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Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports

Description

The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or

The academic study of eSports, or professional competition through the medium of video games, has tended to focus on players' motivations to play and watch eSports as well as marketing concerns of huge eSports corporations. Instead of utilizing marketing or psychology to analyze this phenomenon, I investigate three areas of focus in accordance with available literature: the fans and their characteristics, the design of the game itself, and the relationship between fans and the game's developer. This investigation was conducted by first examining existing literature surrounding eSports fans, then collecting public domain data such as Reddit posts, forum posts, and YouTube videos, and last by studying interviews with developers and players. With this thesis, I apply a fan studies approach to eSports by creating a series of indicators based in each of the three focus areas which can be utilized as a systematic method of evaluating an eSport's popularity and growth.

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Agent

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Date Created
2018-05

A Guide to Coaching Color Guard

Description

This entire project looks at color guard from the perspective of a music educator and is meant to be a resource for other music educators, specifically, color guard instructors. Within the thesis project “A Guide to Coaching Color Guard” there

This entire project looks at color guard from the perspective of a music educator and is meant to be a resource for other music educators, specifically, color guard instructors. Within the thesis project “A Guide to Coaching Color Guard” there are four sub-components.

The first is a historical research paper titled “The History and Evolution of Color Guard within Marching Band”. This paper defines what color guard is, identifies its origins, and outlines the major events that contributed to its development over time, leading up to what the sport and art of color guard has evolved into today.

The second component is a paper titled “Coaching Color Guard: My Experiences with Planning, Teaching, and Building a High School Color Guard Program”, which is a summarization of how a season of coaching color guard can be organized and examples of various learning opportunities a color guard coach could take advantage of during a season. Many education-specific teaching strategies are explained, such as the use of modeling, I do - we do - you do, whole-part-whole, scaffolding, sequencing from simple to complex, direct instruction vs. small groups, teaching to various learning styles (visual, auditory, kinesthetic), instructor/peer/group feedback, assessment, and opportunities for student contribution and creativity.

The third component is paper titled “Color Guard Coaching Resources”, which is made up of ten different documents that are examples or resources for color guard instructors. These resources are referenced in the second component of this project and include samples of flyers, audition scoring sheets, a student handbook, participation sheet, and written choreography as well as providing a list of other outside resources as well as a list of the video tutorials.

These video tutorials are the final component of this project. There are 44 tutorial videos broken up into five categories. Each video is a step-by-step teaching video demonstrating and articulating how to spin a color guard flag. The first category consists of 10 introductory videos, which discuss terms and concepts that are overarching in all of the tutorial videos. Then, there are 23 tutorials within the category titled ‘Basic Moves’. The next category of ‘Intermediate Moves’ consists of 5 teaching videos for moves that are more difficult to execute than the basic moves. The fourth category has 5 video tutorials for ‘Tosses’. The last category is called ‘Move Sequences’ and only has 1 video. This tutorial shows how some moves have similar rotation patterns and can easily be strung together to create a choreography sequence.

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Agent

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Date Created
2018-05

The History and Practical Applications of Video Games as a Medium for Dispersing Knowledge of and Generating Discussion Around Sustainability

Description

Games are prolific as an educational medium, and are able to tell a much richer story than pictures or words alone. This has led to the widespread phenomenon known as “gamification” in the educational and business sectors, as well as

Games are prolific as an educational medium, and are able to tell a much richer story than pictures or words alone. This has led to the widespread phenomenon known as “gamification” in the educational and business sectors, as well as educational games. While gamification itself is very prolific, its application to sustainability issues has been somewhat limited. With the progression of technology and the high percentage of gamers within the population, the time is ripe for a paradigm shift. Humans have always played games to inform themselves and others, and though this takes many forms, they always will, be their efforts dedicated to education, entertainment, or profit. While teaching and entertainment may sometimes be at odds with one another, they do not have to be. Many audiences respond well to varied forms of entertainment, and when the ability of a thing designed to further educate or gamify is given room to be entertaining as well, all involved benefit. Sustainability as a whole is an incredibly nebulous and broad concept, such that current educational and entertaining games exploring the subject largely addresses it on a smaller scale, or looks at a piece of the picture instead of all of it, as smaller pieces are easier to break down and address. There are ways that games can be and are vehicles for both entertainment and education, and by combining the two end goals in relatively equal measure, a solid platform can be built off of which both learning and personal growth can occur.

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Agent

Created

Date Created
2019-05

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Facilitating Student Autonomy in the Collegiate Woodwind Studio

Description

This thesis presents a new study “Fostering Student Autonomy in the Collegiate Woodwind Studio” which gathered pedagogical techniques that collegiate woodwind professors use to foster student autonomy in their woodwind studios. This study defines “student autonomy” as an end-goal of

This thesis presents a new study “Fostering Student Autonomy in the Collegiate Woodwind Studio” which gathered pedagogical techniques that collegiate woodwind professors use to foster student autonomy in their woodwind studios. This study defines “student autonomy” as an end-goal of education, in which students are “self-monitoring, strategizing, and taking responsibility for and ownership of the learning process.” A survey of questions concerning student autonomy was emailed to each of the appointed woodwind studio professors at ASU. Their responses are presented and analyzed in this thesis. The author hypothesized that the professors would show some understanding of various methods that can achieve student autonomy, but the study results showed that the professors had much knowledge and specific examples on how to achieve student autonomy in their studios. All of the participants cited examples of using indirect teaching, peer-learning, student-selected repertoire with teacher guidance, student goal-setting, and practical autonomy in their woodwind studios to facilitate student autonomy. About half of the participants cited examples of using student-to-teacher rapport, technology-mediated feedback, and diversified autonomy in their studios to facilitate student autonomy. Student-selected repertoire was by far the most popular method through which to foster student autonomy. This study found that further research is needed to prove if there is indeed a positive correlation between students who compose music for their woodwind lessons and their level of autonomous learning.

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Agent

Created

Date Created
2019-05

Dark Souls and Depression: A Case Study in Video Games

Description

This creative project was designed to highlight the good that can come from playing video games using From Software's "Dark Souls" as a case study.In this project, I analyse "Dark Souls" as an allegory for depression, examining how the story,

This creative project was designed to highlight the good that can come from playing video games using From Software's "Dark Souls" as a case study.In this project, I analyse "Dark Souls" as an allegory for depression, examining how the story, game play and level design all create a mindset in the game's players similar to that of those experiencing depression. I then discuss how certain aspects of the game, including level design, the game mechanics used to handle in-game death, and the passive multiplayer systems, all combine in order to encourage the player to stay engaged with the game and believing in the possibility of success. Via these systems, I believe that in creating "Dark Souls" From Software made an experience in which those grappling with depression can practice the techniques most useful in combating depression in a safe environment. Finally, I discuss the ways that "Dark Souls" designers emotionally affect those playing their game using techniques that are unavailable to other media. I highlight these storytelling devices, and explain why they are either best utilized by or only viable in video games as an example of what unique abilities gaming has as a cultural storytelling medium. I also explore solutions for discussing video game mechanics and game play with a non-gaming audience, utilizing game play recordings to provide examples of the discussed game play mechanics. These techniques can be viewed in the attached video.

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Agent

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Date Created
2017-12

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Continue to Teach: Compiling Virtual Resources to Combat Teacher Attrition

Description

Continue to Teach is a project motivated by the alarming rates of teacher attrition in Arizona and across the United States. The product is in the form of a website that gives current and future teachers resources in attempts to

Continue to Teach is a project motivated by the alarming rates of teacher attrition in Arizona and across the United States. The product is in the form of a website that gives current and future teachers resources in attempts to support them. The goal of providing these virtual resources is to positively influence teachers to stay in the profession. Each of the subsections of the website were thoughtfully selected based on extensive consideration of the research literature of the factors driving teachers' decisions to remain or leave the profession. I was personally motivated to complete this project because I am studying and practicing to become a teacher. Completing this research and project has compelled me to learn a great amount about the challenges surrounding this profession, and has assisted me in determining what I can do to stay personally motivated while helping others continue to teach as well.

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Agent

Created

Date Created
2019-05

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Battle Royale Games as Esports: Where Fortnite and PUBG Land as Successful Esports

Description

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a

This thesis examines two electronic games, PlayerUnknown’s Battlegrounds (PUBG) and Fortnite, which rose to popularity as battle royale-style videogames, to question whether they are viable candidates for success as esports. In his 2018 Barrett Honors Thesis, Noah Hilliker developed a model for assessing electronic games as successful esports. His thesis, titled “Ambassador Communities, Hybrid Spectatorship, and Other Indicators of Success in eSports” applied his model of indicators of success to League of Legends, Overwatch and Hearthstone. In this thesis, I have applied his indicators to (PUBG) and Fortnite, which differ significantly from the games he previously analyzed, precisely as I argue here, because they are battle royale games. These indicators fall under three categories: the nature of fans, the overall design of the game and the relationship between game developers and fans. The data that was examined for this investigation included academic literature on esports, posts on online platforms, news articles, YouTube content and forums. The following indicators were analyzed in their application to the collected data for both games: self-organization, spectator-player hybridity, ambassadors, clear center of action, demonstration of skill, mechanical variance, game balance, character of fan/developer relationship and feedback to fans. Through this project, I apply a previous approach to analyzing esports success to two games, Fortnite and PUBG, in order to analyze how well the model fits battle royale-style games.

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Agent

Created

Date Created
2019-05

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Determining the Viability of an asymmetric and co-operative VR experience for two players utilizing a single VR headset and keyboard and mouse

Description

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays,

Virtual reality gives users the opportunity to immerse themselves in an accurately
simulated computer-generated environment. These environments are accurately simulated in that they provide the appearance of- and allow users to interact with- the simulated environment. Using head-mounted displays, controllers, and auditory feedback, virtual reality provides a convincing simulation of interactable virtual worlds (Wikipedia, “Virtual reality”). The many worlds of virtual reality are often expansive, colorful, and detailed. However, there is one great flaw among them- an emotion evoked in many users through the exploration of such worlds-loneliness.
The content in these worlds is impressive, immersive, and entertaining. Without other people to share in these experiences, however, one can find themselves lonely. Users discover a feeling that no matter how many objects and colors surround them in countless virtual worlds, every world feels empty. As humans are social beings by nature, they feel lost without a sense of human connection and human interaction. Multiplayer experiences offer this missing element into the immersion of virtual reality worlds. Multiplayer offers users the opportunity to interact with other live people in a virtual simulation, which creates lasting memories and deeper, more meaningful immersion.

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Agent

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Date Created
2019-05

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"It's Dangerous to Go Alone!": An Exploration of Women's Experiences with Harassment in the Video Game Community

Description

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the

Video game culture, permeated for decades by blatant sexism and discrimination, is a toxic community for many individuals. Though its humble beginnings and early games did not overtly focus on the male gaze or demographic, troubled advertising, representations, and the lack of diversity within video game companies has formed the gaming culture into an increasingly hostile and unwelcoming place– especially for women. Those who identify as women or females are often harassed, heckled, and threatened with both verbal and physical violence. Game content and marketing continues to view women as objects of sexuality and violence rather than strong protagonists. Companies have brainwashed society to embrace their commonly held belief that men and boys are the only demographics that play and enjoy games, though this is empirically proven false. The aim of this project is to examine these offenses against women within the video game community– first by exploring video game history and how it fell into its toxic present state as well as the formation of the “gamer” identity and its ramifications for women. I then recount contemporary stories and issues of harassment against women within the community. The project also includes a short student survey that was sent out to gather more data on college-aged women and their gaming habits, which yielded important data supporting previous evidence citing specific gaming communities that struggle the most with these issues. The thesis is concluded by a look into the culture of game development and its hypermasculine nature as well as justification for why companies should care about the plight of women for both ethical and fiscal reasons.

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Agent

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Date Created
2019-05

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Lambda Starship: A Video Game for Teaching Functional Programming with Lisp

Description

The functional programming paradigm is able to provide clean and concise solutions to many common programming problems, as well as promote safer, more testable code by encouraging an isolation of state-modifying behavior. Functional programming is finding its way into traditionally

The functional programming paradigm is able to provide clean and concise solutions to many common programming problems, as well as promote safer, more testable code by encouraging an isolation of state-modifying behavior. Functional programming is finding its way into traditionally object-oriented and imperative languages, most notably with the introduction of Java 8 and in LINQ for C#. However, no functional programming language has achieved widespread adoption, meaning that students without a formal computer science background who learn technology on-demand for personal projects or for business may not come across functional programming in a significant way. Programmers need a reason to spend time learning these concepts to not miss out on the subtle but profound benefits they provide. I propose the use of a video game as an environment in which learning functional programming is the player's goal. In this carefully constructed video game, learning functional programming is the key to progression. Players will be motivated to learn and will be given an immediate chance to test and demonstrate their understanding. The game, named Lambda Starship (stylized as (lambda () starship)), is a 3D first-person video game. It takes place in a spaceship that, due to extreme magnetic interference, has lost all on-board software while leaving the hardware completely intact. The player is tasked to write software using functional programming paradigms to replace the old software and bring the spaceship back to a working state. Throughout the process, the player is guided by an in-game manual and other descriptive resources. The game is implemented in Unity and scripted using C#. The game's educational and entertainment value was evaluated with a study case. 24 undergraduate students at Arizona State University (ASU) played the game and were surveyed detailing their experience. During play, user statistics were recorded automatically, providing a data-driven way to analyze where players struggled with the concepts introduced in the game. Reception was neutral or positive in both the entertainment and educational sides of the game. A few players expressed concerns about the manual in its form factor and engagement value.

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Agent

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Date Created
2018-05