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Full-Text Articles in Game Design

Human/Artificial Intelligence Coordination In Video Games, Michael Rodriguez May 2021

Human/Artificial Intelligence Coordination In Video Games, Michael Rodriguez

ART 108: Introduction to Games Studies

The emergence of video games has led to widespread inventions to enhance the reality of the experience. As a result, Artificial Intelligence (A.I.) was developed to create virtual experiences and attract a variety of players of video games. This paper will discuss video games in the context of Human-A.I. interaction and the importance of human coordination in video games. Unprecedented errors have been a common challenge in this relationship. An excellent example of these algorithms include population-based training and self-play, which have gained a lot of interest in video games. A.I. technology has surpassed human ability because they are simply …


Platforming Gamification As A Means Of Engagement In Employee Recruitment And Onboarding, Samuel D. Lipson May 2021

Platforming Gamification As A Means Of Engagement In Employee Recruitment And Onboarding, Samuel D. Lipson

Management Undergraduate Honors Theses

Gamification, generally understood as the application of game elements and design concepts in non-game contexts, is a field of academic study and multibillion-dollar business tool whose popularity is growing as a means of employee engagement, education and training, and talent selection. While there are companies that attempt to gamify separate processes within the employee life cycle, no company exists that gamifies the stages surrounding talent selection: attraction and recruitment of applicants and onboarding of final candidates. To this end, this thesis proposes a software and consulting company, GameON Business Solutions, that will work with small and medium enterprises to expand …


Finding Personality In Animation, Jarrett Mcgill May 2021

Finding Personality In Animation, Jarrett Mcgill

Undergraduate Honors Theses

There is a difference between making something move and bringing something to life in animation. The animation principles work together to bring out character that is only visible with memorable movement. Given how the entertainment space has changed and grown over recent years, it is arguably vital for characters to be unforgettable for franchises to survive. This creative thesis explores how personalities are interpreted in animation by viewers and creators, and a workflow to bring the personalities to the forefront in the piece. Three distinct characters will be animated with the same set of animations to showcase how a personality …


The Health Benefits Of Video Games, Zachary Shanks May 2021

The Health Benefits Of Video Games, Zachary Shanks

Emerging Writers

This paper seeks to evaluate if video games are useful as more than just entertainment.  The research shows that they can be utilized in the educational, medical, and business fields. Video Games have been shown to benefit the physical, emotional, and mental health of players, as well as create more efficient learning and working environments. The article argues that video games are no longer just a source of entertainment, as they are now becoming useful tools in society.


Understanding Spaces Of Abandonment Through Virtual Frameworks In Landscape Architecture, Aus Perez Apr 2021

Understanding Spaces Of Abandonment Through Virtual Frameworks In Landscape Architecture, Aus Perez

Honors Program: Senior Projects (Public)

In recent years, design professionals have implemented many contemporary landscape architecture projects across the United States. With a primary goal of returning nature to urban environments, contemporary landscape architects and other transdisciplinary partners work diligently to sculpt physical spaces that reflect the human-living experience. However, a leap into the world of video game design could allow landscape architects and urban planners to more freely create virtual social environments to address rising issues of abandonment in today’s urban and rural spaces. Video game mechanics and methodologies can be used extensively in the disciplines of design that value participatory processes, like landscape …


For|Rest, Jes Klass Mar 2021

For|Rest, Jes Klass

College of Computing and Digital Media Dissertations

In for/rest, players navigate a world built around an interpretation of the liminal space of grief. Glitching, blinking roots are all around an otherwise grey, empty space and as players destroy these roots they gradually resaturate the landscape. Each time a root is destroyed, the player will watch it disintegrate in front of them while some form of animal or plant spawns in the root’s stead. On rare occasions, instead of a plant or animal, a human will phase into the world as a root disintegrates. This human, Charlie, roams around the forest and offers the player a chance to …


Abandoned Spaces, Anthony Tate Mar 2021

Abandoned Spaces, Anthony Tate

College of Computing and Digital Media Dissertations

The goal of this project is to show how color can display an emotional connection to the environment. How colors can be portrayed to human emotions without telling the audience. As well as having the audience imagining what kind of economy that used to be in the environment. The objective is to create a game that will tell a story from the environment and how colors are used to help tell a story of the environment. This thesis project is a game that attempts to show how colors can be related to emotions.


Designing An Interactive Theatre Game With Dynamic Asynchronous Play, Ardian Amiti Mar 2021

Designing An Interactive Theatre Game With Dynamic Asynchronous Play, Ardian Amiti

College of Computing and Digital Media Dissertations

This project proposes the use of asynchronous narrative mechanics and dynamic elements of gameplay to further the player’s sense of interaction with characters and the environment of the game, inspired by interactive theatre performances such as Sleep No More. The player plants seeds in a garden which is maintained by several Non-Playable Characters, influencing both the environment and the narrative. Scenes occur according to the state of the garden, but do not wait for the player to be present. Plants grow and wilt as time passes. Sometimes the player cedes control as the characters tend to or cut down plants, …


The Stranger Next Door: Enhancing Horror Narrative Through Real Time Progress And Meta-Data, Fae Daunt Feb 2021

The Stranger Next Door: Enhancing Horror Narrative Through Real Time Progress And Meta-Data, Fae Daunt

Postgraduate

The age of mobile connectivity affords uninterrupted access to mobile phones. While game developers have leveraged this phenomenon to create new game mechanics (such as stamina often which monetizes the acceleration of gameplay) narrative mobile game designers are yet to realise the creative potential of uninterrupted access. In response to this, this exegesis details the creation of The Stranger Next Door—a horror narrative set in the player’s realtime which simulates conversations and interactions via a replica social media platform.

This research document begins with a review of relevant literature, situating the game within the conventions of the horror genre and …


A Quest From Then To Now: How Early Tabletop Role-Playing Games Have Influenced Contemporary Game Design, Marc Wainwright Feb 2021

A Quest From Then To Now: How Early Tabletop Role-Playing Games Have Influenced Contemporary Game Design, Marc Wainwright

Postgraduate

In this thesis, I argue that contemporary game design is influenced by early tabletop role-playing games (TRPGs) in that they still employ design precedents created in the 1970s by early TRPG game designers. This thesis approaches the topic not just from a historical perspective, but also an analytical one. To this end, I make use of games research frameworks, like Espen Aarseth’s (2003) ludic-hermeneutic circle and the MDA framework (Hunicke, Leblanc, and Zubek, 2004). The MDA framework breaks down games into mechanics, dynamics, and aesthetics of play, and the relationship between these three elements creates a game's unique sense of …


The Logic Of Affective Economics In Philippine Fans’ Discursive Articulations In Response To A League Of Legends Skin Sale, Manuel R. Enverga Iii Jan 2021

The Logic Of Affective Economics In Philippine Fans’ Discursive Articulations In Response To A League Of Legends Skin Sale, Manuel R. Enverga Iii

European Studies Department Faculty Publications

This study has employed a single case study approach to examine how Filipino League of Legends (LoL) fans reacted to sale of a skin; or character cosmetic; to raise awareness for the Taal Volcano eruption in 2020. The promotion was posted on Facebook and received over 9,000 reactions. It also received over 1,000 comments; which served as the data source for this study. Following a discourse analysis of relevant comments; the researcher has found that commenters’ articulations were underpinned by the logic of affective economics. Responses to the skin promotion either exemplified brand loyalty towards League of Legends or expressed …


The Impact Of Art Style On Video Games, Eric Sarver Jan 2021

The Impact Of Art Style On Video Games, Eric Sarver

Honors Undergraduate Theses

The focus of this thesis is to explore the impact of art styles on video-games. This was done so that I could contribute something more to the digital media industry regarding this topic, and show people unique data sets that may help guide them in the right direction if they are looking for answers to questions they may have about art styles and their impact on the success of games. This was done through a study that was conducted via an online survey, where results were taken from student participants over the age of 18 in the GAIM program at …


The London Game, Geremy Carnes, Betsy Aldrich, Brielle Amick, Luke Anderson, Cheyenne Burns, Benjamin Burr, Hannah Marie Chisnell, Caitlin Dollins, Jackson Ederer, Julia Fotiadis, Ethan Mathias, Marqueveosha Patton, Kai Ross, Caroline Smith, Jessica Spivey, Andrea Stanford, Lana Kay Tutterow, Castle Wagoner-Smith Jan 2021

The London Game, Geremy Carnes, Betsy Aldrich, Brielle Amick, Luke Anderson, Cheyenne Burns, Benjamin Burr, Hannah Marie Chisnell, Caitlin Dollins, Jackson Ederer, Julia Fotiadis, Ethan Mathias, Marqueveosha Patton, Kai Ross, Caroline Smith, Jessica Spivey, Andrea Stanford, Lana Kay Tutterow, Castle Wagoner-Smith

OER Student Projects

The London Game is an interactive narrative developed by students and their instructor at Lindenwood University using the Twine tool. Players take the role of a time traveler who can experience any of three scenarios based on aspects of London history and culture of the seventeenth and eighteenth centuries: the Great Fire, the theatrical scene, and the struggles of poverty.


The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan Jan 2021

The Myth & Legend Of E.T. The Extra-Terrestrial On The Atari 2600: The Fan’S Quick Start And Strategy Guide, Miguel Ramlatchan, William I. Ramlatchan

Distance Learning Faculty & Staff Books

As an instructional designer and technologist, my goal with this book is remarkably simple, to consolidate and create a job aid for a complex and often frustrating/misunderstood quest. Rather than hunting all over the Internet, the map, tips, and information about the game are all gathered and summarized here. Also, rather than being an obscure Easter Egg in Amazon (like an Earnest Cline/James Halliday egg, especially on the hidden Pacman arcade game), I want to make this guide easier to find. Along with the nostalgia, classic video games and the technology and applied message design behind their creation are fascinating, …


Cares, Labors, And Dangers: A Queer Game Informed By Research, Amy Schwinge Jan 2021

Cares, Labors, And Dangers: A Queer Game Informed By Research, Amy Schwinge

Honors Undergraduate Theses

Queerness as a quality has a permanent fluidity. Videogames as a medium are continually evolving and advancing. Thus, queer games have a vast potential as an art form and research subject. While there is already a wealth of knowledge surrounding queer games my contribution takes the form of both research paper and creative endeavor. I created a game by interpreting the queer elements present in games research. My game reflects the trends and qualities present in contemporary queer games, such as critiques on empathy and alternative game-making programs. This paper details what research inspired elements of my game as well …


Critical Modding: A Design Framework For Exploring Representation In Games, Kenton Howard Jan 2021

Critical Modding: A Design Framework For Exploring Representation In Games, Kenton Howard

Electronic Theses and Dissertations, 2020-2023

In this project, I created a framework for exploring problems with representations of marginalized characters in video games called "critical modding." The main goal of this project was to provide a method for addressing issues with portrayals of queer characters in video games through modification of a game's narrative and gameplay systems. I also created a video game prototype called Life in the Megapocalypse as a digital tool for engaging in critical modding. In addition, I created classroom assignments based on the game prototype aimed at helping people learn more about problems with portrayals of queer characters in games through …


The Hidden Secrets Of Historical Artistry, Jennifer B. Musser Jan 2021

The Hidden Secrets Of Historical Artistry, Jennifer B. Musser

Honors Undergraduate Theses

When I began developing the video game concept for my thesis, I realized that I was one of the kids that grew up in a society where video games took prevalence over historical artistry. I, however, was unaware of the hidden secrets that resided in the art and how much they contribute to the video games I enjoy playing today. This thesis aims to provide the younger generations with an engaging and stimulating way to experience historical artistry, more specifically the Italian Renaissance, without having to consult a history book. I aim to provide enough detail on multiple aspects of …


Combat Music, Usability, And Presence In Video Games, Jedidah Wong Jan 2021

Combat Music, Usability, And Presence In Video Games, Jedidah Wong

Honors Undergraduate Theses

The interactive nature of video games offers players unique playthroughs of the same game. Choices made during gameplay, despite going through the same narrative story, create a journey that differs from other players. Music can help support a player's connection to the game's characters and narrative while also providing information to the player to guide their decisions. Ludomusicological studies in the past have shown how music can support a game's narrative, while also serving to inform players of changes in game states. The usability function of music, while crucial in this overall sonic experience, is not the sole purpose that …


Introduction To Game Design, Development, And Criticism (Game 201t), Kevin Moberly, Richard E. Ferdig (Ed.), Emily Baumgartner (Ed.), Enrico Gandolfi (Ed.) Jan 2021

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.


Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad Jan 2021

Effectiveness Of Digital Interactive Experiment In Learning Outcomes And Engagement, Matin Salemirad

Electronic Theses and Dissertations, 2020-2023

Despite some ongoing debates over the positive or negative impact of digital games, educational games are powerful tools to increase engagement and improve learning outcomes. Scientific concepts about the weather are complicated for younger learners and deep learning often requires long-term cultivation. This thesis presents a novel interactive educational simulation called the Science of Meteorology with Interactive Learning Experience (SMILE). In it, students interact with a touchscreen monitor to change weather conditions and learn about clouds and weather science. The relationship between engagement and learning outcomes and the effectiveness of the experience is evaluated using a formal user study. Online …


Immersion's Relationship To Enjoyment In Gaming, Ronald Ray Eddy Jan 2021

Immersion's Relationship To Enjoyment In Gaming, Ronald Ray Eddy

Electronic Theses and Dissertations, 2020-2023

The term immersion has become ubiquitous in descriptions of entertainment activities, including theme park attractions, virtual reality experiences, video games, and more. In nearly all cases, an expectation is that immersion in an activity is a desired outcome. However, this implication is challenged by a lack of research into the relationship between immersion and enjoyment. A further challenge is presented by the lack of a consensus among researchers regarding a precise definition of immersion. This dissertation explores the immersion-enjoyment relationship by first examining the construct of immersion itself, followed by an exploration of the myriad concepts surrounding immersion, including engagement, …


Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd Jan 2021

Representation Of Death In Independent Videogames: Providing A Space For Meaningful Death Reflection, Alexander Boyd

Electronic Theses and Dissertations, 2020-2023

This thesis examines the unique representation of death in independent videogames. Specifically, in three titles: That Dragon, Cancer, Spiritfarer, and A Mortician's Tale. These three games break traditional norms of death in video games and how death is presented in other more traditional mediums. These unique perspectives are more concerned with the personal and societal side of death, the reflection, and confrontation of our mortality. Each game is a stand-out example of a growing trend in independent titles coined as "death positive" games. These types of games are made with the intent to approach death differently, potentially providing comfort to …


For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng Jan 2021

For People And Planet: Teachers’ Evaluation Of An Educational Mobile Game And Resource Pack, Ma. Mercedes T. Rodrigo, Johanna Marion R. Torres, Janina Carla M. Castro, Abigail Marie T. Favis, Ingrid Yvonne Herras, Francesco U. Amante, Hakeem Jimenez, Juan Carlo F. Mallari, Kevin Arnel C. Mora, Walfrido David A. Diy, Jaclyn Ting Ting M. Lim, Ma. Assunta C. Cuyegkeng

Department of Information Systems & Computer Science Faculty Publications

For People and Planet: An SDG Adventure refers to a freely available Android-based narrative adventure game and teacher resource pack that helps learners see the United Nations Sustainable Development Goals (SDGs) in their day-to-day lives. In this paper, we describe the results of an evaluation of both the game and the resource pack by eight (8) middle school teachers. After playing the game and reading the resource pack, teachers gave their feedback about what they liked best and least about the materials, how they could use these resources for their classes, and how these resources could be improved further. Overall, …


Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb Jan 2021

Playing At The Crossroads Of Religion And Law: Historical Milieu, Context And Curriculum Hooks In Lost & Found, Owen Gottlieb

Articles

This chapter presents the use of Lost & Found – a purpose-built tabletop to mobile game series – to teach medieval religious legal systems. The series aims to broaden the discourse around religious legal systems and to counter popular depiction of these systems which often promote prejudice and misnomers. A central element is the importance of contextualizing religion in period and locale. The Lost & Found series uses period accurate depictions of material culture to set the stage for play around relevant topics – specifically how the law promoted collaboration and sustainable governance practices in Fustat (Old Cairo) in twelfth-century …


The Technical World Of Warcraft, Derek Hampton Jan 2021

The Technical World Of Warcraft, Derek Hampton

Electronic Theses and Dissertations, 2020-2023

The Technical World of Warcraft explores the various technical instruction elements of World of Warcraft, more specifically observing issues faced by players who take on content at the highest level. The thesis raises the problem of the in-game technical documentation being utterly ineffective for the aforementioned players, causing them to create their own technical documents. While observing the environment found exclusively within the game, research from Jennifer DeWinter and Ryan Moeller, Mark Chen, Sarah Bishop, and more, is used to analyze the game's instructional elements from a critical angle. Several job listings from other major game development companies are also …


How Live Streaming And Twitch Have Changed The Gaming Industry, Krystal Ruiz Dec 2020

How Live Streaming And Twitch Have Changed The Gaming Industry, Krystal Ruiz

ART 108: Introduction to Games Studies

Live streaming in itself has become a booming industry in which its content consists of “streamers” who live broadcast numerous events and real-time interactions while simultaneously chatting with viewers drawing huge and increasing numbers (Adamovich). Twitch has especially excelled at garnering attention as one of the most popular live streaming platforms that focuses on broadcasting and viewing video game content (Adamovich). Twitch has grown rapidly within the last few years asserting its dominance as one of the major forces in the games industry and becoming a multi-billion-dollar industry (Adamovich). For example, according to Descrier, in 2016 there were approximately 292 …


Making Data Playable: A Game Co-Creation Method To Promote Creative Data Literacy, Stefan Werning Dec 2020

Making Data Playable: A Game Co-Creation Method To Promote Creative Data Literacy, Stefan Werning

Journal of Media Literacy Education

This article explores how making data playable, i.e. developing exploratory co-creation techniques that use elements of play and games to interpret small to mid-sized datasets beyond the current focus on visual evidence, can help a) promote creative data literacy in higher education, and b) expand existing definitions of data literacy. The article briefly investigates playful characteristics in existing data practices, and discusses how this perspective compares to existing frameworks that define data literacy. In a second step, we present a Discursive Game Design technique to promote creative data literacy. The article reports on findings from a sample workshop, during which …


The Impact Of Shigeru Miyamoto On The Game Design Industry, Luan Tran Dec 2020

The Impact Of Shigeru Miyamoto On The Game Design Industry, Luan Tran

ART 108: Introduction to Games Studies

Nintendo started as a small company in the 1970s that sold playing cards. Having seen the exemplary gift in his son, Miyamoto's father arranged for an interview with the president of Nintendo Hiroshi Yamauchi. Consequently, Miyamoto got a position in 1977 as an apprentice in the planning department after showing his toy creations to the president. He became the first Nintendo artist as he helped create the art for the first original coin-operated arcade game. The approach demonstrated his innate abilities that would help him become the ultimate guru in the industry. Through individual discovery, Miyamoto has managed to produce …


The History Of Nintendo: The Company, Consoles And Games, Laurie Takeda Dec 2020

The History Of Nintendo: The Company, Consoles And Games, Laurie Takeda

ART 108: Introduction to Games Studies

From the start, Nintendo has evolved overall as a company; from a playing card manufacturer to developing a wide variety of video game consoles and video games that are played worldwide, they continue to research and expand upon what the company can offer.


Cognitivevr: Memory Training For Dementia Patients, Daniel Phill Dec 2020

Cognitivevr: Memory Training For Dementia Patients, Daniel Phill

Postgraduate

Around 50 million people suffer from dementia worldwide (World Health Organisation, 2019). One of the worst symptoms of dementia is memory loss as it affects not only the sufferer but their family as well. Recent studies have demonstrated that the immersion of virtual reality has the potential to improve memory in the general public (Krokos, Plaisant, Varshney, 2018) and that dementia patients are able to use virtual reality (Flynn, Schaik, Blackman, Femcott, Hobbs & Calderon, 2004). In this paper, I examine the literature linking virtual reality and dementia care and explain how I used this in my creative practice to …