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Garrett Eastman

The Most Dangerous Gamer - Magazine - The Atlantic - 0 views

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    "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?"
Garrett Eastman

Bridging Game-Programming into theK-12 Curriculum - 1 views

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    From the abstract: "this study investigated how the perspectives of the non-computer science educators changed after learning game-programming and how it could be fitted into the K-12 curriculum. Fourteen non-computer science educators and/or administrators in the K - 16 educational systems who made up a cohort at Sam Houston State University, Master of Education/Instructional Technology Program participated in this study. The participants were required to learn two free Web 2.0 game-programming applications and reflect on an article related to reviving interest in math and science as part of their program. Qualitative data consisted of online reflections, and peer-review processes through Facebook. A quantitative component was added to the analysis. The findings indicated that: (a) the perspectives of the participants changed from negative to positive as they reflected on their own game-programming learning experiences; (b) participants came to understand how game programming could build up students' logical concepts and critical thinking skills improving performances in math, science, and other subjects; and (c) due to the benefits of logical concepts and critical thinking skills game programming could have immense benefits if built into the K-12 curriculum."
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

Making Great Games: An Insider's Guide to Designing and Developing the World ... - Mich... - 0 views

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    Excerpted in Google Books, Published November 2012."Join videogame industry veteran Michael Thornton Wyman on a series of detailed, behind-the-scenes tours with the teams that have made some of the most popular and critically acclaimed videogames of the modern era. Drawing on insider's perspectives from a wide variety of teams, learn about the creation of a tiny, independent game project (World of Goo), casual game classics (Diner Dash, Bejeweled Twist), the world's most popular social game (FarmVille) as well as the world's most popular MMORPG (World of Warcraft), PC titles (Half Life 2) to AAA console games (Madden NFL 10), and modern-day masterpieces (Little Big Planet, Rock Band, Uncharted 2: Among Thieves). Hear directly from the creators about how these games were made, and learn from their stories from the trenches of videogames production. This book is an excellent resource for those working directly on game design or production, for those aspiring to work in the field, or for anyone who has wondered how the world's greatest videogames get made."
Garrett Eastman

RESEARCH+DESIGN | Critical Gaming Project - 0 views

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    "Keywords for Video Game Studies Colloquium Saturday, May 19, 2012 8 AM to 4 PM Communication 202 University of Washington, Seattle" "The Keywords for Video Game Studies colloquium invites game scholars, artists, designers, developers, and enthusiasts to participate in roundtable discussions, presentations of individual and collaborative work, scholarship, and play. This year's colloquium, broadly themed by the keywords "research/design," is the capstone event to a year-long series of workshop sessions on democracy, time, altplay/fandom, gold farming, and hack/mod. The colloquium, now in its second year, hopes to foster the growing engagement with what it means to study or make or play digital games."
Garrett Eastman

Persuasive and Serious Games: Copycat - A Persuasive Game Final Report - 0 views

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    "Our group formed around the common theme of piracy, and after iterating through several different subthemes, we finally settled on two distinct persuasive objectives in our game. First of all, we intended to persuade the player that piracy is not theft. Secondly, we intended to convey the message that the media industry hides and distorts the reality of the situation for its own benefit. The game is meant to inspire critical thinking and discussion about the topics being discussed in the game."
Garrett Eastman

The Critical Effect: Evaluating the Effects and Use of Video Game Reviews - 0 views

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    "effect of game reviews on player experience and perceptions of quality. We show that negative reviews cause a significant effect on how players perceive their in-game experience, and that this effect is a post-play cognitive rationalization of the play experience with the previously-read review text. To address this effect we designed and deployed a new heuristic evaluation technique that specifically uses game reviews to create a fine-grained prioritized list of usability problems based on the frequency, impact, and persistence of each problem. By using our technique we are able to address the most common usability problems identified by game reviews, thus reducing the overall level of negativity found within the review text. Our approach helps to control and eliminate the snowballing effect that can be produced by players reading reviews and subsequently posting their own reviews, and thus improve the commercial success of a game."
Garrett Eastman

A Cross-disciplinary Approach to Degree Programs in Video Games - 0 views

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    Abstract: "Macquarie University, in 2012, introduced two undergraduate coursework programs in the area of video games. These programs are a joint initiative of the Departments of Computing and Media, Music, Communication and Cultural Studies. The programs represent an innovative approach to curriculum structure in this area, combining technical, design and reflective critical practice to produce rounded graduates with a wide knowledge of issues and practices in interactive media. This paper describes the process of designing these programs, the aims and rationales guiding their design and their detailed structure. The central guiding principle behind the programs was that accomplished designers of interactive media, particularly video games, need both a sound technical background and an appreciation of the relationship between users, society and their designs. This is reflected in both the structure of the programs and the pedagogical approaches in the specialist units."
Garrett Eastman

Stereoscopic Game Design and Evaluation - 0 views

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    "We report on a new game design where the goal is to make the stereoscopic depth cue suciently critical to success that game play should become impossible without using a stereoscopic 3D (S3D) display and, at the same time, we investigate whether S3D game play is aff ected by screen size"
Garrett Eastman

Ctrl-Alt-Play - 0 views

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    ""The sixteen essays in this collection offer critical examinations of the issue of control in video games, including different ways to theorize and define control within video gaming and how control impacts game design and game play. Close readings of specific games consider how each locates elements of control in their structures"--Provided by publisher. Excerpted in Google Books. Published 2012.
Garrett Eastman

Honoring the Code: Conversations With Great Game Designers - 1 views

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    Published 2013 and excerpted in Google Books. From the description: "In Honoring the Code: Conversations with Great Game Designers, 16 groundbreaking game developers share their stories and offer advice for anyone aspiring to a career in the games industry. You'll learn from their triumphs and failures and see how they dealt with sweeping changes in technology, including critical paradigm shifts from CD-ROMs and 3D graphic cards to the Internet and mobile revolution. The book presents in-depth interviews with a diverse mix of game professionals, emphasizing the makers of adventure games, role-playing games, and real-time strategies. It focuses on developers who have contributed to multiple eras or genres as well as those who have hired, taught, or mentored newcomers. Since the mobile revolution has opened up new demographics and new gameplay mechanics, the book features current developers of games for mobile devices. It also explores how indie game developers are making commercial-quality games with a small team mostly using free tools and funded with crowdsourcing applications."
Garrett Eastman

A Conceptual Design of Multi-Agent based Personal Quiz Game - 0 views

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    Abstract: "In recent years, there has been a dramatic proliferation of research concerned with game based learning and intelligent system s . Although the intelligent agent bas ed system has existed for many years, only recently its surge of mainstream popularity motivated researchers to acknowledge its educational value. With the increasing usage of game based learning, reliability requirements for intelligent system s or multi - a gent system s have become more critical. Quiz game is one of the game types which is easy to develop and not restrict ed by any specific subject and any people . And the m ulti - agent based system is flexible and saving resource . Hence we integrate the quiz gam e into multi - agent system s , we called it m ulti - agent based quiz game and also d evelop a framework to build personalized assessment game . For the instructor, they can understand student's playing situation and experience . For the students, they have p ersona lized assessment game . In this paper, we proposed a framewor k of multi - agent based Quiz - MASter , and describe each service from each agent briefly."
Garrett Eastman

Nobody's A Critic: On The Evaluation Of Creative Code Generators - A Case Study In Vide... - 0 views

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    Abstract: "Application domains for Computational Creativity projects range from musical composition to recipe design, but despite all of these systems having computational methods in com- mon, we are aware of no projects to date that focus on pro- gram code as the created artefact. We present the Mechanic Miner tool for inventing new concepts for videogame inter- action which works by inspecting, modifying and executing code. We describe the system in detail and report on an eval- uation based on a large survey of people playing games using content it produced. We use this to raise issues regarding the assessment of code as a created artefact and to discuss future directions for Computational Creativity research."
Garrett Eastman

A case study of a five-step design thinking process in educational museum game design - 0 views

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    Abstract: "We present a case study in the design of an educational video game about collecting, curating, and museum operations. A five-step cyclic design thinking framework was used by the studio during the design and development of the game, and the team was simultaneously the subject of a rigorous and detailed ethnographic study. Three stages of the game's design evolution are presented through the lens of the design thinking framework. The team's practice-based research is tri- angulated with our empirical data to produce four key findings: (a) that empathy for learning context is critical in aligning designs with learning objectives; (b) that meeting with stakeholders spurs empathy-building; (c) that there is a tension between horizontal and vertical slicing that is revealed by design thinking processes; and (d) that iterative design processes challenge conventions of higher education."
Garrett Eastman

Interview Findings on Middle Schoolers' Collaboration in Self - Organizing Game Design ... - 0 views

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    "Abstract: U nderstanding how younger students can learn to collaborate , and affordances of the learning environment that can effectively support this , are critical questions for knowledge sharing, networking and innovation in education. E xploratory research results o n emergent middle schooler collaborative activity in a guided discovery - based learning program are reported . Students in self - organizing game design teams experience certain challenges (e.g., version control), and innovat e solutions. Some indicate meta - knowledge development and socialization gains. We conclude with ongoing questions."
Garrett Eastman

Targeting Gamification Applications to Increase User Participation - 0 views

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    Abstract: "More and more (IT-)suppliers of- fer services to implement gami cation in their customers' organizations [2]. What should be considered when start- ing such a project? What are critical success factors to get users involved? This paper is aimed at identifying ways to improve user involvement, speci cally by target- ing a target audience by its demographics. It aims to do so through literature research and interviews about com- pleted projects. The goal of this research is to add an overview of not only the aforementioned success factors but also a view on if and how they are applied."
Garrett Eastman

Performing design: game design, practice, praxis and the theatre of the impressed - 0 views

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    Abstract: "This paper is a reflection on a design teaching project that endeavours to establish a culture of critical design thinking in a tertiary game design course. In the first instance, the 'performing design' project arose as a response to contemporary issues and tensions in the Australian games industry and game design education, in essence, the problem of how to scaffold undergraduate students from their entry point as 'players' (the impressed) into becoming designers. The performing design project therefore started as a small-scale intervention to inspire reflection in a wider debate that includes: the potential evolution of the contemporary games industry; the purpose of game design education; and the positioning of game design as a design discipline. Our position is that designing interactive playful works or games is victim of a tendency to simplify the discipline and view it from either the perspective of science or art. In this paper we look at some of the historical discussions on the distinct identity of games. Then we present an overview of the typical state of play in contemporary game design education which inspires the performing design project as an intervention or teaching technique. This leads us to question understandings of education and training and creativity and innovation. Finally we reflect on insights arising from the performing design project which lead us to support Archer's call for a 'third area' that balances the monolithic practices of the two major academic disciplines."
Garrett Eastman

A Framework for Quantitative Analysis of User-Generated Spatial Data - 0 views

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    Abstract: "This paper proposes a new framework for automated analysis of game-play metrics for aiding game designers in nding out the critical aspects of the game caused by factors like design modi cations, change in playing style, etc. The core of the algorithm measures similarity between spatial distribution of user generated in-game events and automatically ranks them in order of importance. The feasibility of the method is demonstrated on a data set collected from a modern, multiplayer First Person Shooter, together with application examples of its use. The proposed framework can be used to accompany traditional testing tools and make the game design process more efficient."
Garrett Eastman

Behind the Cover Story: Sam Anderson on the 'Religion' of Stupid Digital Games - 0 views

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    "Sam Anderson, critic at large for The Times Magazine, wrote this week's cover story on stupid digital games. He has most recently written for the magazine on Haruki Murakami and on the theme park called Dickens World. Some readers seemed irate that you described these games as "stupid.""
Garrett Eastman

Serious Game Development as an Iterative User-Centered Agile Software Project - 0 views

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    Abstract: "Commissioned by the campus Office of Admissions, we have built a series of three campus tour and orientation games over the past academic year with undergraduate student project teams. Based on well-established game industry practices we followed an iterative agile process with Scrum and managed to avoid many classical pitfalls in game development. While we achieved some measure of success, in post-project analysis, it becomes obvious that our process would have benefited from the heavy emphasis of "users" in the User-Centered Design (UCD) methods. In this position paper, we propose that the serious game development community continue to critically analyze the results from the UCD projects to benefit from its lessons, well-understood good practices, and development paradigms."
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