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Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the

Dale and Edna is a hybrid animated film and videogame experienced in virtual reality with dual storylines that increases in potential meanings through player interaction. Developed and played within Unreal Engine 4 using the HTC Vive, Oculus, or PlayStation VR, Dale and Edna allows for players to passively enjoy the film element of the project or partake in the active videogame portion. Exploration of the virtual story world yields more information about that world, which may or may not alter the audience’s perception of the world. The film portion of the project is a static narrative with a plot that cannot be altered by players within the virtual world. In the static plot, the characters Dale and Edna discover and subsequently combat an alien invasion that appears to have the objective of demolishing Dale’s prize pumpkin. However, the aliens in the film plot are merely projections created by AR headsets that are reflecting Jimmy’s gameplay on his tablet. The audience is thus invited to question their perception of reality through combined use of VR and AR. The game element is a dynamic narrative scaffold that does not unfold as a traditional narrative might. Instead, what a player observes and interacts with within the sandbox level will determine the meaning those players come away from this project with. Both elements of the project feature modular code construction so developers can return to both the film and game portions of the project and make additions. This paper will analyze the chronological development of the project along with the guiding philosophy that was revealed in the result.
Keywords: virtual reality, film, videogame, sandbox
ContributorsKemp, Adam Lee (Co-author) / Kemp, Bradley (Co-author) / Kemp, Claire (Co-author) / LiKamWa, Robert (Thesis director) / Gilfillan, Daniel (Committee member) / Arts, Media and Engineering Sch T (Contributor) / Thunderbird School of Global Management (Contributor) / School of Film, Dance and Theatre (Contributor) / School of International Letters and Cultures (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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Description
The purpose of this thesis is to evaluate a tool used for assessing games for design features that teach players a basic understanding of systems. In order to prepare for my evaluation of both the games and the rubric, I researched multiple articles about the effectiveness of games in teaching,

The purpose of this thesis is to evaluate a tool used for assessing games for design features that teach players a basic understanding of systems. In order to prepare for my evaluation of both the games and the rubric, I researched multiple articles about the effectiveness of games in teaching, the concepts of systems thinking, and the importance of systems thinking. I evaluated five different games, following the rubric for whether the five games met the specific criteria laid out in each section and suggested improvements for how the games can meet any criteria that they fell short in. I then evaluated the rubric itself for ease of use, clarity, and effectiveness and suggested improvements on how to make the tool more clear and understandable. I conclude that the tool is indeed useful and does achieve its purpose of helping game designers and developers understand the criteria needed to teach a basic understanding of systems, but the rubric could be improved in order to make it more useable.
ContributorsMorrow, Rachel Elizabeth Kaye (Author) / Hayes, Elisabeth (Thesis director) / Gee, James (Committee member) / Siyahhan, Sinem (Committee member) / Barrett, The Honors College (Contributor) / Department of English (Contributor) / School of International Letters and Cultures (Contributor)
Created2013-12
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Description
This project and research intended to address how to successfully run and teach a high school level Theatre I course. The research portion of the project focused on activities to use in the classroom, how to run a drama club and put on productions, and how to create a positive

This project and research intended to address how to successfully run and teach a high school level Theatre I course. The research portion of the project focused on activities to use in the classroom, how to run a drama club and put on productions, and how to create a positive classroom environment where students feel comfortable creating art. The creation portion of the project focused on the things a teacher will need in the classroom: an introduction letter, vision statement, syllabus, and unit plans. The final product includes three unit plans: Introduction to Theatre I, Introduction to Acting, and Theatre and Social Change. The use of the materials in this thesis can help first-time Theatre teachers to become better prepared to run their classroom.
ContributorsKircher, Alyssa Elaine (Author) / Sterling, Pamela (Thesis director) / Whissen, Elaine (Committee member) / Saldana, Johnny (Committee member) / Barrett, The Honors College (Contributor) / School of Film, Dance and Theatre (Contributor) / Division of Teacher Preparation (Contributor)
Created2014-05
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Description
This thesis discusses second language acquisition and the theories behind various teaching methods implemented to facilitate incidental language acquisition as opposed to intellectual language learning. Through observations and data collected in two GER 101 classes at Arizona State University, I will analyze and compare the success of using a traditional

This thesis discusses second language acquisition and the theories behind various teaching methods implemented to facilitate incidental language acquisition as opposed to intellectual language learning. Through observations and data collected in two GER 101 classes at Arizona State University, I will analyze and compare the success of using a traditional lecture that relies on exposition to promote language learning to using a modern interaction strategy that relies on the students communicating in the target language to learn an aspect of German grammar as an acquisition-based method.
ContributorsSielaff, Amalie Rose (Author) / Ghanem, Carla (Thesis director) / Lee, Sara (Committee member) / Barrett, The Honors College (Contributor) / School of International Letters and Cultures (Contributor)
Created2014-05
Description
The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through,

The action/adventure game Grad School: HGH is the final, extended version of a BME Prototyping class project in which the goal was to produce a zombie-themed game that teaches biomedical engineering concepts. The gameplay provides fast paced, exciting, and mildly addicting rooms that the player must battle and survive through, followed by an engineering puzzle that must be solved in order to advance to the next room. The objective of this project was to introduce the core concepts of BME to prospective students, rather than attempt to teach an entire BME curriculum. Based on user testing at various phases in the project, we concluded that the gameplay was engaging enough to keep most users' interest through the educational puzzles, and the potential for expanding this project to reach an even greater audience is vast.
ContributorsNitescu, George (Co-author) / Medawar, Alexandre (Co-author) / Spano, Mark (Thesis director) / LaBelle, Jeffrey (Committee member) / Guiang, Kristoffer (Committee member) / Barrett, The Honors College (Contributor) / Harrington Bioengineering Program (Contributor)
Created2014-05
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Description
The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to

The objective of this creative project was to gain experience in digital modeling, animation, coding, shader development and implementation, model integration techniques, and application of gaming principles and design through developing a professional educational game. The team collaborated with Glendale Community College (GCC) to produce an interactive product intended to supplement educational instructions regarding nutrition. The educational game developed, "Nutribots" features the player acting as a nutrition based nanobot sent to the small intestine to help the body. Throughout the game the player will be asked nutrition based questions to test their knowledge of proteins, carbohydrates, and lipids. If the player is unable to answer the question, they must use game mechanics to progress and receive the information as a reward. The level is completed as soon as the question is answered correctly. If the player answers the questions incorrectly twenty times within the entirety of the game, the team loses faith in the player, and the player must reset from title screen. This is to limit guessing and to make sure the player retains the information through repetition once it is demonstrated that they do not know the answers. The team was split into two different groups for the development of this game. The first part of the team developed models, animations, and textures using Autodesk Maya 2016 and Marvelous Designer. The second part of the team developed code and shaders, and implemented products from the first team using Unity and Visual Studio. Once a prototype of the game was developed, it was show-cased amongst peers to gain feedback. Upon receiving feedback, the team implemented the desired changes accordingly. Development for this project began on November 2015 and ended on April 2017. Special thanks to Laura Avila Department Chair and Jennifer Nolz from Glendale Community College Technology and Consumer Sciences, Food and Nutrition Department.
ContributorsNolz, Daisy (Co-author) / Martin, Austin (Co-author) / Quinio, Santiago (Co-author) / Armstrong, Jessica (Co-author) / Kobayashi, Yoshihiro (Thesis director) / Valderrama, Jamie (Committee member) / School of Arts, Media and Engineering (Contributor) / School of Film, Dance and Theatre (Contributor) / Department of English (Contributor) / Computer Science and Engineering Program (Contributor) / Computing and Informatics Program (Contributor) / Herberger Institute for Design and the Arts (Contributor) / School of Sustainability (Contributor) / Barrett, The Honors College (Contributor)
Created2017-05
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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 lack of diversity within video game companies has formed 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.
ContributorsGulbransen, Alexis C. (Author) / Eaton, John (Thesis director) / Ingram-Waters, Mary (Committee member) / School of Film, Dance and Theatre (Contributor) / Department of Marketing (Contributor) / Barrett, The Honors College (Contributor)
Created2019-05
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, game play and level design all create a mindset in

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.
ContributorsPalmer, Chad Raymond (Author) / McMahon, Jeff (Thesis director) / Hunt, Kristen (Committee member) / School of Film, Dance and Theatre (Contributor) / Barrett, The Honors College (Contributor)
Created2017-12
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Description

This study aims to produce efficient and effective group writing workshops for students within the Barrett Honors College at Arizona State University. To balance two opposing theories in writing center pedagogy - the direct instruction theory and the student-led/ collaborative theory - this study also aims to determine whether a

This study aims to produce efficient and effective group writing workshops for students within the Barrett Honors College at Arizona State University. To balance two opposing theories in writing center pedagogy - the direct instruction theory and the student-led/ collaborative theory - this study also aims to determine whether a balanced combination of these approaches in writing workshops will increase student confidence in their writing abilities. Several writing workshops were held over Zoom utilizing a combination of direct teaching methods and collaborative techniques. Students were then surveyed to determine whether they found the workshops helpful, learned new skills, and/or grew more confident in their abilities. The student responses proved the hypothesis that a combined approach leads to an increase in student confidence.

ContributorsGuido, Julia (Author) / Graff, Sarah (Thesis director) / Popova, Laura (Committee member) / School of International Letters and Cultures (Contributor) / School of Molecular Sciences (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
Pokémon is one of the most profitable multimedia franchises of all time, yet few have endeavored to examine how it has reached such a status. The story of Pokémon is not only the story of its many media ventures and the people who create them, but the story of its

Pokémon is one of the most profitable multimedia franchises of all time, yet few have endeavored to examine how it has reached such a status. The story of Pokémon is not only the story of its many media ventures and the people who create them, but the story of its fans as well. Through a comprehensive analysis of developer interviews, contemporary news articles, fan blogs and forums, and existing scholarly work, this thesis presents the history of the Pokémon franchise and its fandom as never before, emphasizing four main themes of technology, nostalgia, community, and capitalism as key to understanding how Pokémon has become the titan of popular culture that it is today and how its fandom has developed alongside it.
Created2022-05