Publication And Evaluation Challenges In Games & Interactive Media, 2019 Rochester Institute of Technology
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.
Fifth Aeon - A.I Competition And Balancer, 2019 California Polytechnic State University, San Luis Obispo
Fifth Aeon - A.I Competition And Balancer, William M. Ritson
Master's Theses and Project Reports
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 ...
Spring 2019, 2019 DePaul University
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, 2019 James Madison University
World Throne, Wyatt Lam
Senior Honors Projects, 2010-current
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 ...
1999 Aaa Jrpg Quality And How A 2019 Indie-Game Developer Can Meet It, 2019 California State University, Monterey Bay
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.
Gamification: Badges And Feedback, 2019 University of Central Florida
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 ...
Hearing The Voices Of The Deserters: Activist Critical Making In Electronic Literature, 2019 University of Central Florida
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, 2019 University of Central Florida
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 ...
Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, 2019 University of Arkansas, Fayetteville
Spreadsheets-In-Space: A Quantitative Exploration Of Movement, Currency Creation, And Conflict Within Eve Online, Christopher Alan Pryor
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 ...
Simply Mo., 2019 University of San Francisco
Simply Mo., Marjolijn Jaliene Oskam
Creative Activity and Research Day - CARD
Small portfolio presentation of design work by Marjolijn Oskam, branded under simply mo. The poster includes school work as well as professional work.
3d Procedural Maze & Cave Generation, 2019 University of Lynchburg
3d Procedural Maze & Cave Generation, Jacob Sharp
Student Scholar Showcase
The goal of this project is to generate a maze or cave procedurally so that a player may be able to explore infinitely without a reoccurring pattern. The project also utilizes Virtual Reality (VR); the user will be able to put on a VR Headset and become more immersed in a procedural environment. One of the challenges that needed to be overcome was simple random number generators did not generate natural looking worlds. Introducing VR to the project created the additional challenge of preventing the user from becoming motion sick. These challenges were both addressed through many hours of research ...
Choosing A Door: Narrative Interactivity In Videogames, 2019 Trinity College
Choosing A Door: Narrative Interactivity In Videogames, Daniel Hawkins
Senior Theses and Projects
No abstract provided.
Open World Translation: Localizing Japanese Video Games For A Globalizing World, 2019 University of Central Florida
Open World Translation: Localizing Japanese Video Games For A Globalizing World, Emily Suvannasankha
Honors Undergraduate Theses
This paper investigates the most effective ways of handling cultural differences in the Japanese-to-English game localization process. The thesis advocates for applying the Skopos theory of translation to game localization; analyzes how topics such as social issues, humor, fan translation, transcreation, and censorship have been handled in the past; and explores how international players react to developers' localization choices. It also includes interviews with three Japanese-to-English translators who have worked with major Japanese game companies to gain insight into how the industry operates today. Through the deconstruction of different aspects of Japanese-to-English localization, this analysis aims to help the game ...
Cross Roads: A Method For Self-Understanding, 2019 Iowa State University
Cross Roads: A Method For Self-Understanding, Chloe Enos
Mental illnesses are constantly misrepresented by the media. They are stigmatized or glorified in ways that can be harmful for those who struggle with them. And for these reasons many people choose not to seek out treatment, which can lead to much more harmful decisions. This project aims to combat those views of mental illness by creating a narrative that portrays mental illness in a realistic way. This narrative is influenced by my research and personal experiences with mental illness and emphasizes the importance of positive communication as a solution based on the concepts of using art as a means ...
Living Tangent, 2019 West Virginia University
Living Tangent, Cornelius Alexander Hugo
Graduate Theses, Dissertations, and Problem Reports
A living tangent is how I am known by many and how I have lived my life for some time. I think in tangents and my life and art seem to evolve through them. Everything I make is connected by multiple thoughts or tangent lines that run from something as simple as the color red, to the idea that I believe communism has invaded my family’s homeland. This then leads to the recollection of childhood games, taught to me by my family in Venezuela and the importance these games played in my psychological development and in my presence as ...
Programming Proletarian Literature: Kobayashi Takiji’S "Kani Kôsen" And Gaming As Reading, Jacob Philip Fisher
Senior Projects Spring 2019
This project translates a novel, Kobayashi Takiji’s, Kani Kôsen (The Crab Cannery Ship, 1929) into a video game. As a joint project between Computer Science and Japanese, its focus is to develop a game for the original Game Boy (1989) narratively based on a work of Japanese proletarian literature. Specific tools used in development were the Game Boy emulator: bgb, the Game Boy Developers Kit (gbdk), the Game Boy CPU manual, as well as a foundation in the C programming language, and some lower level systems experience. Being based on a novel, the play style utilizes text heavily ...
The Ethics Of Choice In Single-Player Video Games, 2019 Ohio Northern University
The Ethics Of Choice In Single-Player Video Games, Erica L. Neely
Philosophy and Religion Faculty Scholarship
Video games are a specific kind of virtual world which many engage with on a daily basis; as such, we cannot ignore the values they embody. In this paper I argue that it is possible to cause moral harm or benefit within a video game, specifically by drawing attention to the nature of the choices both players and designers make. I discuss ways in which games attempt to represent morality, arguing that while flawed, even games with seemingly superficial devices such as morality meters can attempt to promote moral reflection. Ultimately, I argue that the moral status of the actions ...
Cedar Hill: A Case Study In Preservation And Education In A Digital World, 2019 Bard College
Cedar Hill: A Case Study In Preservation And Education In A Digital World, Lin Barnett
Senior Projects Spring 2019
Visit Cedar Hill (now Annandale-on-Hudson) as it stood over a century ago, reconstructed in virtual reality. This interactive project retells an important aspect of Hudson Valley History, its mill communities, which do not get preserved in the archeological record and are not as closely maintained as its neighboring communities of Bard College and Montgomery Place. The project analyzes the structures' changing purposes, as well as their changing architectural qualities, to trace the story of the hamlet's decline.
Application Of Retrograde Analysis To Fighting Games, 2019 University of Denver
Application Of Retrograde Analysis To Fighting Games, Kristen Yu
Electronic Theses and Dissertations
With the advent of the fighting game AI competition, there has been recent interest in two-player fighting games. Monte-Carlo Tree-Search approaches currently dominate the competition, but it is unclear if this is the best approach for all fighting games. In this thesis we study the design of two-player fighting games and the consequences of the game design on the types of AI that should be used for playing the game, as well as formally define the state space that fighting games are based on. Additionally, we also characterize how AI can solve the game given a simultaneous action game model ...
Nba 2k, 2018 San Jose State University
Nba 2k, Joseph Saludo
ART 108: Introduction to Games Studies
The NBA 2K games have come a long way from an emerging basketball game to now becoming the biggest basketball game ever created. From its graphics, gameplay, community, and many more reasons why the game became so successful today, NBA 2K has evolved into the best basketball game by improving its overall structure every year-round.