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Articles 511 - 540 of 615
Full-Text Articles in Game Design
Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie
Medulla: A 2d Sidescrolling Platformer Game That Teaches Basic Brain Structure And Function, Joey R. Fanfarelli, Stephanie Vie
Faculty Scholarship and Creative Works
This article explores the design and instructional effectiveness of Medulla, an educational game meant to teach brain structure and function to undergraduate psychology students. Developed in the retro-style platformer genre, Medulla uses two-dimensional gameplay with pixel-based graphics to engage students in learning content related to the brain, information which is often pre-requisite to more rigorous psychological study. A pretest posttest design was used in an experiment assessing Medulla’s ability to teach psychology content. Results indicated content knowledge was significantly higher on the posttest than the pretest, with a large effect size. Medulla appears to be an effective learning tool. These …
Title Not Available, Tyler King
What You Gotta Know To Play Good In The Iterated Prisoner’S Dilemma, Ethan Akin
What You Gotta Know To Play Good In The Iterated Prisoner’S Dilemma, Ethan Akin
Publications and Research
For the iterated Prisoner’s Dilemma there exist good strategies which solve the problem when we restrict attention to the long term average payoff. When used by both players, these assure the cooperative payoff for each of them. Neither player can benefit by moving unilaterally to any other strategy, i.e., these provide Nash equilibria. In addition, if a player uses instead an alternative which decreases the opponent’s payoff below the cooperative level, then his own payoff is decreased as well. Thus, if we limit attention to the long term payoff, these strategies effectively stabilize cooperative behavior. The existence of such strategies …
Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel
Individual Differences In Digital Badging: Do Learner Characteristics Matter?, Joey R. Fanfarelli, Thomas Rudy Mcdaniel
Faculty Scholarship and Creative Works
Badge use has rapidly expanded in recent years and has benefited a variety of applications. However, a large portion of the research has applied a binary useful or not useful approach to badging. Few studies examine the characteristics of the user and the impact of those characteristics on the effectiveness of the badging system. This study takes preliminary steps toward that cause, examining the effectiveness of a badging system across two web-based university courses in relation to the individual differences of the learners. Individual differences are examined through the lens of Long-Dziuban reactive behavior types and traits. Results revealed differences …
Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley
Clairvoyant Learning: The Strangeness Of Playing Games, Jeremy Shipley
Graduate School of Art Theses
In retelling multiple stories of my research, this document serves as a quest to archive my interest in games as evolved systems of play that continue to manipulate the way we view literacy. In describing the subtly of these terms while examining the folkloric histories that contextualize the language of this media, I have doubly manipulated the form of my paper to be like a choose-your-own-adventure tale, reflecting the estrangement of time and authorship unique to the narrative space in games. Unlike the formal structures found in literature or cinema, games animate collaborative and nonlinear systems that return the craft …
Experimental Boss Design And Testing, Joseph P. Mistretta
Experimental Boss Design And Testing, Joseph P. Mistretta
Undergraduate Honors Theses
Over the years, gaming has developed rapidly from simple pixel-based experiences to fully blown three-dimensional worlds. As developing technologies improve, so does the complexity and flexibility of what can be created. Encounters, along with all aspects of any gaming experience, have evolved along with the technologies that create them. These intense combat instances, often times referred to as “bosses”, represent a chance for the developer to challenge player skill, cooperation, and coordination. In addition to being major challenges, encounters also allow players to feel a sense of progression as they learn and adapt to mechanics incorporated within an encounter’s design. …
Testing An Original Story In Multiple Artistic Mediums, Alexander F. Morton
Testing An Original Story In Multiple Artistic Mediums, Alexander F. Morton
Undergraduate Honors Theses
The Story is one of the oldest forms of communication between humans. Various methods have enhanced and updated the Art in a variety of ways since the concept was created. In modern times, a story can exist in multiple mediums because of the variations that humans use today to tell stories. I present an artistic project that will show my development of an original universe, plot, and characters into a storyline introduction for enjoyable purposes. The belief was that these ideas I created could succeed in multiple formats, but I would need to narrow it down and test what I …
Why Video Game Genres Fail: A Classificatory Analysis, Rachel I. Clarke, Jin Ha Lee, Neils Clark
Why Video Game Genres Fail: A Classificatory Analysis, Rachel I. Clarke, Jin Ha Lee, Neils Clark
School of Information Studies - Faculty Scholarship
This paper explores the current affordances and limitations of video game genre from a library and information science perspective with an emphasis on classification theory. We identify and discuss various purposes of genre relating to video games, including identity, collocation and retrieval, commercial marketing, and educational instruction. Through the use of examples, we discuss the ways in which these purposes are supported by genre classification and conceptualization, and the implications for video games. Suggestions for improved conceptualizations such as family resemblances, prototype theory, faceted classification, and appeal factors for video game genres are considered, with discussions of strengths and weaknesses. …
A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors, Rachel I. Clarke, Jin Ha Lee, Stephanie Rossi
A Qualitative Investigation Of Users’ Video Game Information Needs And Behaviors, Rachel I. Clarke, Jin Ha Lee, Stephanie Rossi
School of Information Studies - Faculty Scholarship
Video games are popular consumer products as well as research subjects, yet little exists about how players and other stakeholders find video games and what information they need to select, acquire, and play video games. With the aim of better understanding people’s game-related information needs and behaviors, we conducted 56 semi-structured interviews with users who find, play, purchase, collect, and recommend video games. Participants included casual and avid gamers, parents, collectors, industry professionals, librarians, and scholars. From this user data, we derive and discuss key design implications for video game information systems: designing for target user populations, enabling recommendations on …
Militarization And Modern Gaming: An Analysis Of The Relationship Of The Military And The Video Game Industry, Steven Chapman
Militarization And Modern Gaming: An Analysis Of The Relationship Of The Military And The Video Game Industry, Steven Chapman
Online Theses and Dissertations
This paper examines the influence of militarism and the military itself in modern video gaming. The military's involvement includes developing its own, free of charge, video game title used as a recruitment tool, and training games used to desensitize new soldiers. Surrounding this direct involvement is a massive gaming industry that markets war and killing in the execution of the former in a "realistic" yet intensely glorified manner. The macro-cultural and societal implications of this phenomenon are explored.
The Social Experience Of Internet Gamers: A Pilot Study, Kristy L. Carlisle, Charles P. Carrington
The Social Experience Of Internet Gamers: A Pilot Study, Kristy L. Carlisle, Charles P. Carrington
Counseling & Human Services Faculty Publications
The purpose of this phenomenological pilot study was to explore the lived social experiences of Internet gamers. Findings highlighted the impact of Internet gaming on social interactions, social functioning, and social identity. The findings in the pilot study related to addiction supported the need for future research into the legitimacy of Internet Gaming Disorder as a mental health issue.
Proactive Conversation, 3d Printing, And An Old Nintendo, Tesha C. Ellis
Proactive Conversation, 3d Printing, And An Old Nintendo, Tesha C. Ellis
Undergraduate Research Posters
Abstract
One hundred years from now, it would be a true historical treat to be able to showcase 20th and 21st century digital entertainment by presenting video game consoles in mint condition for interactive, educational, play. Arguably, it would be more enlightening and informative for future audiences to be able to physically engage with the electronic artifacts instead of simply observing them behind glass. With the use of 3D technology, components of video game systems can be preserved, and then printed as needed for repairs. It will help keep them functional for future researchers, educators, and enthusiasts.
The Impact Of User-Generated Interfaces On The Participation Of Users With A Disability In Virtual Environments: Blizzard Entertainment's World Of Warcraft Model, Donald Merritt
Electronic Theses and Dissertations
When discussing games and the experience of gamers those with disabilities are often overlooked. This has left a gap in our understanding of the experience of players with disabilities in virtual game worlds. However there are examples of players with disabilities being very successful in the virtual world video game World of Warcraft, suggesting that there is an opportunity to study the game for usability insight in creating other virtual world environments. This study surveyed World of Warcraft players with disabilities online for insight into how they used interface addons to manage their experience and identity performance in the game. …
Making Waves, Mixing Colors, And Using Mirrors: The Self-Regulated Learning Support Features And Procedural Rhetoric Of Three Whole-Body Educational Games, Emily Johnson
Electronic Theses and Dissertations
This dissertation investigates the question, "How can the procedural rhetoric of three whole-body educational games improve the understanding of self-regulated learning with digital technology?" It explores three whole-body educational games (WBEGs) using a quantitative study, a case study, and analyses of their procedural rhetoric to better understand the roles these types of games can have in teaching digital literacy and self-regulated learning (SRL) skills. The three WBEGs, Waves, Color Mixer, and Light and Mirrors, are each intended to teach science concepts to players. These games are similarly structured in that they all invite players to immerse themselves in the game …
Reconnect: Designing To Touch, Dana Seros Rohani
Reconnect: Designing To Touch, Dana Seros Rohani
Theses and Dissertations
Our everyday lives are surrounded by gadgets and digital devices that help us perform our daily chores with ease and efficiency. However, these digital devices can also separate us from what we should do ourselves. Although children who are exposed to high levels of technology might become attuned to the latest and the best gadgets, they might not learn to use their physical abilities. Another implication of a child’s over dependence on technology is that parental interactions such as encouragement, tutoring and reinforcement are provided by gadgets rather than living, breathing parents. Research done by Padma Ravichandran and Brandel France …
Mirroring Reality: Music In Video Games, Allison Burr
Mirroring Reality: Music In Video Games, Allison Burr
Student Scholar Symposium Abstracts and Posters
This paper explores the effectiveness of music in video games in terms of mood setting and immersion. The effectiveness of the emotion evoked is studied through both personal and scholarly research. Four video games are explored from different game genres. In "Bioshock" and "Fallout 3", the music immerses the player into the environment of the video game, whether it is an underwater dystopia or the post apocalyptic Washington DC area. "Dead Space", a survival horror game set on an abandoned mining vessel in space, pushes the boundaries in terms of musical dissonance and terror by using innovative sound design. The …
Game Design And The Writing Process: Designing The Board Game Lineage: 1434, Bradley Isaac Sims
Game Design And The Writing Process: Designing The Board Game Lineage: 1434, Bradley Isaac Sims
Theses and Dissertations
This thesis details the design and production of Lineage: 1434, a board game based on building a family dynasty similar to the Medici family of 15th century Italy. From the initial idea of creating a massively multiplayer online (MMO) game to reimaging the game as a board game, this project draws on multiple influences like Carcassonne (Wrede, 2000), Settlers of Catan (Teuber, 1995), Agricola (Rosenberg, 2008), and Edgebee Game's Swords & Potions (2011) and Critter Forge (2010). Game design decisions were driven in part by the flaws in existing games, including the problems of resource scarcity in pay-to-play MMO games, …
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
The Immersive Medium: Art, Flow, And Video Games, Christopher M. Yalen
Oglethorpe Journal of Undergraduate Research
In this article, the question of whether or not video games could be considered art is explored, as well as what this means for video games as cultural products. Using an interdisciplinary approach, I suggest that there are some games we can consider “art”, and that these games are not only different aesthetically speaking, but are also different from a media-effects standpoint. The article consists of three main sections, an aesthetic review, a content analysis, and a pilot study. In the aesthetic review, I employ different perspectives from aesthetic philosophy in order to come up with criteria for what an …
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Alpha, Beta, Launch: A Newbie's Guide To Educational Video Game Development, Colleen Krahulik, Lori Goszczynski
Journal of Interactive Humanities
This paper details the process we went through to develop an educational video game, which includes: research on implementing video games into the classroom, vendor selection, video game design, and curriculum development. Throughout the video game development process, we faced challenges such as budget, time constraint, and varying areas of expertise. This paper serves as a guideline for similar organizations interested in educational video game development.
Play game on desktop or tablet: www.avma.org/videogame
Play within browser: https://www.avma.org/KB/K12/videogame/index.html
The Tower: Constructing A 3d Scene, John W. Wesson
The Tower: Constructing A 3d Scene, John W. Wesson
Undergraduate Honors Theses
This thesis describes the process of creating a 3D environment from the initial concept to the final scene. It discusses relevant research into new technology in the field of real-time rendering, including Physically Based Rendering and a synced normals workflow. It examines how the goals of the project changed over time and how the associated challenges were resolved. Conclusions are drawn about what practices were most successful, and how the development process could be improved.
Building And Using A Character In 3d Space, Shasta Bailey
Building And Using A Character In 3d Space, Shasta Bailey
Undergraduate Honors Theses
The goal of this thesis was to take a character from concept to creation and animation. A variety of skills in 2D and 3D computer graphics were used in order to design and build the character for a 3D space. The character was taken from flat concept to 3D model, and then rigged with a skeleton in the 3D program Maya so that the character could be animated. The focus of the animation is a walk cycle.
E-Volving Information Literacy Tutorials With E-Maginative And E-Ngaging Design, Damecia Donahue, Axa Liauw, Rebeca Peacock, Jill Wurm
E-Volving Information Literacy Tutorials With E-Maginative And E-Ngaging Design, Damecia Donahue, Axa Liauw, Rebeca Peacock, Jill Wurm
Library Scholarly Publications
Presentation on May 22nd, 2014, at The Workshop for Instruction in Library Use (WILU), at Western University, Ontario, Canada.
Secondary World: The Limits Of Ludonarrative, David Dannelly
Secondary World: The Limits Of Ludonarrative, David Dannelly
Electronic Theses and Dissertations
Secondary World: The Limits of Ludonarrative is a series of short narrative animations that are a theoretical treatise on the limitations of western storytelling in video games. The series covers specific topics relating to film theory, game design and art theory: specifically those associated with Gilles Deleuze, Jean Baudrillard, Jay Bolter, Richard Grusin and Andy Clark. The use of imagery, editing and presentation is intended to physically represent an extension of myself and my thinking process and which are united through the common thread of my personal feelings, thoughts and experiences in the digital age.
A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky
A Look Into The Industry Of Video Games Past, Present, And Yet To Come, Chad Hadzinsky
CMC Senior Theses
Since its inception, the video game industry has been both a new medium for art and innovation as well as a major driving force in the advancements of many technologies. The often overlooked video game industry has turned from a hobby to a multi-billion dollar industry in its short, forty year life. People of all ages and genders across the world are playing video games at a higher clip than ever before. With so many new gamers and emerging technologies, it is an exciting time for the industry. The landscape is constantly changing and successful business models of the past …
Ar Physics: Transforming Physics Diagrammatic Representations On Paper Into Interactive Simulations., Yao Zhou
Ar Physics: Transforming Physics Diagrammatic Representations On Paper Into Interactive Simulations., Yao Zhou
Electronic Theses and Dissertations
A problem representation is a cognitive structure created by the solver in correspondence to the problem. Sketching representative diagrams in the domain of physics encourages a problem solving strategy that starts from 'envisionment' by which one internally simulates the physical events and predicts outcomes. Research studies also show that sketching representative diagrams improves learner's performance in solving physics problems. The pedagogic benefits of sketching representations on paper make this traditional learning strategy remain pivotal and worthwhile to be preserved and integrated into the current digital learning landscape. In this paper, I describe AR Physics, an Augmented Reality based application that …
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Digital Interactive Games For Assessment: A Study Of The Effectiveness Of A Digital Game As A Measure Of Students' Understanding Of Boolean Logic, Mohammad Ali Haji
Electronic Theses and Dissertations
Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology? This study investigates the effectiveness of using a digital interactive game as an assessments method - …
Financial Forest, Karen Carlson
Financial Forest, Karen Carlson
Electronic Theses and Dissertations
Regular savings behavior is critical for low-income Americans to achieve financial mobility. New technology tools are being used to improve personal awareness and attention to financial goals. This thesis reviews mobile learning (mLearning) research and leading commercial personal finance smartphone apps, both of which inform the design of Financial Forest, a savings app. Participants in the 4-week Financial Forest savings study are found to have a statistically significant improved perception of the difficulty of building an emergency fund.
Gayme: The Development, Design And Testing Of An Auto-Ethnographic, Documentary Game About Quarely Wandering Urban/Suburban Spaces In Central Florida., David Moran
Electronic Theses and Dissertations
GAYME is a transmedia story-telling world that I have created to conceptually explore the dynamics of queering game design through the development of varying game prototypes. The final iteration of GAYME is @deadquarewalking'. It is a documentary game and a performance art installation that documents a carless, gay/queer/quare man's journey on Halloween to get to and from one of Orlando's most well-known gay clubs - the Parliament House Resort. "The art of cruising" city streets to seek out queer/quare companionship particularly amongst gay, male culture(s) is well-documented in densely, populated cities like New York, San Francisco and London, but not …
Honesty, Marek Kapolka
Honesty, Marek Kapolka
SWITCH
This article explores the importance of honesty in game design, which the author claims is frequently missing. Through the lens of indie games – The Relationship Saga, A Sad Tale, and Metro Rules of Conduct – the author explains how sincerity in game-making invites deeper engagement and meaning.
Process As Pastime, Robert Yang
Process As Pastime, Robert Yang
SWITCH
This article explores how the concept of "process" in video game design is shaped by the game industry, academia, and the art world. The author argues for a future where making games is as accessible and personal as other creative hobbies, rather than exclusively for professionals.