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University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work.

University Devils is a Founders Lab Thesis group looking to find a way for post-secondary institutions to increase the number of and diversity of incoming applications through the utilization of gaming and gaming approaches in the recruitment process while staying low-cost. This propelling question guided the group through their work. The team’s work primarily focused on recruitment efforts at Arizona State University, but the concept can be modified and applied at other post-secondary institutions. The initial research showed that Arizona State University’s recruitment focused on visiting the high schools of prospective students and providing campus tours to interested students. A proposed alternative solution to aid in recruitment efforts through the utilization of gaming was to create an online multiplayer game that prospective students could play from their own homes. The basic premise of the game is that one player is selected to be “the Professor” while the other players are part of “the Students.” To complete the game, the Students must complete a set of tasks while the Professor applies various obstacles to prevent the Students from winning. When a Student completes their objectives, they win and the game ends. The game was created using Unity. The group has completed a proof-of-concept of the proposed game and worked to advertise and market the game to students via social media. The team’s efforts have gained traction, and the group continues to work to gain traction and bring the idea to more prospective students.

ContributorsDong, Edmund Engsun (Co-author) / Ouellette, Abigail (Co-author) / Cole, Tyler (Co-author) / Byrne, Jared (Thesis director) / Pierce, John (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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Description
The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of

The gameplay experience can be understood as an interaction between player and game design characteristics. A greater understanding of these characteristics can be gained through empirical means. Subsequently, an enhanced knowledge of these characteristics should enable the creation of games that effectively generate desirable experiences for players. The purpose of this study was to investigate the relationships between gameplay enjoyment and the individual characteristics of gaming goal orientations, game usage, and gender. A total of 301 participants were surveyed and the data were analyzed using Structural Equation Modeling (SEM). This led to an expanded Gameplay Enjoyment Model (GEM) with 41 game features, an overarching Enjoyment factor, and 9 specific components, including Challenge, Companionship, Discovery, Fantasy, Fidelity, Identity, Multiplayer, Recognition, and Strategy. Furthermore, the 3x2 educational goal orientation framework was successfully applied to a gaming context. The resulting 3x2 Gaming Goal Orientations (GGO) model consists of 18 statements that describe players' motivations for gaming, which are distributed across the six dimensions of Task-Approach, Task-Avoidance, Self-Approach, Self-Avoidance, Other-Approach, and Other-Avoidance. Lastly, players' individual characteristics were used to predict gameplay enjoyment, which resulted in the formation of the GEM-Individual Characteristics (GEM-IC) model. In GEM-IC, the six GGO dimensions were the strongest predictors. Meanwhile, game usage variables like multiplayer, genre, and platform preference, were minimal to moderate predictors. Although commonly appearing in games research, gender and game time commitment variables failed to predict enjoyment. The results of this study enable important work to be conducted involving game experiences and player characteristics. After several empirical iterations, GEM is considered suitable to employ as a research and design tool. In addition, GGO should be useful to researchers interested in how player motivations relate to gameplay experiences. Moreover, GEM-IC points to several variables that may prove useful in future research. Accordingly, it is posited that researchers will derive more meaningful insights on games and players by investigating detailed, context-specific characteristics as compared to general, demographic ones. Ultimately, it is believed that GEM, GGO, and GEM-IC will be useful tools for researchers and designers who seek to create effective gameplay experiences that meet the needs of players.
ContributorsQuick, John (Author) / Atkinson, Robert (Thesis advisor) / McNamara, Danielle (Committee member) / Nelson, Brian (Committee member) / Savenye, Wilhelmina (Committee member) / Arizona State University (Publisher)
Created2013
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Description
During the first half of the last decade, there was a heated debate regarding what type of critical approach best suits the study of video games. Those who argued for approaches traditionally associated with narrative studies were primarily interested in video games as a new frontier for storytelling. The opposition

During the first half of the last decade, there was a heated debate regarding what type of critical approach best suits the study of video games. Those who argued for approaches traditionally associated with narrative studies were primarily interested in video games as a new frontier for storytelling. The opposition claimed that video games are not systems for storytelling, and that applying literature and film theories to video games dismisses the interactive nature of video games as games. The argument was bitter, but ended abruptly with no clear results or consensus. Yet are narratology and ludology, the two proposed critical theories, so disparate that the use of one means the exclusion of the other? This paper suggests the possibility that narratology and ludology share more in common than critics have thus far realized. Both games and story share themes of conflict, and in focalizing on the antagonist of single-player video games it becomes possible to trace the development of conflict and how it functions in the video game medium. In analyzing antagonists and the conflict they embody, it becomes apparent that narratology and ludology are not so incompatible in their methodologies and assumptions. Finally, because video games themselves are a multifaceted medium, it is only appropriate that critics use multiple theoretical approaches in their analysis to broaden critical knowledge of how the medium functions.
ContributorsNeel, James (Author) / Hayes, Elisabeth (Thesis advisor) / Gee, James P (Committee member) / Daer, Alice (Committee member) / Arizona State University (Publisher)
Created2012
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Description
This study purposed to determine the effect of an endogenously designed instructional game on conceptual understanding of the associative and distributive properties of multiplication. Additional this study sought to investigate if performance on measures of conceptual understanding taken prior to and after game play could serve as predictors of game

This study purposed to determine the effect of an endogenously designed instructional game on conceptual understanding of the associative and distributive properties of multiplication. Additional this study sought to investigate if performance on measures of conceptual understanding taken prior to and after game play could serve as predictors of game performance. Three versions of an instructional game, Shipping Express, were designed for the purposes of this study. The endogenous version of Shipping Express integrated the associative and distributive properties of multiplication within the mechanics, while the exogenous version had the instructional content separate from game play. A total of 111 fourth and fifth graders were randomly assigned to one of three conditions (endogenous, exogenous, and control) and completed pre and posttest measures of conceptual understanding of the associative and distributive properties of multiplication, along with a questionnaire. The results revealed several significant results: 1) there was a significant difference between participants' change in scores on the measure of conceptual understanding of the associative property of multiplication, based on the version of Shipping Express they played. Participants who played the endogenous version of Shipping Express had on average higher gains in scores on the measure of conceptual understanding of the associative property of multiplication than those who played the other versions of Shipping Express; 2) performance on the measures of conceptual understanding of the distributive property collected prior to game play were related to performance within the endogenous game environment; and 3) participants who played the control version of Shipping Express were on average more likely to have a negative attitude towards continuing game play on their own compared to the other versions of the game. No significant differences were found in regards to changes in scores on the measure of conceptual understanding of the distributive property based on the version of Shipping Express played, post hoc pairwise comparisons, and changes on scores on question types within the conceptual understanding of the associative and distributive property of multiplication measures. The findings from this study provide some support for a move towards the design and development of endogenous instructional games. Additional implications for the learning through digital game play and future research directions are discussed.
ContributorsDenham, Andrew (Author) / Nelson, Brian C. (Thesis advisor) / Atkinson, Robert K. (Committee member) / Middleton, James (Committee member) / VanLehn, Kurt (Committee member) / Arizona State University (Publisher)
Created2012
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Description
While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction

While not officially recognized as an addictive activity by the Diagnostic and Statistical Manual of Mental Disorders, video game addiction has well-documented resources pointing to its effects on physiological and mental health for both addict and those close to the addict. With the rise of eSports, treating video game addiction has become trickier as a passionate and growing fan base begins to act as a culture not unlike traditional sporting. These concerns call for a better understanding of what constitutes a harmful addiction to video games as its heavy practice becomes more financially viable and accepted into mainstream culture.
ContributorsGohil, Abhishek Bhagirathsinh (Author) / Kashiwagi, Dean (Thesis director) / Kashiwagi, Jacob (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2015-05
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Description
Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect

Speech recognition in games is rarely seen. This work presents a project, a 2D computer game named "The Emblems" which utilizes speech recognition as input. The game itself is a two person strategy game whose goal is to defeat the opposing player's army. This report focuses on the speech-recognition aspect of the project. The players interact on a turn-by-turn basis by speaking commands into the computer's microphone. When the computer recognizes a command, it will respond accordingly by having the player's unit perform an action on screen.
ContributorsNguyen, Jordan Ngoc (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computing and Informatics Program (Contributor) / Computer Science and Engineering Program (Contributor)
Created2014-05
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Description
The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There

The project, "The Emblems: OpenGL" is a 2D strategy game that incorporates Speech Recognition for control and OpenGL for computer graphics. Players control their own army by voice commands and try to eliminate the opponent's army. This report focuses on the 2D art and visual aspects of the project. There are different sprites for the player's army units and icons within the game. The game also has a grid for easy unit placement.
ContributorsHsia, Allen (Author) / Kobayashi, Yoshihiro (Thesis director) / Maciejewski, Ross (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (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

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together.

This thesis is based on bringing together three different components: non-Euclidean geometric worlds, virtual reality, and environmental puzzles in video games. While all three exist in their own right in the world of video games, as well as combined in pairs, there are virtually no examples of all three together. Non-Euclidean environmental puzzle games have existed for around 10 years in various forms, short environmental puzzle games in virtual reality have come into existence in around the past five years, and non-Euclidean virtual reality exists mainly as non-video game short demos from the past few years. This project seeks to be able to bring these components together to create a proof of concept for how a game like this should function, particularly the integration of non-Euclidean virtual reality in the context of a video game. To do this, a Unity package which uses a custom system for creating worlds in a non-Euclidean way rather than Unity’s built-in components such as for transforms, collisions, and rendering was used. This was used in conjunction with the SteamVR implementation with Unity to create a cohesive and immersive player experience.

ContributorsVerhagen, Daniel William (Author) / Kobayashi, Yoshihiro (Thesis director) / Nelson, Brian (Committee member) / Computer Science and Engineering Program (Contributor, Contributor) / Barrett, The Honors College (Contributor)
Created2021-05
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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 game through combat. The game itself will react to the patterns in the players behavior to progressively become harder

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.
ContributorsCurtin, Ethan (Author) / Gonzalez Sanchez, Javier (Thesis director) / Baron, Tyler (Committee member) / Computer Science and Engineering Program (Contributor) / Barrett, The Honors College (Contributor)
Created2020-05