Skip to main content

Home/ Becker Video Game Design/ Group items tagged digital media

Rss Feed Group items tagged

Garrett Eastman

Digital Games and the Hero's Journey in Management Workshops and Tertiary Education - 0 views

  •  
    Abstract: Joseph Campbell's Monomyth not only provides a well-proven pattern for successful storytelling, it may also help to guide teams and team leaders through the challenges of change and innovation processes. In project "HELD: Innovationsdramaturgie nach dem Heldenprinzip" researchers of the University of the Arts Berlin and the Berlin Gameslab, part of the University of Applied Sciences HTW-Berlin, team up to examine the applicability of the Hero's Journey to change management using an adaptation of Campbell's pattern called „Heldenprinzip®". The project's goal is not to teach the stages of the Monomyth as mere facts but to enable participants of training courses and interventions to actually experience its concepts using a portfolio of creative and aesthetic methods. While a pool of aesthetic methods - like drawing, performing or role-playing - is already being used, the Gameslab subproject qualitatively researches the potentials for enriching and complementing these methods with interactive digital media and games. This paper discusses three types of game based learning treatments to be used in training and intervention sessions as well as teaching the Monomyth in a game based learning university course. The first option is providing participants with a game that follows the Hero's Journey and inducing them to reflect on the experience and its relation to the learning goal. An alternative strategy is to make participants go through a game sequence broaching issues that are relevant for a stage or the journey of change in general. Last but not least, digital equivalents of the non-digital aesthetic methods can be constructed using digital games or digitally enhanced set-ups for playful interactions. All three treatments have their merits and pitfalls, which are discussed in relation to the identified game-based learning scenarios: self-study, blended game-based learning and face-to-face sessions"
Garrett Eastman

Creating Meaningful Agency through Spatial Exploration in Digital Interactive Storyworlds - 0 views

  •  
    Abstract: "Amongst the highly interactive media of modern times, video-games are the highlight of digital interactive story- worlds. With a push towards ever increasing player free- dom, video-games have started o ering large explorable worlds for the player to delve into. However exploring the digital space in itself often has no meaningful bear- ing on the story. What could be done to make exploring these vast digital worlds itself the catalyst for unfolding a story? Within my research paper, I will investigate what techniques allow for a story-immersive reason to explore, and how a story may be born from exploring."
Garrett Eastman

Stratford Gazette - High school digital awards in jeopardy - 0 views

  •  
    Looking for sponsorship to save high school digital media awards in Canada, DIGIS
Garrett Eastman

Digital Games Institute Wins Federal Grant | Worcester Business Journal - 0 views

  •  
    mentions "agreements with seven private video game and interactive media developers.'
Garrett Eastman

Democracy has arrived! A Model for Ethical Decision Making of Players in MMOs - 1 views

  •  
    Abstract: "In digital games and virtual worlds, like in other digital media, the structure of the medium, its code, influences the emerging interaction and culture. A deliberate modification of this code to facilitate democratic decision making might thus lead to more meaningful interaction in games. If we see virtual worlds as learning environments this might even help players to understand and question real-world power structures. A way to modify the code of a virtual world is by extending its interface with an add-on that interacts with the application programming interface of the game. In this paper we present the design vision and theoretical framework of a digital tool for ethical decision making that will be implemented in the virtual world World of Warcraft. Its purpose will be to supply players with means to modify the power structure built into the code of this virtual world and to support more ethical and democratic decision making in the game."
Garrett Eastman

Developing Digital Game Based on the Conception of Insects (DGBI) to Test Elementary St... - 0 views

  •  
    Abstract: "In this study, we device a digital game, which possessed scientific and fun, base on the conception of insects (DGBI), then can use it to test elementary school student's conception about insect. The DGBI materials creating pattern use as the ADDIE model. First step is to analyze the DGBI materials. We analyze student's alternative conceptions of insect and what the teaching staff needs to teach in the section of insect, and then we develop three teaching units, namely the ―Bugs Adventure‖, ―Legs and Wings "and" Mouthparts and feeding habits‖. Second, design the DGBI. Making DGBI has a clear teaching aim, multi-learning strategy like conception puzzle, computer simulation and conception mapping etc, an artistic and convenient operating media interface and a learning content that is easy to understand by the words and video in the DGBI materials. Third, develop the DGBI. Developing DGBI includes making animation component and composing animation component, these animation components makes 94.4% of students prefer to use DGBI materials to learn the conceptions of insect, especially the constructional detail magnify function and interactive game design in the teaching materials increase the student's learning interest. Forth, implement DGBI. We invite Two national college professors and four senior science teachers to use DGBI, and then we interview them to collect the testing amendments, and corrected it.Fifth, evaluate DGBI. We use quasi-experiment design and questionnaire survey to evaluate DGBI. In the quasi-experiment design, we select 111 students for four classes in an elementary school in New Taipei City and ask them to use DGBI, and then we tested them by the ―Insects Conceptions test‖. We found that after using the DGBI materials, the student's post-test scores (13.64) is higher than the pre-test scores (7.55), and there are significant differences (t = 16.47,p = .00)and helps the student to establish the correct concept of insect
Garrett Eastman

U California Santa Barbara Launches Multidisciplinary Game Research Center -- Campus Te... - 0 views

  •  
    "The University of California, Santa Barbara (UCSB) has launched the Center for Digital Games Research to study digital media and games from a multidisciplinary approach. Launched with seed funding from the Robert Wood Johnson Foundation, the center brings together 30 faculty members with expertise in "human-computer interaction, virtual environments, simulations, social networks, data mining, interactive storytelling and narrative, media neuroscience and behavioral health," among others, according to a news release."
Garrett Eastman

Reification and Real Life Goals as Facilitators of Progression in Digital Games - 0 views

  •  
    from the abstract: "This paper investigates how real life goals may add benefits to games much like when contemporary games offer an alternative of monetary payment, to unlock novel features and facilitate progression in the game. For such an optional currency to be meaningful, there is a need for a discussion on how to determine, assign value of and validate these real life achievements. This paper aims to discuss the use of known activities from social media and ubiquitous gaming to evaluate and describe the value for real life activities and provide a balanced discernible outcome that can be used as an alternative to payment or mundane tasks which has to be performed in order to progress in games."
Garrett Eastman

Game Art Preserves Cultural Aesthetics and Implications - 0 views

  •  
    "The goal of this Interactive Qualifying Project is to examine game art's influence on people and its aesthetic implication. The video game industry was brought to its prosperity by improvement in technology and the introduction of digital medias. It has developed to be a source of communication from one generation to the next. Game art is a prominent representation of digital art, an art form made possible by current technology. This report discusses how much game art has evolved over the years and how similar game art have or have not become."
Garrett Eastman

The Ritual Model: How to Use the Mechanics of Ritual to Create Meaningful Games - 0 views

  •  
    "For millennia, humans have participated in rituals in order to experience meaning and purpose in life. With the rise of digital games as a form of media, designers are increasing seeking to use games to provide meaningful experiences - the kind of experiences provided by rituals. This project, Farosia, explores the mechanisms by which rituals convey meaning, and presents a detailed framework for how to incorporate ritual into interactive experience design. The project consists of several small game prototypes, each intended to emphasis different aspects of ritual. By developing and playtesting these prototypes, we were able to determine how to implement these ritual modes within digital experiences, and how to use them to create a more meaningful experience to the user."
Garrett Eastman

Designing Hypercontextualized Games: A Case Study with LieksaMyst - 0 views

  •  
    "Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process, HCG builds on the resources available on-site (context) and transfers them beyond their origin (hyper). A successful example is the HCG stories in LieksaMyst, an application developed for the Pielinen Museum, in which the player is guided through a series of activities by a virtual host from the historic past. It took three years of extensive work and research for the LieksaMyst HCG stories to mature from brainstorming concepts to a fully-fledged museum service. Curators, educational technology experts and a total of 476 visitors (from 6 to 77 years old) contributed to the design process. The analysis of the context and feedback from the visitors enabled us to choose media, content and activities suitable to the Pielinen Museum. Our findings indicate that quality time, sincere reflection and communication between local experts and potential players, are indispensable when designing a HCG based game. The analysis benefits researchers and practitioners who are interested in the ways in which a game can bridge the gap between people and relevant on-site information"
Garrett Eastman

Inspiring Creativity through a Creativity Game of Players as Game Story Designers: A Me... - 0 views

  •  
    Abstract: "There have been tremendous ways of developing creativity, yet instead of traditionally formal instruction, games are the best media to spur creativity, as creativity can easily and spontaneously be evoked through games. On the other hand, metacognition is a good way to promote creative thinking, as metacognition which contains the abilities such as self-planning, self-monitoring, and self-evaluation can foster creative-relevant cognitive processes. Games are exactly the ideal platform that provides a playful context for metacognitive awareness prompting creative processes. Based on the advantages of games and that design is a creativity-relevant cognitive and constructive process, this research adopts the means of digital game-based learning (DGBL) to propose a metacognitive approach to inspiring creativity through a creativity game of players as game story designers."
Garrett Eastman

Leveling Up: Game Enjoyment Threshold Model and Player Feedback on the Design of a Seri... - 0 views

  •  
    "The game enjoyment threshold model was used to evaluate player feedback in the feasibility study of a serious game, Wellness Partners. This game was purposefully developed as a web-based application that combines digital gaming and social networking to promote physical activity and a healthy lifestyle. The game design team led by the second author consisted of current students and alumni at the Interactive Media Division at the School of Cinematic Arts, University of Southern California. The primary participants were middle-aged university staff (egos) and they were asked to invite at least one family member or friend to enroll in the game as their wellness partners (alters). Players can accumulate points by sending status updates about their physical activities or setbacks. They can redeem their points to collect virtual objects or play animations of a virtual character related to healthy activities. A tag cloud is generated based the frequency of physical activities reported by members in a playgroup."
Garrett Eastman

Games+Learning+Society Conference Early Bird Registration | HASTAC - 0 views

  •  
    "This is just a friendly reminder that early bird registration for the Games+Learning+Society (GLS) Conference ends in 1.5 weeks. This year, we reduced the student and teacher rates significantly. Early bird regular registration is $350, while it is a mere $50 for students and PK-12 teachers." UW-Madison, June13-15, 2012
Garrett Eastman

3D GameLab Guildsite - Let the journey begin! - 0 views

  •  
    "3D GameLab is a quest-based learning platform for teachers and students of all ages "
Garrett Eastman

Archicraft: video game, architecture, Electronic entertainment research center - 0 views

  •  
    Abstract: Video games are no longer a means of simple entertainment that serve as a form of escapism. They are perceived not simply as free time distractions, but as logic of engagement and platforms of creative thinking. Furthermore, online video games have taken the idea of interaction to a level no any other media has ever achieved. Online video games known as virtual world or MMO (massively multiplayer online) are a mega interaction platform that attract millions of players across the globe. They are the ultimate goal that all architects have ever dreamed of, i.e. to create an interactive space that satis es the needs of users. This thesis research will tend to examine a variety of video games from 3 perspectives: space, structure and interactivity, with a view to understanding and exploring the behaviour of players in video games, as known as, virtual stages. In recognizing and articulating such behaviour, followed by exploring the relationship between architects, users and spaces, the interpretation of architectural languages can then be translated into physical spatial form. This research then questions the possibilities of promoting the gaming industry in South Africa. In the current digital era, the IT (information and technology) industry is a main stream profession that helps with the growth of a country as a whole. The role of the gaming industry therefore cannot be ignored in this instance. The gaming industry is a rapid growing profession that comprises a lot of speci c professionals. SA does not offer nor focus on the video game eld and as a result, we are experiencing a shortage of professionals in this eld. This thesis proposes a facility to facilitate current and future game industry related professionals, on the same time, providing a playful environment that integrates the building and local context, allowing deeper engagement for those who haven t been exposed to the real meaning behind video games.
Garrett Eastman

You Can Now "Check In" To Video Games With Playd - 0 views

  •  
    Intersection of online games with geolocation services
Garrett Eastman

Otis Report: L.A.'s 'creative economy' loses thousands of jobs - 0 views

  •  
    Otis report study from 2007-2010 does note " Digital media, including software publishing and video game design and production, had robust earnings gains, with payrolls in the two counties up by a third, to $1.33 billion," although number employed actually declined
Garrett Eastman

Combining Search-based Procedural Content Generation and Social Gaming in the Petalz Vi... - 1 views

  •  
    Abstract: "Search-based procedural content generation methods allow video games to introduce new content continually, thereby engaging the player for a longer time while reducing the burden on developers. However, games so far have not explored the potential economic value of unique evolved artifacts. Building on this insight, this paper presents for the first time a Facebook game called Petalz in which players can share flowers they breed themselves with other players through a global marketplace. In particular, the market in this social game allows players to set the price of their evolved aestheticallypleasing flowers in virtual currency. Furthermore, the transaction in which one player buys seeds from another creates a new social element that links the players in the transaction. The combination of unique user-generated content and social gaming in Petalz facilitates meaningful collaboration between users, positively influences the dynamics of the game, and opens new possibilities in digital entertainment."
1 - 20 of 20
Showing 20 items per page