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Garrett Eastman

Where have all the games gone? : an exploratory study of digital game preservation - 0 views

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    "the aim of this study has been to explore the value of digital games, their significance in our culture, and the current status of their preservation. Investigating the relationship of games to culture; reviewing current preservation activities and drawing conclusions about the value of digital games and the significance of their preservation were the study s objectives. These have been achieved through interviews with key stakeholders the academic community, as potential users of collections; memory institutions, as potential keepers of collections; fan-based game preservation experts; and representatives from the games industry. In addition to this, case studies of key game preservation activities were explored. Through this research, a clearer picture of attitudes towards digital games and opinions on the need for preservation of these cultural products has been established. It has become apparent that there is a need for more coherent and collaborative efforts to ensure the longevity of these important aspects of digital heritage. "
Garrett Eastman

From information consuming to participating: game-design supporting learning experience... - 0 views

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    "we analyze two different trends that have informed technology for learning in cultural institutions during recent years: one more established trend, supporting the information consumption metaphor and the other one, emerging recently, that invites visitors to participate in the process of culture creation. We discuss then game design as an example of participatory activity and we identify its learning dimensions. In particular, we elaborate on the role of technology in providing a scaffold that can help museum audience to construct games which can function as "public artefacts" and can be added to the museum's assets, enhancing audience engagement and community building."
Garrett Eastman

Developing a Digital Game to Support Cultural Learning amongst Immigrants - 0 views

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    Abstract :"Immigrants entering the European Community face a range of challenges in adapting to and understanding the culture of their host nation. Failure to address these challenges can lead to isolation and difficulties integrating into the society of the host country, leading to fragmented communities and a range of social issues . As part of a comprehensive suit e of services for immigrants , the European - funded M obile Assistance for Social Inclusion and Empowerment of Immigrants with Persuasive Learning Technologies and Social Network Services (MASELTOV) project seeks to provide both practical tools and le arning services via mobile devices, providing a readily usable resource for immigrants . In this workshop paper, the game - based learning aspect of the MASELTOV project is introduced, with the rationale behind its design presented. In doing so, the b enefits and implications of mobile platforms and emergent dat a capture techniques for game - based learning are discussed, as are methods for putting engaging gameplay at the forefront of the experience whilst relying on rich data capture and analysis to pro vide an effective learning solution. Through comparison to several other projects, a number of recommendations are put forward for games deployed in contexts similar to that of MASELTOV: a focus on establishing a significant audience with which to conduct ethical research into efficacy, the need for robust pedagogical frameworks suited to the learning context, and the evolution of methods for data capture and analysis of player activity."
Garrett Eastman

Trace Effects | American English - 0 views

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    "A collaborative English language video game experience for students ages 12-16. Learn English and explore American culture through puzzles, games, and adventures in an interactive world. "
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

Design Strategies for Youth - F ocused Pervasive Social Health G ames - 0 views

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    Abstract: "Adolescent obesity is an increasing challenge, and pervasive social health games hold much promise for promoting sustained healthy behaviors. Researchers and d esigners of these systems have many potential theories and existing best practices at their disposal. Our study, grounded in participatory design, shows which ones matter - both for pervasive social health games and within the cultural context of a community we studied over the course of three years. We worked with 112 US middle school students from a lower - income community in a series of participatory design exercises focused on social rewards for everyday physical activity. In our analysis, we discuss design implications in four key areas : social presence, gender effects, incentives and competition. We show how these themes manifested in students' designs and why they were particularly important to our participa nts. We then use our findings to suggest design strategies for youth - focused pervasive social health games."
Garrett Eastman

Game Design // Culture Digitally - 0 views

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    Blog posts tagged game design from the Culture Digitally site
Garrett Eastman

CFP: Game Studies - 2013 PCA/ACA National Conference - 0 views

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    Call for Proposals from the Game Studies area of the Popular Culture Association/American Culture Association National Conference to be held Wednesday, March 27, through Saturday March 30, 2013 in Washington, DC. List of topics is provided.
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

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

The Gaming Revolution: A Comprehensive Evaluation of the Virtual World - 0 views

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    From the introduction: "The staggering growth of violent video games in recent years raises important socio - psychological questions concerning the relationship between the civilian population, the military , and the phenomenon of violence . This thesis is based on interviews with active - duty soldiers , veterans, psychologists and gamers alike, conducting original research to gain a better understanding of the lasting ramifications of this popular genre. Many studies have outlined the negative consequences of viole nt video games, but this mor e comprehensive analysis of the medium will show a more balanced picture of the true implications of this growing phenomenon . As I will demonstrate, the growth of video games is a net benefit for society. Video games as a growing new media - and a rapidly expanding part of our culture - are not to be purely defined by the overly - negative rhetoric that has been popularized by syndicated news and the public eye, as there are so much more "nutritious" benefits games have to offer to society."
Garrett Eastman

Cassino Musical : A Game with a Purpose for Social Recruitment and Measurement of Music... - 0 views

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    Abstract: "Identifying and measuring a musical talent is not a simple task that could be performed by computers. In addition to the technical challenges, it also involves social, emotional and cultural issues. This problem is aggravated when the task needs to be performed taking as input the huge amount of music content available on the Internet today. In this paper we report work in progress on a social interactive Game with a Purpose using fun as a key motivational factor to assist in recruitment and measurement of musical talent. "
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

Indie Sports Games: Performance and Performativity - 0 views

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    "The indie videogame scene is playing host to a new trend - competitive multiplayer sports themed games. Titles like Hokra, BaraBariBall, Tennnes, and GIRP, among others, have been challenging traditional notions of what constitutes a sports themed videogame. The emergence and popularity of these games raises questions about how the culture of traditional sports relates to the still developing community of independent developers, journalists, scholars and enthusiasts that comprise the nascent indie scene. Looking through the lens of performance and performativity, this paper unpacks this new sports game trend, examining design, spectatorship, and group identity by way of interviews with key members of the indie game scene.
Garrett Eastman

Gaming & Participatory Cultures, Two examples of my research - 0 views

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    A slide presentation illustrating game players as co-creators of game content
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

Combinations and Cultural Content: Catch-up in the Chinese Gaming Industry - 1 views

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    "In the space of several years, the Chinese games industry to reverse its market share with regards to Korean incumbents in China. We analyze the catch-up process that allowed this to happen by separately analyzing the core constituents of games (design, technology (code), content, and in a broader fashion, elements of the business model) as layered components."
Garrett Eastman

Game Art Preserves Cultural Aesthetics and Implications - 0 views

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    "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

New book: Dungeons, Dragons, and Digital Denizens The Digital Role-Playing Game | HASTAC - 0 views

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    (all information is from the publisher's page) The first title in Continuum's Approaches to Game Studies series, *Dungeons, Dragons, and Digital Denizens The Digital Role-Playing Game* is a collection of scholarly essays that seeks to represent the far-reaching scope and implications of digital role-playing games as both cultural and academic artifacts.
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