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Garrett Eastman

Game Conceptualization and Development Processes in the Global Game Jam - 0 views

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    Abstract: "The Global Game Jam provides a unique opportunity to study time-constrained game development at a massive scale. We administered a free-response survey to 2013 Global Game Jam participants about their game development process. Categorized responses show: (a) participants use diverse in- spirations; (b) set goals for their personal bene t, the im- pact on game players, and structure of the game system; (c) rarely employ traditional prototyping; and (d) evolve their games by scoping down many ideas, grounding a vague idea through implementation, and iteratively expanding a sim- ple core game. We discuss next steps to gain more in-depth information about design processes"
Garrett Eastman

Promoting Game Accessibility : Experienc ing an Induction on Inclusive Design Practice ... - 0 views

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    Abstract: "The Global Games Jam (GGJ) attracts many people who are passionate about games development , co ming from a range of educational backgrounds. Therefore , the event can be experienced by novices and student developers as an opportunity for learning. This provi des an op ening to promote themes and ideas that could help form future thinking about games design, emerging as a form of induction on key design issues for new practitioners . Such an approach aims to raise awareness about issues which learners c ould help develop and take with them into industry . However, t he experience itself affords a deep experiential rhetoric and dialogue with experts that could be an effective pedagogical tool for issues seldom addressed deeply in formal educational settings . This pape r describes an account by one such individual, being introduced to game accessibility through participation in the GGJ . As such, it is not intended as a rigorous empirical analysis , but rather a perspective on one way a game jam can be experienced , invitin g further research on the topic."
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

1.2 Billion People Live in Poverty - Rockefeller Foundation and Institute for the Futur... - 0 views

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    "Impact Game Launches to Find Solutions to Solve Global Poverty" designed by Jane McGonigal called "Catalysts for Change"
Garrett Eastman

Teesside University video game set for global launch - Gazette Live - 0 views

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    Shadowboxer, potential challenger to the Wii Fit
Garrett Eastman

The Video Game Industry: Explaining the Emergence of New Markets - 0 views

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    Is industry leadership shifting to different countries and what are the effects of globalization?
Garrett Eastman

Local and Global Planning for Collision-Free Navigation in Video Games - 0 views

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    from the introduction: "Collision avoidance and navigation among virtual agents is an important component of modern video games. Recent de- velopments in commodity hardware, in particular the utiliza- tion of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of vir- tual agents to be incorporated into game levels in increasing numbers and with increasing fidelity. As a result, there is a need for efficient techniques to automatically generate real- istic behaviors for such groups of virtual agents"
Garrett Eastman

BINX: An XNA/XBox 360 Educational Game for Electrical and Computer Engineers - 0 views

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    abstract: "This work focuses on the design and implementation of an educational game for deployment on the Xbox 360 commercial game console. Video games can be extremely powerful and effective learning tools when deployed with methodical precision. Currently, no learning tools are available for commercial consoles that focus on teaching core concepts in Engineering. This work presents an overall design for an educational game to address Number Systems in the scope of the Electrical and Computer Engineering curricula. BINX is an educational adventure game designed to address Number Systems and their arithmetic operations in Digital Logic Design, a core course is Electrical and Computer Engineering programs. Object Oriented Design Principles were used in the development of this game. This work presents one sublevel implemented using the XNA framework - a Microsoft Software Development Kit (SDK).The BINX gameplay takes place inside a computer where a malicious virus is threatening the computer's operability. The player has to find the virus and eradicate it by disconnecting the terminals of the graphics processor. The player has the opportunity to practice before taking on the Boss Challenge. In the practice phase, the player practices number conversions without fear of penalties. In the Challenge phase, the player is timed and has to perform the number conversions before the allotted time expires. The combination of practice and challenge provides players with the ability to practice number conversions and, when ready, to take on the challenge task where assessment is conducted to provide the player with the knowledge of how well he/she has performed on the challenge. The number conversion level of BINX was implemented and formally evaluated showing improvement in student scores after using BINX."
Garrett Eastman

A serious gaming approach to content elicitation for FCO-IM - 0 views

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    From the introduction: "We introduce the FCO-IM modelling methodology and some of the short comings we perceive. Next we introduce some theories. First we introduce the notion of serious gaming. Then we move on to the Game Design Theory as proposed by Järvinen, augmented by a view on goals for serious gaming. These theories helped us generating the framework for a serious game. Next we introduce the concept of Focused Conceptualisation. This theory helped us shaping the contents of the game. In the final section of this chapter we will discuss some previous attempts by students to design a serious game for FCO-IM and how we want to make a new contribution towards this field. In chapter 3 we unified the theories by creating a first design. We do not exhaustively describe these first designs, but only the genesis and design choices made at the start and during the process. This work culminates into a final design in chapter 4. The final design consists of a global description of the game, a more detailed description and an abbreviated "rulebook". The rulebook can be compared to the rulebook of a board game. It is intended for someone already familiar with the game. The detailed description can be viewed as a thorough reference guide for first time players or players seeking clarification. This final design was subjected three test sessions. We realize this is not a whole lot. But the objective was to see whether the approach is workable. Exhaustive testing was not part of the scope. We gained some valuable insights nonetheless. In chapter 5 we derived a generic conceptual model for dialogue games. We present a framework that can be used to create dialogue games for a number of different purposes. We hand one the basic tools, make one's own game. This can be viewed as a basic game engine as it is found in the video gaming industry. Chapter 6 will recap our design question and discuss if and how this design question has been answered. This includes insights gaine
Garrett Eastman

Visual Communicators Made Through Play: A Game for Learning in Graphic Design - 0 views

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    Abstract: "This paper explores the possibilities of game-based learning within the context of a graphic design education. A global network now exists that puts all professionals in competition with one-another, and in order to stay competitive as educators, we must be able to produce professionals that can solve problems creatively. However, traditional teaching methods may in some contexts be unable to provide the kind of education students need, and initial research suggests that game-based learning may be a viable solution. This study establishes a framework of good game-based learning principles and a design for a video game to be used in a teaching environment. Primarily target audiences are teenage students, roughly ages 10 - 14, and college level undergraduate students, ages 18 - 25, of all genders. This video game is intended to teach players situated meanings for key visual communication concepts of grid and modularity, in a way that allows them to create high level relationships between these and their creative work."
Garrett Eastman

The Scientific Community Game - 0 views

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    "The key contribution of this paper is a simple protocol language which is at the heart of defining constructive claims through games. Our protocol language generalizes the class of claims that can be expressed in predicate logic. We build on the long tradition in logic and games of imperfect information: our protocol language can also express indeterminate claims, such as "I am better than you at solving this problem." The purpose of SCG is to provide a helpful framework to develop and disseminate the world's constructive claims in formal scientific domains. The development of claims is both collaborative and selfevaluating using the global brain."
Garrett Eastman

Ethical Behaviour, Personal Growth and Becoming a Citizen of the World: the power of on... - 0 views

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    Global citizenship considered in the context of digital games?
Garrett Eastman

Systems at Play: The Construction of International Systems in Social Impact Games - 0 views

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    Interdisciplinary study of "how game designers can best address global systems through play"
Garrett Eastman

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

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    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."
Garrett Eastman

Game developers scoop top awards - 0 views

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    VIDEO game developers at Nottingham Trent University scooped top awards at a design event. The teams of designers were challenged to create new games in just 48 hours. One Trent team took first prize at the IndieCity Global Game Jam category for their multiplayer game Flerbs, in which players have to guide jellies from one flag to another.
Garrett Eastman

Serious games at the UNHCR with ARLearn, a toolkit for mobile and virtual reality appli... - 0 views

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    Abstract: "This article presents experiences and lessons learned with the implementation of a serious game for simulating the management of a hostage taking scenario. The game was created with ARLearn, a toolkit for mobile and virtual reality serious games, developed at the Open University of the Netherlands. In collaboration with the United Nations Refugee Agency (UNHCR), ARLearn use cases for crisis situations were developed. This manuscript covers the games that were designed with UNHCR's Global Learning Centre (GLC) and discusses the training pilot with UNHCR staff-members."
Garrett Eastman

Philosophy of Universal Games Design - 1 views

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    Abstract: "The philosophy of information is the area of research that studies conceptual issues arising at the intersection of computer science, information technology and philosophy. Universal design is a concept that emphasizes the importance of non-specialized features in things and environments. As participation in gaming increases around the world and across a larger part of the population, the path towards achieving universal design and change of attitude in our mind is clear but requires that we think globally and frame the issues a little differently. This article aims to see universal design concept; its principles, uses, design processes, from a philosophical view point in terms of games design. It concludes by arguing that universal design of games is not a style but an attitude of accepting the difference and responsibility of ours and also proposes what needs to be done for upholding universal game design concept. "
Garrett Eastman

Games for Change | Games for Change is the leading global advocate for supporting and m... - 0 views

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    "gaming marketing and social entrepreneurship" organization celebrarting its 8th annual festival this week
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