Theses and Dissertations
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- All Subjects: games
- Creators: School of Historical, Philosophical and Religious Studies
Description
The thesis document describes in detail the decision making process and research that went into each step in the process of designing, coding, launching, and marketing a mobile game. This includes major challenges and methodologies for overcoming them or changing course as well as significant revisions that were made to the game upon receiving market and user feedback. The game, Sheep In Space, was launched on to the Windows Phone 8 marketplace initially via the use of the GameMaker: Studio game engine. From there, following a series of revisions Sheep In Space launched on the Android marketplace and has been undergoing further changes before the final launch to iOS. The revision and launch strategy was determined based off of market feedback from a variety of facets, including direct word of mouth, reviews, downloads, analytics data, and social media reaction.
ContributorsGagliano, Laura Katherine (Author) / Prince, Linda (Thesis director) / Eaton, John (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor) / Department of Information Systems (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor)
Created2014-12
Description
Liminal Space is a pen-and-paper roleplaying game designed to facilitate performative, personalized, and critical exploration of identity, value and truth dissensus; contemporary social, technological, political, and environmental issues; and modes of relating to socio-technical change, instability, and uncertainty. Pen-and-paper roleplaying games emerge from a 40-year history as an entertainment medium, but in recent decades have displayed the ability to personally speak to more "serious" issues. Mechanically, they combine elements of classroom or public-engagement, pedagogic, roleplaying exercises with benefits or participatory scenario construction, allowing players to immerse themselves in bespoke situations reflecting their personal interests, anxieties, and pedagogic aims and to reflexively and critically engage with contested truths or social disruptions in a safe space. Formal studies of roleplaying games are sparse, and I, the author, hope that Liminal Space can draw more study to a unique communication, entertainments, and performance medium and to the unique communities that surround it.
ContributorsNelson, John Paul (Author) / Bennett, Michael (Thesis director) / Keeler, Lauren (Committee member) / School for the Future of Innovation in Society (Contributor) / School of Historical, Philosophical and Religious Studies (Contributor) / Barrett, The Honors College (Contributor)
Created2018-05