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Garrett Eastman

Mazes in Videogames: Exploring Paths and Spaces - Alison Gazzard - Google Books - 0 views

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    To be published in May 2013, excepts in Google Books. "From the text adventures of Zork, to the arcade game of Pac-Man, to the corridors of Doom, and on to the city streets of Grand Theft Auto IV, the maze has often been used as a space to trap and confuse players in their navigation of gameworlds. However, the maze as a construction on the landscape has a long history before the invention of the videogame. By examining the change in the maze from the landscapes of open spaces and closed gardens through to the screen of the videogame, both mazes and labyrinths are discussed in terms of historical reference, alongside the author's personal experiences of walking and playing these structures. This book shows how our cultural experiences of real world maze landscapes may have changed, and how we negotiate videogame worlds along the various paths and meanings they so often create for us."
Garrett Eastman

The history of video games | Australian Science - 0 views

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    "Video games are a real revolution in the world of computers, programming and amusement. It all started from a small experiment of a programmer and has exploded into a great unstoppable industry producing even video games addicts. Basics: A video game is an electronic game that involves human interaction with a user interface to generate visual feedback on a video device."
Garrett Eastman

Preservation of Cultural Heritage and Natural History through Game Based Learning - 0 views

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    Description of a game developed to teach cultural heritage to young Indonesians
Garrett Eastman

Video Games Around the World - 7 views

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    Published May 2015, from publisher's description: "Video games have become a global industry, and their history spans dozens of national industries where foreign imports compete with domestic productions, legitimate industry contends with piracy, and national identity faces the global marketplace. This volume describes video game history and culture across every continent, with essays covering areas as disparate and far-flung as Argentina and Thailand, Hungary and Indonesia, Iran and Ireland."
Garrett Eastman

Rhetoric, Embodiment, Play: Game Design as Critical Practice in the Art History of Pompeii - 0 views

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    Abstract: "This paper explores the consequences of using the game engine Unity to construct 3-D models of Pompeian houses, linked to art and spatial databases, as an ongoing research colloquium for advanced undergraduate and graduate students in the humanities. Rather than serving as a neutral piece of visualization software, the game engine functions as critical tool because, more than any other visualization platform, it permits real time, embodied movement through the houses. One outcome of such embodied movement has been the recognition that the traditional vocabulary for describing space in Pompeii is inadequate, and a much more careful methodology is required, using network topology and visibility graph analysis to establish spatial profiles for the rooms. As they construct the models in Unity, students also encounter the contradiction between the texture pipeline used to produce immersion in games and the emphasis on accuracy and scientific objectivity found in cultural heritage discourse, a discourse which paradoxically also stresses immersion. Finally, the game engine encourages students to consider the rhetoric of embodied play in the Pompeian decorative ensembles themselves."
Garrett Eastman

Living History: How Video Games Can Surpass Film | Fast Company - 0 views

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    Excerpt from the 2011 book by Harold Goldberg, All Your Base Are Belong to Us, arguing about the potential for video games, how some scenes in games are executed better than in wel-known films, and showing how movies and pop music were not considered culturally serious until they were, and that the same future exists for games, with the potential coming from such advances in 3D technology or holography.
Garrett Eastman

Cuban video game recreates revolutionary history | Technology | guardian.co.uk - 0 views

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    "Cuban programmers have unveiled a new 3D video game that puts a distinctly revolutionary twist on gaming, letting players recreate decisive clashes from the 1959 uprising in which many of their grandparents fought."
Garrett Eastman

Desperate Fishwives: A Study in Applied Game Design - 0 views

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    Abstract: "This thesis is a presentation of the design and development of a novel computational artifact: the educational videogame Desperate Fishwives, which harnesses the idea of procedural rhetoric to instruct players on aspects of early modern (cc. 17th century) English life. Herein is detailed the validity of using games as rhetorical and educational devices and the process of designing a game to reflect a particular client's pedagogical style and interpretation of history. This thesis, using the ideas of procedural rhetoric, procedural literacy, and expressive processing, seeks to bridge the gaps between humanities, rhetoric, and software development."
Garrett Eastman

Origins of Serious Games - 0 views

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    "The purpose of this chapter is to discuss the historical origins of Serious Games to try to understand where the current wave of "Serious Games" comes from. We first review the origins of the "Serious Games" oxymoron. We will then analyse digital games designed for serious purposes before the 2000's. Such games can be traced back to the beginning of the history of video games. We will use all these elements to discuss how the current wave of "Serious Games" began; and to highlight the differences between "Serious Games" and their ancestors.
Garrett Eastman

Video: The evolution of PC games - 0 views

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    "A brief history of PC games using only sights and sounds from the games themselves"
Garrett Eastman

Music and Game: Perspectives on a Popular Alliance - 0 views

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    Published 2013, excepts in Google Books. Includes an overview "History of Video Game Music," chapters on interactivity and game audio and music in specific time periods (the '90s), etc.
Garrett Eastman

The Daily Herald - 0 views

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    "Mill Creek teen creates monorail video game Computer game lets players drive past major Seattle landmarks"
Garrett Eastman

HISTORICITY AND SOCIALITY IN GAME DESIGN: ADVENTURES IN LUDIC ARCHAEOLOGY - 0 views

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    From the abstract :"The Vikings! is an asynchronous multiplayer social game that adapts Viking Age (700s-1000s C.E.) social practices and structures in the hopes of producing a synthetic Viking society. Players manage Viking households, sail the open seas, raid Viking and foreigner households, and develop economic and political relationships with other players to ensure their own survival and prosperity. To successfully prosecute this project, the author came to devise: a semi-formal method for adapting historical situations to interactive simulations; a set of criteria for evaluating the quality, internal consistency, and historical fidelity of such simulations; and a technique for constraining the scope of adaptation to only what is necessary for the player's enjoyment and the designer's aesthetic goals."
Garrett Eastman

The secret history of 'Kingdoms of Amalur' - 0 views

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    Discussion of five years of 38 Studios game production and its sequel
Garrett Eastman

The Video Game Industry: Formation, Present State, and Future - 0 views

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    Description in Google Books: "The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and 'only' game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come. "
Garrett Eastman

The GameIT Handbook - 0 views

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    Presents concept of game-based learning and several case studies from history to medicine
Garrett Eastman

Smithsonian Exhibit Explores 'The Art of Video Games' (VIDEO) - 0 views

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    Video games have vastly evolved since their introduction nearly 40 years ago. Some, including the Smithsonian American Art Museum, would argue that this creative evolution gives video games the honor of being an art form. From March 16 through September 30, an exhibition titled "The Art of Video Games" will be on view at the museum, Smithsonian Magazine reports.
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