A compilation of articles previously published on Chronicle of Higher Ed website on teaching with games, education and play, gamification, game software
Abstract: "Abstract
Game developers spend a large portion of their time developing and
tweaking the articial intelligence in video games. Problems related to
productivity in the development of AI have been solved using various
modeling techniques in the eld of AI, language design and easier to use
editors. Using a domain specic language to assist in describing AI can
increase productivity in this area. In addition to this, game developers
can be relieved from irrelevant tasks such as worrying about performance,
correctness of the implementation, memory management and optimiza-
tion data structures and focus on the high level description of the game
play. In this thesis, we focus on real-time video games and we investigate
the development of a domain-specic language containing the necessary
elements to describe and execute strategies to achieve goals in a real-time
video game. We develop a domain-specic language to express strategies
for computer controlled actors using techniques commonly found in em-
bedded domain-specic languages, and in particular embedded domain-
specic languages in Haskell. To demonstrate this language we have
developed a prototype of a real-time strategy game that uses strategies
implemented using the domain-specic language developed in this thesis"
from the abstract: "recent studies show that in spite of this potential games are often misused and are
hard to integrate in the instructional environment. Often it is
not clear what a game contributes to a students
learning or how it should be used because of a lack of learning objectives and outcomes. (Young et al, 2012,
Marino et al, 2011). In this thesis I propose a method that provides and clearly states these learn
ing objectives
allowing for a better assessment of the contribution it can offer to the existing instructional environment. To do
this I combine the widely used design model ADDIE with the instructional design method 10 steps to complex
learning by Merriën
boer (Merriënboer, 2007). This method is then applied in creating the educational game
Moth as a proof
-
of
-
concept."
"Never mind that they're now among the most lucrative forms of entertainment in America, video games are juvenile, silly, and intellectually lazy. At least that's what Jonathan Blow thinks. But the game industry's harshest critic is also its most cerebral developer, a maverick bent on changing the way we think about games and storytelling. With his next release, The Witness, Blow may cement his legacy-or end his career. In a multibillion-dollar industry addicted to laser guns and carnivorous aliens, can true art finally flourish?"
"Wired correspondent Gus Mastrapa was on the scene in Los Angeles to witness the recovery of a piece of gaming history. LOS ANGELES - Jordan Mechner saved everything. He saved all the videotape he took in October 1985 of his brother running and jumping around their old neighborhood, footage that he rotoscoped into the animations for his Apple II game Prince of Persia ."
Abstract: "The main goal of this research is to understand how Utrecht's business environment must be developed in order to increase the region's international competiveness in the gaming industry. Utrecht's aim is to specialize in the gaming industry. In this research it is estimated that Utrecht is focused on small digital development game companies. The results indicate that Utrecht's competitive advantages are in its policy intervention, low labor wages and real estate costs, well developed demographical factors and infrastructure compared to the other investigated European cities. However, Utrecht scores below average on the categories of investments, quality of life and human resources. Once Utrecht has a stronger promotional effort in the gaming industry, it enlarges its attraction to draw game companies and to better its international position."
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."
the Library of Congress maintains a video game collection resulting from copyright registrations which accounts for about 10 percent of total video game releases