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Articles 391 - 420 of 615

Full-Text Articles in Game Design

Dynamic Difficulty: A Player Perspective, Maggie Hergenrather May 2020

Dynamic Difficulty: A Player Perspective, Maggie Hergenrather

WRIT: Journal of First-Year Writing

Video games are a major source of entertainment and is starting to be studied in detail. However, video games very so widely throughout the industry that it is difficult to see what makes games more popular. One of the most important aspects of video games is difficulty and it can drastically change the response the game gets. Through reading previous studies conducted on difficulty in video games a research question was formed: What do video game players want in games in terms of difficulty? A survey was created and conducted to peer into the preferences of gamers and their reasons …


Simulating Destruction Effects In Sidefx Houdini, Ethan B. Elkins May 2020

Simulating Destruction Effects In Sidefx Houdini, Ethan B. Elkins

Undergraduate Honors Theses

As movies, television shows, and other forms of media have progressed over the last century, the use of destruction sequences as a form of entertainment have seemingly grown exponentially. From ginormous explosions to cities collapsing, more destruction sequences have drawn people’s attention in ways that are quite captivating. However, as content producers continue to push the limit of what is possible, the reliance on practical effects starts to dwindle in comparison to the usage of computer generated scenes. This thesis acknowledges the trend and dissects the entire process of how a general destruction sequence is made, from the research and …


The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye May 2020

The Magic Circle: An Essential Experience Through Virtual Theatre, Brandon Roye

Graduate Theses and Dissertations

This thesis explores the similarities of video game design elements within the world of theatrical scenic design. Using my 2019 scenic design of Marc Camoletti’s bedroom farce Boeing Boeing as the backdrop, I discuss the core concepts of game design. I then describe the scenic process of the production and the journey from concept all the way through to a virtual reality recreation of the design. The study of game design in theatre has the potential to open a wide new world of opportunities in the scenic design industry. This paper examines how the theatre can benefit from game design …


Developing A Serious Game To Explore Joint All Domain Command And Control, Nathaniel W. Flack Mar 2020

Developing A Serious Game To Explore Joint All Domain Command And Control, Nathaniel W. Flack

Theses and Dissertations

Changes in the geopolitical landscape and increasing technological complexity have prompted the U.S. Military to coin Multi-Domain Operations (MDO) and Joint All-Domain Command and Control as terms to describe an over-arching strategy that frames the complexity of warfare across both traditional and emerging warfighting domains. Teaching new and advanced concepts associated with these terms requires both innovation as well as distinct education and training tools in order to realize the cultural change advocated by senior military leaders. BSN, a Collectible Card Game, was developed to teach concepts integral to MDO and initiate discussion on military strategy.


Creating Worlds Of Endless Variety: An Evaluation Of Procedural Content Generation In Gaming, David Cole Mar 2020

Creating Worlds Of Endless Variety: An Evaluation Of Procedural Content Generation In Gaming, David Cole

Undergraduate Theses and Capstone Projects

Today, video games are more ingrained in American society than they have ever been before. This entertainment medium has become more profitable than all television streaming services combined as well as the entire film industry in Hollywood. Playing video games, which was once considered a pastime, has become a career for many, with websites such as YouTube and Twitch hosting thousands of “let’s play” channels and various esports tournaments boasting six- or even seven-figure prize pools.

With the evident popularity and financial success of video games, radical changes to the game development process can carry a massive impact on society, …


Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton Mar 2020

Introducing The Game Design Matrix: A Step-By-Step Process For Creating Serious Games, Aaron J. Pendleton

Theses and Dissertations

The Game Design Matrix makes effective game design accessible to novice game designers. Serious Games are a powerful tool for educators seeking to boost the level of student engagement and application in academic environments, but the can be difficult to incorporate into existing courses due to availability and the cost of quality game design. The Game Design Matrix was used by two educators, novice game designers, to create a serious game. The games were assessed in an academic setting and observed to be effective in engagement, interaction, and achieving higher levels of learning.


Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace Jan 2020

Understanding The Student Perspective Of Art History Survey Course Outcomes Through Game Development, Joshua Yavelberg, Kelly Donahue-Wallace

Art History Pedagogy & Practice

This heuristic, design-based research study examines student perceptions of their learning experience in the art history survey course as manifested through a game design process. With the purpose of improving upon the lecture model of the standard art history survey, two sections of a capstone class of interdisciplinary art and design students—who had all taken the survey as part of their degree programs—selected learning objectives and designed games to accompany the introductory class. The researchers used the game design process to understand first how students perceived the survey class, its learning objectives, and the students’ experiences. Then the investigation addressed …


The Level Of Creative Thinking Of Stem-Oriented Middle And High School Children Associated With The Level Of Self-Motivated Play And Success Within A Builder Game And Engagement In Builder Gaming Communities' Social Media Culture, John Aedo Jan 2020

The Level Of Creative Thinking Of Stem-Oriented Middle And High School Children Associated With The Level Of Self-Motivated Play And Success Within A Builder Game And Engagement In Builder Gaming Communities' Social Media Culture, John Aedo

Electronic Theses and Dissertations, 2020-2023

Literature indicates that the United States has fallen behind other countries in the world in terms of creativity. At the same, children's self-motivated gaming and involvement in gaming communities have grown as a major pass time. The literature is inconsistent on the relationship between games and creativity with some indicating benefit while others indicate harm. Might the observed level of creative thinking among children be associated with the level of a priori self-motivated engagement with creative games and associated social media? Given the wide spectrum of the kinds of games, this research considers the "builder" (e.g. Minecraft) genre and related …


Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber Jan 2020

Lost & Found: New Harvest, Owen Gottlieb, Ian Schreiber

Presentations and other scholarship

Lost & Found is a strategy card-to-mobile game series that teaches medieval religious legal systems with attention to period accuracy and cultural and historical context.

Set in Fustat (Old Cairo) in the 12th century, a great crossroads of Islam, Judaism, and Christianity. The Lost & Found games project seeks to expand the discourse around religious legal systems, to enrich public conversations in a variety of communities, and to promote greater understanding of the religious traditions that build the fabric of the United States. Comparative religious literacy can build bridges between and within communities and prepare learners to be responsible citizens …


Narratological Experiments In Cinematic Alternate Reality Games, Christian Parker Jan 2020

Narratological Experiments In Cinematic Alternate Reality Games, Christian Parker

Film Studies Honors Papers

No abstract provided.


Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo Jan 2020

Predicting Stag And Hare Hunting Behaviors Using Hidden Markov Model, Rex Bringula, Ma. Mercedes T. Rodrigo

Department of Information Systems & Computer Science Faculty Publications

In this paper, we used Hidden Markov Model (HMM) to describe the gaming behaviors of students and whether they will exhibit “stag” or “hare” hunting behavior in a mobile game for mathematics learning. We found that there is a 99% probability that the students will stay either as stag or hare hunters. Our results also suggest that they would choose arithmetic problems involving addition. These game behaviors are not beneficial to learning because they are only exhibiting mathematical skills they already know. The results of the study show that stag and hare hunters have unique traits that separate the one …


Plausible Expositions With Possible Expeditions, Nikolaus D. James Jan 2020

Plausible Expositions With Possible Expeditions, Nikolaus D. James

College of Graduate Studies: Theses & Dissertations

Influenced by video games and cinema, in this body of work, Plausible Expositions with Possible Expeditions, I use objects to create scenarios that suggest a narrative. The scenes are then photographed and displayed through cathode-ray tube televisions and viewers use their own knowledge and ideas about the objects to create that narrative. Each of these objects has is own data set, and the most common have a universal data set—information surrounding the object that is widely recognized, much like how a crowbar is commonly associated with crime. Similar to playing a video game, an algorithm is used when viewing my …


Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber Jan 2020

Acts Of Meaning, Resource Diagrams, And Essential Learning Behaviors: The Design Evolution Of Lost & Found, Owen Gottlieb, Ian Schreiber

Articles

Lost & Found is a tabletop-to-mobile game series designed for teaching medieval religious legal systems. The long-term goals of the project are to change the discourse around religious laws, such as foregrounding the prosocial aspects of religious law such as collaboration, cooperation, and communal sustainability. This design case focuses on the evolution of the design of the mechanics and core systems in the first two tabletop games in the series, informed by over three and a half years’ worth of design notes, playable prototypes, outside design consultations, internal design reviews, playtests, and interviews.


God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan Jan 2020

God Of War: Masculinity And Fatherhood Through Procedural Rhetoric, Andrew A. Morgan

University of the Pacific Theses and Dissertations

Video games and academia have a long history with one another. Academic researchers have continued to debate the extent to which video games can materialize real world effects. In this thesis, I employ procedural rhetoric and feminist scholarship to analyze the rhetorical power of God of War. I focus on the game’s immersive procedures and the performances of masculinity from Kratos, Atreus, and Baldur. These three characters all perform different masculinities, and their interactions with one another inform the game’s portrayal of masculinity and fatherhood. By engaging in violence and depicting nuanced performances of masculinity, God of War positions the …


Fool's Rest, Aidan Quinlan Jan 2020

Fool's Rest, Aidan Quinlan

Theses and Dissertations

The text calls itself a guide, but it is no guide. From the genre of guide, it borrows the outlines and silhouettes and lines between things and spaces and ideas. It lingers on the shadows of its subject(s); it is attentive to the periphery of its world; but it cannot take you there. There is no there. It lacks the authority of the guide; it lacks the lucidity, the efficiency, the false totality of the guide; it lacks the confidence.

The guide embodies its own anxieties. This makes sense, as its reason to exist was born on the one-way highway …


Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek Jan 2020

Quantifiable Isovist And Graph-Based Measures For Automatic Evaluation Of Different Area Types In Virtual Terrain Generation, Andrew Pech, Chiou Peng Lam, Martin Masek

Research outputs 2014 to 2021

© 2013 IEEE. This article describes a set of proposed measures for characterizing areas within a virtual terrain in terms of their attributes and their relationships with other areas for incorporating game designers' intent in gameplay requirement-based terrain generation. Examples of such gameplay elements include vantage point, strongholds, chokepoints and hidden areas. Our measures are constructed on characteristics of an isovist, that is, the volume of visible space at a local area and the connectivity of areas within the terrain. The calculation of these measures is detailed, in particular we introduce two new ways to accurately and efficiently calculate the …


Pixelated Poison: Addiction Of Vibrant Yet Violent Video Games, Filza Rizwan Dec 2019

Pixelated Poison: Addiction Of Vibrant Yet Violent Video Games, Filza Rizwan

MSJ Capstone Projects

The craze of online gaming has caused addiction in youngsters. They want to play games for leisure but they end up being addicted to them. This capstone project focused on the in-depth analysis of the role and impact of this million-dollar gaming industry on children and their lives.

This project is about the influence of video games on children and adolescents. Recently, the obsession with online gaming is causing an addiction in them, which has led to an increase in physical and cyber bullying.


Fall 2019 Nov 2019

Fall 2019

In The Loop

Health Outlook: A unique medical informatics partnership opens students' eyes to research-intensive graduate programs and careers; The Voices of Summer: CDM and the Chicago Housing Authority team up to help Chicago youth express their creativity; Bright Idea: Data science professors take a shine to luminous technology for online learning; They've Got Game: A team of students and alumni score points with a tricked-out basketball toy and an anime hoops star; You Look Marvelous; A DePaul alumna sours at America's most superpowered dream factory; Seen and Heard; Code of Honor: Redar Ismail transforms adversity into award-winning software that aids others


Jewish Time Jump: New York, Owen Gottlieb Nov 2019

Jewish Time Jump: New York, Owen Gottlieb

Articles

Jewish Time Jump: New York (Gottlieb & Ash, 2013) is a place-based mobile augmented reality game and simulation that takes the form of a situated documentary. Players take on the role of time traveling reporters tracking down a story “lost to time” to bring back to their editor at the Jewish Time Jump Gazette. The game is played in Washington Square Park in Greenwich Village, New York City. Players’ iPhones become their time traveling device and companion. Based on the player’s GPS location, players receive digital images from their location from over a hundred years in the past as well …


Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley Aug 2019

Publication And Evaluation Challenges In Games & Interactive Media, Elizabeth L. Lawley

Presentations and other scholarship

Faculty in the fields of games and interactive media face significant challenges in publishing and documenting their scholarly work for evaluation in the tenure and promotion process. These challenges include selecting appropriate publication venues and assigning authorship for works spanning multiple disciplines; archiving and accurately citing collaborative digital projects; and redefining “peer review,” impact, and dissemination in the context of creative digital works. In this paper I describe many of these challenges, and suggest several potential solutions.


Virtual Dissection Of White Matter Tracts In A Human Brain Using Applied Game Design And Virtual Reality Imaging, Basil Lim, Anurag Nasa, Nicola Carswell, Elena Roman, Malia Kissner, Darren W. Roddy, Veronika O'Keane, James Carswell Aug 2019

Virtual Dissection Of White Matter Tracts In A Human Brain Using Applied Game Design And Virtual Reality Imaging, Basil Lim, Anurag Nasa, Nicola Carswell, Elena Roman, Malia Kissner, Darren W. Roddy, Veronika O'Keane, James Carswell

Other

Visualisation of neural tracts in the human brain has previously been accomplished using two dimensional (2D) representational formats. In most cases, pre-operative visualisation is through the medium of 2D MRI image slices, representing coordinates in the brain through a combination of axial, sagittal, and coronal orthographic viewpoints. Software such as ExploreDTI can visualise off-axis viewpoints, however this method is limited to 2.5D image representations. The use of such 2D representations can require significant training in order to contextualise real-world 3D positions and accurately locate and identify neural tract pathways in the brain. Utilising anonymised tract data and advanced neuroimaging technologies …


Fifth Aeon – A.I Competition And Balancer, William M. Ritson Jun 2019

Fifth Aeon – A.I Competition And Balancer, William M. Ritson

Master's Theses

Collectible Card Games (CCG) are one of the most popular types of games in both digital and physical space. Despite their popularity, there is a great deal of room for exploration into the application of artificial intelligence in order to enhance CCG gameplay and development. This paper presents Fifth Aeon a novel and open source CCG built to run in browsers and two A.I applications built upon Fifth Aeon. The first application is an artificial intelligence competition run on the Fifth Aeon game. The second is an automatic balancing system capable of helping a designer create new cards that do …


Spring 2019 May 2019

Spring 2019

In The Loop

Lab Life: New and improved School of Computing labs inspire research in robotics and engineering; A Festival to Remember: Students thrive in film festival environments; Next Gen Data Scientists: Data Science Academy introduces high school students to the big world of data; A Well-Designed Design Colloquium; Game Face: "Sausage Sports Club: creator and CDM alumnus Chris Wade shares the story behind his playful Nintendo Switch game: Connected from Afar: Graduate student Sierra Sellman makes the most of her online degree program; Seen and Heard; Bravo! Bravo!


World Throne, Wyatt Lam May 2019

World Throne, Wyatt Lam

Senior Honors Projects, 2010-2019

World Throne is a four-player strategy board game that has been in development since 2016. Players take control of four distinct factions and battle on a grid-based board. Each player uses unique playing cards to augment piece combat. The object of the game is to conquer other factions by defeating them in battle, defend your castle from opposing players, and claim the power of the World Throne. Prominent game development research guided the creation of World Throne. In addition, Latin, Greek, and Norse mythology informed development of the factions, characters, creatures, cards, and places. The culminating products of this project …


Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema May 2019

Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, Laura Okkema

Electronic Theses and Dissertations

Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into their research in ways that are inclusive and empowering to marginalized populations. This dissertation explores how digital humanists can engage critical making as a form of activism in electronic literature, specifically in the interactive fiction platform Twine. The author analyzes the making process of her own activist Twine game The Deserters and embeds the project within digital humanities discourses on activism and social justice, hypertext, electronic …


Measuring Player Perceptions Of Freedom And Control In Modded And Unmodded Versions Of Bethesda's Skyrim: A Qualitative Play Study, Mark Kretzschmar May 2019

Measuring Player Perceptions Of Freedom And Control In Modded And Unmodded Versions Of Bethesda's Skyrim: A Qualitative Play Study, Mark Kretzschmar

Electronic Theses and Dissertations

This interdisciplinary dissertation explores perceptions of control in modded and unmodded versions of Bethesda's sandbox video game Skyrim. Sandbox games are known for greater choice options that suggest greater perceptions of control for gamers. Sandbox games also generally encourage the use of user-generated creations called modifications (mods) that users can download to personalize their games. While we need philosophy to understand and define control as a concept, we also need psychology to understand how users perceive control in media studies. At present, qualitative academic research that measures gamer perceptions of control is non-existent as is research on how users articulate …


Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor May 2019

Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor

Graduate Theses and Dissertations

EVE Online is a massively-multiplayer online game with complex interactions between players and their unique, virtual environment. These relationships are the ongoing results of a conflict-driven economy, but they vary both in duration and by location.

This study attempts to quantify the direct effects of movement and indirect effects of conflict upon economic activity in the form of currency creation and delineate how successfully these relationships can be quantified by narrower time-spans and areas. Results of the mediation models used in this exploration indicate the changing relationship between movement (Ship Jumps), conflict (Ship Kills), and currency creation (Faction Kills) is …


1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, Kailynn Haskell-Harbert May 2019

1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, Kailynn Haskell-Harbert

Capstone Projects and Master's Theses

This paper is a delve into 1999 JRPG AAA video games and how small developers can make something of similar quality with contemporary technology. This is explored by using Final Fantasy VIII and Lunar: Silver Star Story Complete as a 1999 AAA standard, then comparing that standard to modern indie-games as well as my own experience in indie-game development. The ultimate goal of the paper is to prove that small indie-game studios can create 1999 AAA quality JRPGs with relatively minimal investment.


Critical Discourse: Thinking About Power, Privilege, And Voice, Stephanie Werth May 2019

Critical Discourse: Thinking About Power, Privilege, And Voice, Stephanie Werth

Honors Projects

We Can Do Better is aimed at creating a space for a dialogue to occur, designed to facilitate conversation around the relationship of resources and identity. As a college student, engaging with difficult or unfamiliar topics is easier when participating in low-pressure, casual settings. Students will have to take chances and make choices, and may change their view of how opportunity affects everyone so they can make informed decisions. We Can Do Better intends for students to expand their knowledge of privileged identities in their community, understand constructed social systems through a dialogue of anecdotal evidence, gain empathy for those …


Gamification: Badges And Feedback, Brian Macon May 2019

Gamification: Badges And Feedback, Brian Macon

Electronic Theses and Dissertations

Gamification, the implementation of game elements in a non-game context, is a rapidly growing field of research. One element of gamification that has experienced a rapid growth in popularity is the use of digital badges. Despite widespread adoption in educational settings, there are still gaps in the understanding of their effects on motivation, engagement, learning, and other factors. Furthermore, feedback delivered through badges can include a symbolic reward for successful completion of a task, providing a credential for gaining a skill, or acknowledging mastery of a particular piece of knowledge. This study implemented digital badges in online courses at a …