Skip to main content

Home/ Becker Video Game Design/ Group items tagged information

Rss Feed Group items tagged

Garrett Eastman

Leveraging Digital Game Design in an Informal Science Learning Environment to Motivate ... - 0 views

  •  
    Introducing high school students to biology concepts via Spore and designing their own science games via Spore Galactic Environment (SGA), over an eight week period with twice a week classroom meetings.
Garrett Eastman

A Game Design Framework for vocational education - 0 views

  •  
    Abstract: "Serious games have proven to be a useful instrument to engage learners and increase motivation. Nevertheless, a broadly accepted, practical instructional design approach to serious games does not exist. In this paper, we introduce the use of an instructional design model that has not been applied to serious games yet, and has some advantages compared to other design approaches. We present the case of mechanics mechatronics education to illustrate the close match with timing and role of knowledge and information that the instructional design model prescribes and how this has been translated to a rigidly structured game design. The structured approach answers the learning needs of applicable knowledge within the target group. It combines advantages of simulations with strengths of entertainment games to foster learner's motivation in the best possible way. A prototype of the game will be evaluated along a well-respected evaluation method within an advanced test setting including test and control group."
Garrett Eastman

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

  •  
    (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.
Garrett Eastman

Developer releases source of HTML5 mobile game, sheds light on challenges | Ars Technica - 0 views

  •  
    "Inspired by the buzz around HTML5, game development studio Wooga recently attempted to build a complete mobile game with standards-based Web technologies. To share the results of its year-long experiment, the company has published the game's source code on GitHub under an open source software license."
Garrett Eastman

Archicraft: video game, architecture, Electronic entertainment research center - 0 views

  •  
    Abstract: Video games are no longer a means of simple entertainment that serve as a form of escapism. They are perceived not simply as free time distractions, but as logic of engagement and platforms of creative thinking. Furthermore, online video games have taken the idea of interaction to a level no any other media has ever achieved. Online video games known as virtual world or MMO (massively multiplayer online) are a mega interaction platform that attract millions of players across the globe. They are the ultimate goal that all architects have ever dreamed of, i.e. to create an interactive space that satis es the needs of users. This thesis research will tend to examine a variety of video games from 3 perspectives: space, structure and interactivity, with a view to understanding and exploring the behaviour of players in video games, as known as, virtual stages. In recognizing and articulating such behaviour, followed by exploring the relationship between architects, users and spaces, the interpretation of architectural languages can then be translated into physical spatial form. This research then questions the possibilities of promoting the gaming industry in South Africa. In the current digital era, the IT (information and technology) industry is a main stream profession that helps with the growth of a country as a whole. The role of the gaming industry therefore cannot be ignored in this instance. The gaming industry is a rapid growing profession that comprises a lot of speci c professionals. SA does not offer nor focus on the video game eld and as a result, we are experiencing a shortage of professionals in this eld. This thesis proposes a facility to facilitate current and future game industry related professionals, on the same time, providing a playful environment that integrates the building and local context, allowing deeper engagement for those who haven t been exposed to the real meaning behind video games.
Garrett Eastman

MOGAT: Mobile Games with Auditory Training for Children with Cochlear Implants - 0 views

  •  
    Abstract: "To improve musical auditory habilitation for children post cochlear im- plantation, we developed MOGAT: MObile Games with Au- ditory Training. The system includes three musical games built with o -the-shelf mobile devices to train their pitch perception and intonation skills respectively, and a cloud- based web service which allows music therapists to monitor and design individual training for children. The design of the games and web service was informed by a pilot survey (N=60 children). To ensure widespread use with low-cost mobile devices, we minimized the computation load while retaining highly accurate audio analysis. A 6-week user study (N=15 children) showed that the music habilitation with MOGAT was intuitive, enjoyable and motivating. It has improved most children's pitch discrimination and production, and several children's improvement was statistically signi cant (p < 0:05)."
Garrett Eastman

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

  •  
    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

The Video Game Industry: Formation, Present State, and Future - 0 views

  •  
    Description in Google Books: "The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and 'only' game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come. "
Garrett Eastman

Replayability of Video Games - 0 views

  •  
    "what makes a video game replayable and why exactly the replayability of a game should matter to the companies producing the games and the consumers buying them. Information on replayability is very important to both the companies producing games and the consumers purchasing them. It is necessary for companies to achieve a balance in the amount of replayability a video game possesses. In other words, companies should aim for a certain ―value‖ of game play per dollar. If a game is not replayable, consumers will quickly tire 7 of the game and discard it, as it does not have high replay value. This takes away from the popularity of the game and possible sales from future games in the same series. On the other hand, if the game is too replayable, the consumer may not feel a need to buy any more games and video game companies will be unable to generate a profit. For companies, the value of the game requires a delicate balance to produce a game which will keep players interested long enough for the company to develop a new game before they tire of the game they have, but not too long so that when the company release the new game the buyers are in line waiting for it."
Garrett Eastman

A STUDY OF THE VIDEO GAME INDUSTRY IN U.S METROPOLITAN AREAS USING OCCUPATIONAL ANALYSIS - 0 views

  •  
    Abstract: "The video game industry is a billion dollar industry with an ever-growing fan base. Massachusetts, along with other states, has begun to take an interest in further developing this dynamic industry. A problem facing many policy makers and economic developers is accurately defining the video game industry, determining the types of workers that form of human capital within its workforce and where these businesses are located. This study helps to solve this problem by converting video game credits, found in all video games, into Standard Occupational Codes to identify the types of workers who comprise the industry and by conducting spatial analysis using Public Use Microdata Samples (PUMS). It also uses the Occupational Information Network to evaluate what forms of human capital comprises the video game industry. The results show the video game workforce comprises both creative workers such as artists and musicians, but also computer programmers, engineers, and business management and marketing professionals. This workforce tends to be concentrated not only in larger U.S. metropolitan areas but also in regions with a significant high-technology workforce, college towns, and government laboratories. Also, as this diverse workforce contains a wide variety of skills and abilities, a common theme is being able to work together as a team to develop a product. This study is part of a growing body of research and initiatives to identify and to locate new, creative industries within metropolitan regions. This research will contribute to future research using occupational analysis to identify new and growing industries."
Garrett Eastman

Gameplay in Higher Education: The Use of Serious Games vs Traditional Instructional Met... - 0 views

  •  
    Compares transmitting information to students by three different instructional methods including video games
Garrett Eastman

Leadership in a Networked World: The Case of Massive Multiplayer Environments - 0 views

  •  
    Study of leadership principles revealed in multiplayer games which can inform future game design
Garrett Eastman

Games for Health Conference 2012 - 0 views

  •  
    Conference information for Games for Health 2012, taking place in Boston, June 12-14.
Garrett Eastman

Becker College Online Game Design Certificate Program - 0 views

  •  
    Certificate program "aimed at professionals with a degree in computer science, information technology, or art who seek entre into the growing digital games industry."
Garrett Eastman

Ian Bogost: Videogame Theory Criticism Design - 0 views

  •  
    Creator of Persuasive Games studio's site featuring information on his books, writings, and blog
Garrett Eastman

Learning Foreign Sounds in an Alien World: Videogame Training Improves Non-Native Speec... - 0 views

  •  
    "Training was accomplished using a videogame paradigm that emphasizes associations among sound categories, visual information, and players' responses to videogame characters"
Garrett Eastman

Carroll and MATC will offer joint major in video game development - 0 views

  •  
    Carroll and MATC will offer joint major in video game development WAUKESHA, WIS.- On Tuesday, Nov. 1, 2011, representatives from Carroll University and Milwaukee Area Technical College will meet on Carroll's campus to sign an articulation agreement for a joint program in information technology with an emphasis on computer game development.
Garrett Eastman

Mapping 3D Character Location for Tracking Players' Behaviour - 1 views

  •  
    Abstract: "Serious Games are increasingly used as a tool for various applications contrary to the traditional enterta inment purpose. Many game engines are available, and Unity3D is another example that presents some features such as rapid prototyping and an easy learning curve. The 3D space where action takes place is sometimes hard to map into a logical memory structure providing flexible access to that information. The problem of tracking players ' path as well as their decision s in 3D environments arises when there is no previous knowledge of the scenario representation and the creation of a memory data structure poses an extra effort for the modeller. The proposed solution in this paper, albeit simple, is a straightforward way to track the location of the video game character and map it when he / she passes certain limits. Th is mechanism proved to represent a key step for ward, addressing the important issue of tracking the decision - making process of players for future analysis and behaviour elicitation."
« First ‹ Previous 41 - 58 of 58
Showing 20 items per page