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Garrett Eastman

A Design Pattern Language for Oldschool Action Games - 0 views

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    Abstract: "This article discusses the application of an Alexandrian pattern language to the design of interactive systems. It grew out of an University course titled A Pattern Approach to Action Game Design, which was offered as an elective in the Creative Technologies program at Auckland University of Technology, NZ, in 2011. We sketch out the idea of design patterns and describe our experiences with the process of using them for designing oldschool action games, that is, finding patterns, making a language, using it for creating several game designs and realizing one of these designs collaboratively. We discuss the concept of the course and present our pattern language and the game we made. While the language is arguably more like a patchy pattern collection, the various game designs quite loose and the realized game unfinished, the process was challenging and intense, and offered students a new perspective on design. In the spirit of design patterns, we only did what the task at hand required, not artificial exercises. We attempted to connect theory and practice in a natural, direct way as we presented, discussed and used everything we did in order to continue our journey. Our course was not aimed at fixed or frozen products, but on a process that is constantly in flux through collaboration by people who interact and share a common pattern language, use, test, revise and refine it while moving on."
Garrett Eastman

Effects of Game Design Patterns on Basic Life Support Training Content - 0 views

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    Abstract: "following paper presents an experimental study. In the study a course for Basic Life Support training has been evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper relate to game design patterns that have been used for learning functions, expected to enhance the learning outcome and user experience. An experimental design has been carried out in order to get insight about effects of individual and combined game patterns in a Basic Life Support course. Based on the according educational objectives, the effects of two different game design patterns relevant for learning (a timer pattern and a score pattern) have been evaluated. This game was prototypically developed targeting the application on the healthcare domain (basic life support). The results show a significant interaction effect of the two patterns on the learning gain, as well as a strong covariate influence of the learners' age."
Garrett Eastman

MAPPING BETWEEN REHABILITATION REQUIREMENTS AND GAME DESIGN PATTERNS IN A GAME FOR PHYS... - 1 views

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    Abstract: "The development of serious games, requires the participation and collaboration of several disciplines; as in the following thesis, showing the collaboration between physiotherapists and developers. Obviously good collaboration and understanding requires a tool that allows passage of information from one discipline to another. One example of such a tool is the concept of patterns. The concept has been adopted in many communities, one of which is game design where they have been called game design patterns, to offer the same advantages with additional benefits. In the following thesis we use game design patterns in order to translate the requirements of physiotherapists into a serious game. Or more precisely, the aim is to satisfy the requirements of physiotherapists as movements, motivation, and other features and map them into patterns and translate them in a serious game. The validation of the mapping was carried out in three different ways: with the physiotherapists, patients, and finally with game designers. The work carried out, shows an example of how game design patterns can be used to satisfy the requirements of physiotherapists in a game for rehabilitation."
Garrett Eastman

Design patterns for learning games - 0 views

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    "This article concerns the design of self-contained digital games for the life-long learning context. Although the potential of games for teaching and learning is undisputed, two main barriers hamper its wide introduction. First, the design of such games tends to be complex, laborious and costly. Second, the requirements for a sensible game do not necessarily coincide with the requirements for effective learning. To solve this problem, we propose a methodology to the design of learning games by using game design patterns and matching these with corresponding learning functions, which is expected to reduce design effort and help determining the right balance between game elements and learning. First empirical results indicate that such a methodology actually can work."
Garrett Eastman

Gameplay Design for Role-Playing Battle Systems - 0 views

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    Abstract: "This thesis explores role-playing games, an existing genre within the current game industry. Role-playing games have many different parts which together create the whole game experience for the user. However, this research has focused on what arguably can be said to be the core gameplay feature of role-playing games: The battle system. This was mainly conducted by analyzing existing games using different methods, primarily by identifying gameplay design patterns in the games, and comparing them using a cluster method. The use of patterns allowed basic elements for observing and analyzing the relation between different role-playing games while the clusters provide overviews of the subcategories of the role-playing genre. This thesis presents view of the role-playing genre from the perspective of combat systems through two main results. The first result is the trees created by the clusters which explain subgenres through the presence of specific gameplay design patterns. The second result is four categories of patterns: those which illustrate patterns found in nearly all role-playing games; those that define the tree result; those that can have strong impact on gameplay but without affecting subgenre membership; and those that link combat system to other parts of the gameplay. Through this, the research has established a view on the design space of role-playing games and created visualizations of how different role-playing games relate to each other. From this relation a designer can further understand how to design for different gameplay experiences for the user."
Garrett Eastman

ScriptEase II and Platform Independent Story Creation Using High-Level Game Design Patt... - 0 views

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    Abstract: "As the video game industry grows, both developers and cre- ative authors are seeking new ways to convert story content into scripting code, which is often a difficult process dur- ing game creation. ScriptEase II provides a solution to this common bottleneck in the games design process. Although the goals are similar to the goals of ScriptEase, ScriptEase II is able to generate code for any game engine with a provided translator. It utilizes high-level game design patterns such as cause-effect and quest patterns which can be abstracted between most games. In addition, ScriptEase II further en- hances the use of these patterns with a simple drag-and-drop interface. The generality of the code generation has been tested using two different game engines, and it can be used to further test the benefits of using high-level game design patterns in content creation."
Garrett Eastman

The Influence of Cooperative Game Design Patterns for Remote Play on Player Experience - 0 views

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    Abstract: "The collaborative nature of many modern multiplayer games raises a lot of questions in cooperative game design. We address one of them in this paper by analyzing cooperative game patterns in remote gameplay in order to define benefits and drawbacks for each one. With the help of a user experiment, we analyzed player experience in a set of existing cooperative patterns for games played remotely without communication. By comparing patterns, supporting closely- and looselycoupled collaboration, we discovered that the first type provided a more enjoyable experience but introduced additional challenges in case of a lack of communication. By analyzing patterns for both closely- and loosely-coupled interaction, we determined the most beneficial pattern within each type. We concluded with the results of a pattern comparison in colocated and remote setups."
Garrett Eastman

Patterns as Objectives for Level Generation - 0 views

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    Abstract: "This paper discusses how to use design patterns in procedural level generation, with particular reference to the classic console game Super Mario Bros. In a previous paper, we analyzed the levels in this game to nd a set of recurring level design patterns, and discussed an implementation where levels were produced from concatenation of these patterns. In this paper, we instead propose using patterns as design objectives. An implementation of this based on evolutionary computation is presented. In this implementation, levels are represented as a set of vertical slices from the original game, and the tness function count the number of patterns found. Qualitative analysis of generated levels is performed in order to identify strengths and challenges of this method"
Garrett Eastman

Educational Video Game Design Based on Educational Playability: A Comprehensive and Int... - 0 views

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    Abstract: "Design techniques can have an important effect on how video games teach and players learn. The ability to harness these techniques in the design of educational video game can impact the motivation and engagement of playing and learning by creating more options for players to connect with game content as well as to other players. This article focuses on the design phase of the game development process and highlights the role of some techniques that can be used to design a successful educational video game (guidelines and design patterns). These techniques provide information on good practice and form a basis for evaluating the educational video game quality, acting as useful tools for developers to enhance video game playability. To this end, we have presented a set of guidelines and design patterns in order to provide an acceptable level of playability and, in this way, a better player experiences and learning achievement."
Garrett Eastman

Understanding Computer Role-Playing Games - 0 views

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    Abstract: "A game genre as diverse as that of computer role - playing games is difficult to overview. This poses challenges or both developers and researchers to position their work clearly within the genre. We present an overview of the genre based on clusterin g games with similar gameplay features . This allows a tracing of relations between subgenres through their gameplay , and connecting this to concrete game examples. The analysis was done through using gameplay design patterns to identify gameplay features a nd focused upon the combat systems in the games . The resulting cluster structure makes use of 321 patterns to create 37 different subgenre classifications based solely on gameplay features . In addition to the clusters, we identify four categories of patter ns that help designers and researchers understand the combat systems in computer role - playing games"
Garrett Eastman

Designing a Context-Aware Campus Area Gaming Environment for Mobile Platforms - 0 views

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    From the abstract: "This thesis is dealing with what have been identified as "pervasive games". Investigation and analysis of reasons behind their appearance, popularization is made. Different trends within classical game-development and theory of classical game-design are investigated to establish similarities and differences, challenges and solutions this newly emerged type of games is introducing. Knowledge presented in theoretical sections is used to design, develop, deploy and test a game-environment for mobile platforms that is adjusted for campus area. This designed game-environment consists of two essential components: Front-End, which is represented by Android mobile application and Back-End server logic. Both of components were designed, tested and implemented. Designed game-environment received a name "DTU GoblinsNGold and has been launched. It is made available publicly worldwide through Google Play market. All of these aspects and milestones are described in details inside practical part of this thesis. During game-environment testing valuable data was received that described all aspects of functionality of implemented system together with behavioral patterns of players. These results of deployment together with conclusions are presented in later sections."
Garrett Eastman

Patterns and Procedural Content Generation - 0 views

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    Abstract: "Procedural content generation and design patterns could potentially be combined in several di erent ways in game design. This paper discusses how to combine the two, using automatic platform game level design as an example. The paper also present work towards a pattern-based level generator for Super Mario Bros, namely an analysis of the levels of the original Super Mario Bros game into 23 di erent patterns."
Garrett Eastman

Framework for Designing and Evaluating Game Achievements - 0 views

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    From the abstract: "This paper presents a framework for evaluating and designing game design patterns commonly called as "achievements". The results are based on empirical studies of a variety of popular achievement systems. The results, along with the framework for analyzing and designing achievements, present two definitions of game achievements. From the perspective of the achievement system, an achievement appears as a challenge consisting of a signifying element, rewards and completion logics whose fulfilment conditions are defined through events in other systems (usually games). From the perspective of a single game, an achievement appears as an optional challenge provided by a meta-game that is independent of a single game session and yields possible reward(s)." Presented at DiGRA 2011 Conference: Think Design Play.
Garrett Eastman

Digging deeper into platform game level design: session size and sequential features - 0 views

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    Abstract: "A recent trend within computational intelligence and games research is to investigate how to affect video game players' in-game experience by designing and/or modifying aspects of game content. Analysing the relationship between game content, player behaviour and self-reported affective states constitutes an important step towards understanding game experience and constructing effective game adaptation mechanisms. This papers reports on further refinement of a method to understand this relationship by analysing data collected from players, building models that predict player experience and analysing what features of game and player data predict player affect best. We analyse data from players playing 780 pairs of short game sessions of the platform game Super Mario Bros, investigate the impact of the session size and what part of the level that has the major affect on player experience. Several types of features are explored, including item frequencies and patterns extracted through frequent sequence mining."
Garrett Eastman

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

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    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

Towards Modeling Educational Objectives in Serious Games - 0 views

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    Abstract: "When developing serious games the most complex task is the alignment of instructional teaching methods and the game itself. To address this issue, we propose a shared language modeling approach for educational instructors and game developers. The language is based on so called serious game bricks, composites and rules. Combining these pedagogical and story elements allows the domain experts to create serious game patterns. The use of those patterns supports the development of serious games that are both entertaining and present specific educational objectives"
Garrett Eastman

Harnessing manpower for creating semantics - 0 views

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    "Abstract The e ective information processing (e.g. search, organi- zation) of the heterogeneous information spaces requires metadata layer above the resources. However, the acqui- sition of resource metadata and domain models are chal- lenging tasks. Here, the crowdsourcing has emerged as an alternative to expert-based and automated semantics acquisition approaches. One of its branches are the games with a purpose (GWAPs) which encapsulate the seman- tics acquisition tasks into the game processes. We analyze existing GWAPs and propose their classi cation. Fur- thermore we devised our own GWAP-based approaches. For acquisition of lightweight term relationship network, we devised a search query formulation game, usable also for speci c domain models. For acquisition of (personal) image tags, we devised a card game, where players mem- orize positions of concealed cards and identify identical pairs. For validation of music metadata, we devised a multi-choice question-based game, where players identify tag sets that are characteristic to music tracks they hear. We also looked at the GWAPs from their design per- spectives. We present a design oriented classi cation sys- tem for GWAPs, adress several design issues recurring in GWAPs and present new design patterns to solve them"
Garrett Eastman

Tropes vs. Women in Video Games by Anita Sarkeesian - Kickstarter - 0 views

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    "About this Project: I love playing video games but I'm regularly disappointed in the limited and limiting ways women are represented. This video project will explore, analyze and deconstruct some of the most common tropes and stereotypes of female characters in games. The series will highlight the larger reoccurring patterns and conventions used within the gaming industry rather than just focusing on the worst offenders. I'm going to need your help to make it happen!"
Garrett Eastman

Character-driven game design - 0 views

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    "How do game characters contribute to shaping the playing experience? What kinds of design tools are available for character-based games that utilize methods from dramatic writing and game research? Writer Petri Lankoski has a theory for this. There is a need to tether character design to game design more tightly than has been the case in the past, as well as to pay attention to social networks of characters by the means of finding useful design patterns.
Garrett Eastman

Mobile games in Museums: from learning through game play to learning through game design - 1 views

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    "This paper investigates aspects of learning in museums through mobile games, i.e games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility of the players. It is argued that playing these games (which usually follow the pattern of scavenger hunt or role playing narratives), results in visitor engagement, motivation and knowledge about museum exhibits. Despite of these positive aspects, it has been observed that learning remains at the level of transfer of factual information about the exhibits. It is argued that in order to enrich the learning experience of game play we need to also involve the visitors in the process of designing mobile games for the museum."
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