Matching Items (42)

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

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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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.

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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Date Created
  • 2019-05

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Development of an Educational Video Game

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

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.

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Created

Date Created
  • 2017-05

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An Introduction to E-Sports and Entertainment Gaming, and their Creation and Influence on the Barcade Niche

Description

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify

This paper goes through a two-pronged approach in the attempt to understand E-Sports, entertainment gaming, and the creation of the E-Sports bar/Barcade. The first portion aims to explain and quantify the growth of electronic sports (or E-sports). This new craze has been growing immensely in the past 5 years, by viewership and by monetary endorsements. With these changes and growth patterns, we then move on to explain one of the many niche markets that has been created from the growth of E-sports and entertainment gaming. Through our experience in the field, we have evaluated 8 E-sports bars and Barcades in order to confirm their viability in the marketplace. Through our worldwide research we have found that E-sports will continue to grow and that Barcades will not only be viable, but will be a competitive market in the next 10-20 years.

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Date Created
  • 2015-05

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Intelli-Trail

Description

Intelli-Trail is a game where the player plays as a small blue man with the simple goal of reaching the purple door. The player will primarily interact with the

Intelli-Trail is a game where the player plays as a small blue man with the simple goal of reaching the purple door. The player will primarily interact with the game through combat. The game itself will react to the patterns in the players behavior to progressively become harder for the player to win.

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Created

Date Created
  • 2020-05

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Post-Mortem of a Tactical Strategy Game

Description

With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn

With the increasing popularity of video games and the emergence of game streaming brought about by platforms such as Youtube and Twitch, combined with the multitude of ways to learn how to code from schools and online resources including Codecademy and Treehouse, game development has become incredibly approachable. Yet that does not mean it is simple. Developing a game requires a substantial amount of work, even before a design is considered worth making into a complete game. Over the course of this thesis, I created eight designs with accompanying prototypes. Only one was made into a fully functional release. I sought to make a game with a great design while increasing my understanding of game development and the code needed to finish a game. I came out realizing that I was in over my head. With the amount of work involved in creating an entire game, iteration is key to finding an idea that is capable of becoming a game that feels complete and enjoyable. A game's design must be fleshed out before technical work can truly begin, yet the design can take nearly as much time and effort as the code. In this thesis, each design is detailed and associated with why it seemed great and why it was replaced, with extra focus on the final design and how players felt about it. These designs are followed by what I learned about game development over the course of the thesis, including both the technical and emotional sides of developing a video game.

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Date Created
  • 2015-12

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Octopath Traveler: Video Games and Their Potential Impact on Mental and Emotional Growth and Development

Description

The topic of video games and their potential benefits had been researched and catalogued by a number of experts in the past when it came to aspects such as improving

The topic of video games and their potential benefits had been researched and catalogued by a number of experts in the past when it came to aspects such as improving cognitive function and increasing learning capabilities. However, there was little research on how video games provide benefits to players in terms of mental and emotional growth and development. Yet, a game by the name of Octopath Traveler had been given little to no academic attention despite its interesting premise of eight separate characters following their own narratives and improving themselves over their journeys. This essay examined how Octopath Traveler provided deep messages and lessons on faith, perseverance, communication, and independence onto its player, ultimately assisting in their mental and emotional development and maturity. Each of the four messages is supported by two of the eight characters, and each character presented a differing perspective on the theme discussed; the characters Therion and Ophilia examined faith in both the self and others, the characters Alfyn and Primrose dissected perseverance regarding beliefs and goals, the characters Cyrus and Tressa discussed communication as a means of learning and as a means of interaction, and the characters Olberic and H’aanit examined independence regarding seeking a purpose and assisting the community as a whole. Octopath Traveler shows that video games can impart strong moral values onto individuals and help them develop both mentally and emotionally.

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Date Created
  • 2020-05

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Paid to Play: Games as mass communication tools

Description

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming

The 2010s have seen video games rise to prominence as platforms for game developers, entertainers and advertisers to broadcast their ideas. This paper looks at the major steps in gaming history that led to games as a global mass communication tool, the way the Internet has created an industry built around broadcasting games and the potential future ramifications competitive gaming, emerging technology and intellectual property law hold on the world of video games.

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Date Created
  • 2016-05

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Creating Immersion through Storytelling in Theme Parks, Museums, and Virtual Environments

Description

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant literature, key methods of storytelling used in theme parks, museums, and virtual environments that are used to deepen immersive experiences were identified. A model of the demonstrated techniques and methods for facilitating immersion through storytelling in these varying contexts has been created to suggest that these methods can be applied to other settings to foster a richer experience for users and guests.

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Created

Date Created
  • 2016-05

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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

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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Date Created
  • 2018-05