narrative Expectations, Kelley I. Hale
How Kirby’S Return To Dream Land Deluxe Subverts Narrative Expectations, Kelley I. Hale
Aurora
The Kirby series has been around for over 30 years, and very little has been done to research it. This is a shame, as I believed (and still do believe) the series has a lot to offer in terms of research. For this paper, I analyzed Kirby's Return to Dream Land Deluxe, a Switch remake of the Wii game Kirby's Return to Dream Land. I analyzed the cutscenes found within the game using fantasy theme criticism. I did this to explore how the game subverts narrative expectations, as well as show that Kirby games have value when it comes to …
One Can Only Dream, Sophia V. Yacca
One Can Only Dream, Sophia V. Yacca
Theses and Dissertations
One Can Only Dream is an interactive installation in which players are invited to navigate a liminal, dream-like game, engage with a branching series of questions, and introspect upon the relationships between unconscious expression, conscious self-perception, and the inherent difficulty of depicting, sharing, and understanding subconscious thought.
Rooted in both my personal experience with a rare neurophysiological condition and in my desire to create, this project examines dreams not only as a medical and cultural phenomenon, but also as a means to form identity, reflect trauma, and inspire creativity. Drawing from modern interactive storytelling and my lived experiences, this work …
Coffee Bindings, M. Ermolenko
Coffee Bindings, M. Ermolenko
Theses and Dissertations
Coffee Bindings is a multi-media interactive installation weaving themes of history, memory, death, and spaces that no longer exist through the lens of coffee readings and a mixture of physical and digital media. By navigating ghost spaces (spaces/places that used to exist but don’t anymore), and looking at survival through three time periods, Coffee Bindings jumps through liminal time and space, navigating the Armenian Genocide of 1915, the ethnic cleansing and displacement of Armenians from Artsakh in 2020-2024, while also tying them to personal family history with the death of my father and the loss of the physical space of …
On The Hexgame, Corwin Jones
On The Hexgame, Corwin Jones
Mathematical Sciences Technical Reports (MSTR)
The SOMA Cube has been studied by mathematicians for a number of decades, but so far methods for solving three-dimensional space-filling puzzles like the SOMA cube remain numerical; we do not have a means to predict the number of solutions to SOMA-like puzzles. We present a two-dimensional puzzle that shares certain features of the SOMA Cube, with the hope that it will be a more convenient object of study for future research into space-filling/space-covering puzzles.