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Garrett Eastman

Gameplay Design for Role-Playing Battle Systems - 0 views

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    Abstract: "This thesis explores role-playing games, an existing genre within the current game industry. Role-playing games have many different parts which together create the whole game experience for the user. However, this research has focused on what arguably can be said to be the core gameplay feature of role-playing games: The battle system. This was mainly conducted by analyzing existing games using different methods, primarily by identifying gameplay design patterns in the games, and comparing them using a cluster method. The use of patterns allowed basic elements for observing and analyzing the relation between different role-playing games while the clusters provide overviews of the subcategories of the role-playing genre. This thesis presents view of the role-playing genre from the perspective of combat systems through two main results. The first result is the trees created by the clusters which explain subgenres through the presence of specific gameplay design patterns. The second result is four categories of patterns: those which illustrate patterns found in nearly all role-playing games; those that define the tree result; those that can have strong impact on gameplay but without affecting subgenre membership; and those that link combat system to other parts of the gameplay. Through this, the research has established a view on the design space of role-playing games and created visualizations of how different role-playing games relate to each other. From this relation a designer can further understand how to design for different gameplay experiences for the user."
Garrett Eastman

Parabola X: Learner Engagement with Serious Games - 0 views

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    From the abstract: "As educators struggle to motivate the learners in their classroom, games provide a great opportunity to enrich the education curriculum. The use of games for this purpose is the primary goal of the growing s erious g ames field. ParabolaX is a s erious g ame designed to teach principles of quadratic functions [1] . ParabolaX was developed with two gameplay versions: full and basic. The basic version eliminated many game features. Leaners played ParabolaX during a single classroom session and took surveys before and after they played. Lea r ner scores on quadratic problems before playing were not significantly different than scores after playing ParabolaX , t (65) = - 0.486, p = 0.629 . Lea r ners that played the full version that included all game like features did not show significantly different engagement indicators than those who played the basic version. Learner engagement did not d iffer based on gender or prior experience playing digital games. 76.1% of learners playing the full version agreed that ParabolaX helped them understand quadratic functions compared to only 50% of those who played the basic version."
Garrett Eastman

Exploring social play in a shared hybrid space enabled by handheld augmented reality - 0 views

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    Abstract: "Reality-based interfaces bring new design opportunities to social games. These novel game interfaces, exemplified by Wii, Kinect, and Smart phones, leverage players' existing physics, bodily, environmental, and social skills. Moreover, they enable a shared hybrid physical-digital space in which the players' co-presence can be enhanced by their physical and digital co-location. However, many digital social games occupy players' attention with the digital display and content, reducing their attention spent on one another and limiting the synchronization of actions and emotions among players. How do we design technologies that do not interfere with social play but enhance and innovate it? In this thesis work, I focus on one particular kind of reality-based interfaces, Handheld Augmented Reality (HAR), to extend players' interaction from the small mobile devices to the shared hybrid space around a computationally trackable surface. This thesis explores how to encourage social play with HAR interfaces, which brings in challenges of designing with the affordances and constraints of the HAR interface, understanding the complicated phenomenon of social play, and integrating these understandings in multiplayer HAR game design. Adopting Research-through Design as the overarching research method, I collaborate with multiple teams, design and study three multiplayer HAR game prototypes. I present four main contributions. First, this work yields design artifacts and examples of social games with HAR interfaces. I communicate to the game design and Augmented Reality communities through these prototypes, including BragFish, ARt of Defense, and NerdHerder. Second, I provide empirical findings on social play in a shared hybrid space. Through lab-based user studies, observation, video analysis, interviews, and surveys, I collect and analyze interpersonal play behaviors and emotions in the shared hybrid space enabled by the HAR interface. Third, I adopt and adapt sociologic
Garrett Eastman

Well Played 3.0: Video Games, Value and Meaning | ETC-Press - 0 views

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    "this book is full of in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. Contributors analyze sequences in a game in detail in order to illustrate and interpret how the various components of a game can come together to create fulfilling a playing experience unique to this medium. "
Garrett Eastman

Mobile games in Museums: from learning through game play to learning through game design - 1 views

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    "This paper investigates aspects of learning in museums through mobile games, i.e games that are played usually by groups of players, using mobile devices that allow interaction with the space and the exhibits and physical mobility of the players. It is argued that playing these games (which usually follow the pattern of scavenger hunt or role playing narratives), results in visitor engagement, motivation and knowledge about museum exhibits. Despite of these positive aspects, it has been observed that learning remains at the level of transfer of factual information about the exhibits. It is argued that in order to enrich the learning experience of game play we need to also involve the visitors in the process of designing mobile games for the museum."
Garrett Eastman

A Cloud-Based Pervasive Serious Game Framework to Support Obesity Treatment - 0 views

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    Abstract: "Obesity has become an outstanding public health issue in most countries around the world. Many attempts have been made to address this issue that ranges from taking medication to doing exercise to follow- ing a diet plan to playing games. Few approaches combine exercise and game to engage the obese people in playing fun-based games or pur- poseful games, also known as serious games, while monitoring their bio- signals. However, existing work hardly provides a configurable, scalable and context-aware serious game framework that can be used as a sup- port for obesity treatment. In this paper, we take an attempt to propose such a framework. The proposed framework facilitates bio-signal monitor- ing based on body sensor network, context-awareness based on perva- sive sensors, and on-the-spot activity recommendation based on current game-playing context. It uses the cloud computing platform as infrastruc- tural support that ensures the scalability of the framework. In order to demonstrate the suitability of the proposed framework, we developed a sample serious game; deploy it over a cloud platform; and experiment with it by capturing some psycho-physical data while the obese are en- gaged in game-play. We observed that the obese people were very much engaged in game-play and they had positive experience using the system"
Garrett Eastman

L2P NOOB: Examining Tutorials in Digital Games - 0 views

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    Abstract: "It has been well-noted that contemporary digital games tend to design for a relatively high skill threshold engineered to appease a well-entrenched and digitally literate audience (Hayes, 2005). Such design practices, however, serve to disenfranchise new and novice players wanting to learn to play. This novice-expert divide is a significant barrier to entry for individuals wanting to play digital games, and given that digital games are seeing increased use in pedagogical contexts (Akilli, 2007; Becker, 2007; Nieborg, 2011; Shelton, Satwicz, & Caswell, 2011; Ulicsak, 2010), such skill-based barriers further complicate the seamless incorporation of digital games into the classroom. In an effort to explore how we might bridge the gap between new and weathered players, I created three tutorials for World of Warcraft (2004) in an attempt to improve the existing tutorials for newer entrants to the game. These new tutorials offered different modalities of instruction, as well as instructional strategies in assisting newer players. Tutorials were designed using the Structured Sound Functions (SSF) model of instructional design, following the Attentional Control Theory of Multimedia Learning (ACTML). The tutorials were then analyzed for their effects on play outcomes, player engagement, and player motivations using the Dick and Carey (2011) three-stage model of formative evaluation. This work thus makes two important contributions. First, this research conducts a much-needed in-depth study of game tutorials, which is an area yet to be well-charted in the disciplines of either education or games studies. Secondly, by analyzing the results of the formative evaluation, I conclude that players react favorably to a faded or "just-in-time" instructional strategy-an approach to player scaffolding which showed significantly increased motivation for play, engagement, and play mastery among novice participants. Implications for game design and future research are disc
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.
Garrett Eastman

Killing for Girls: Predation Play and Female Empowerment - 0 views

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    Abstract: "Predation games--games in which the player is actively encouraged and often required to hunt and kill in order to survive-have historically been the purview of male players. Females, though now much more involved in digital games than before, are generally encouraged to play games that stress traditionally feminine values such as socializing with others, shopping and nurturing. This paper argues that playing games that virtually simulate predation (which is true of most violent videogames) has many benefits for female players. Predation play teaches participants how to survive and excel in stressful, competitive, aggressive environments. To remain in the game, players have to sharpen their wits, learn to face fear, accept challenges and come back from defeat to play again. Negative effects are also discussed."
Garrett Eastman

Designing a Game for Playful Communication within Families | Toft | Eludamos. Journal f... - 0 views

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    "The article will illustrate and explain how we worked with research and our own and secondary literature to create a game that had the potential to create social change. The game Junomi was designed to address the problem of loneliness among Danish teenagers and create opportunities for the families to play and experiment with the ways in which they communicate together. The game is a location based smart-phone game that takes place in players' everyday environments around the city. Players invite close family members to play for an agreed period of time (for example a week or a couple of months). Throughout the game period, players create questions, each with three possible multiple choice answers, and place them on a map to be found by other players. When other players pass by the question locations on their everyday routes around the city, the questions pop up on the phones."
Garrett Eastman

Understanding Computer Role-Playing Games - 0 views

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    Abstract: "A game genre as diverse as that of computer role - playing games is difficult to overview. This poses challenges or both developers and researchers to position their work clearly within the genre. We present an overview of the genre based on clusterin g games with similar gameplay features . This allows a tracing of relations between subgenres through their gameplay , and connecting this to concrete game examples. The analysis was done through using gameplay design patterns to identify gameplay features a nd focused upon the combat systems in the games . The resulting cluster structure makes use of 321 patterns to create 37 different subgenre classifications based solely on gameplay features . In addition to the clusters, we identify four categories of patter ns that help designers and researchers understand the combat systems in computer role - playing games"
Garrett Eastman

The Development and Effect of Serious Games - 0 views

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    From the abstract: "In this thesis we present the development of this mobile multi-platform serious game intended to teach the basic information about asthma to teenagers and young adults. We review the design of the game and the mobile technologies used to create the game. We present conclusions based on observations made while interviewees played the game, and detail the changes made to the game based on these observations. Each interviewee also provided feedback on the game, and completed several assessments to measure their knowledge of asthma before and after playing the game. We review the knowledge each interviewee gained from the interaction with the game, and draw and present conclusions based on the background each subject comes from"
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

THE EVOLUTIONARY PSYCHOLOGY OF VIDEO GAMES: THE DIGITAL GAME AS SUPERNORMAL STIMULUS - 0 views

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    Abstract : "This paper explores how supernormal stimuli may have contributed to the remarkable popularity of several types of video games: first-person shooters (FPSs), massively multiplayer online role-playing games (MMORPGs), and Minecraft. Human culture, technology, and environments have advanced so rapidly in the last 10,000 years that the brains of Homo sapiens have not been able to keep up. Humans survive in the modern world, but still retain a mind stuck in the Pleistocene. Supercharged representations of ancient stimuli, which appealed to prehistoric human ancestors in the environment of evolutionary adaptedness (EEA), appear in many video games and may be hyper-stimulating humans' adaptive instincts. These supernormal stimuli appear to correlate with the remarkably engaging, pleasurable, and satisfying experiences human players derive from playing these games. This paper goes on to propose that greater recognition of the potential of supernormal stimuli, and experimentation with the creation of virtual worlds stand to improve not only digital games, but the way in which humans live, work, and play in the real world."
Garrett Eastman

Imaginary John Cage, No. 1 (for 12 video games) - 0 views

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    Abstract: "Using aleatoric compositional principles borrowed from the American avant-garde composer John Cage, we have created a work that explores the auditory experience of video game play. IJCno1 is interactive, relying on live video game play to provide sonic input, input that is manipulated using a soundboard."
Garrett Eastman

Survey: Women Enjoy Gaming More than Sex, Play as Much as Men - Techland - TIME.com - 0 views

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    "As many women play online video games as men"
Garrett Eastman

HASTAC Scholars at "Serious Play" in Washington | HASTAC - 0 views

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    SEATTLE - Two HASTAC scholars doing research in video games studies at the University of Washington (UW) were recently sponsored by UW's Simpson Center for the Humanities to attend this year's Serious Play Conference. Edmond Chang and Theresa Horstman, graduate students in English and Education, respectively, took part in the conference, which was held at the DigiPen Institute of Technology in Redmond, Washington.
Garrett Eastman

Books on Google Play Interactive Storytelling for Video Games: Proven Writing Techni... - 0 views

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    Recently published by CRC Press, excerpts on Google Books. "expert advice you need to generate compelling and original game concepts and narratives."
Garrett Eastman

A BDI Game Master Agent for Computer Role-Playing Games - 0 views

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    "e describe an approach for developing an in- telligent game master (GM) for computer role-playing games. The role of the GM is to set up the game environment, man- age the narrative ow and enforce the game rules whilst keeping the players engaged. Our approach is to use the popular Belief-Desire-Intention (BDI) model of agents to de- veloping a GM."
Garrett Eastman

Getting Real About Games: Using Ethnography to Give Direction to Big Data - 0 views

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    Abstract: "HCI scholars have been among those attracted to the study of online, computer-supported gaming. "Big Data" approaches, which analyze electronic traces left by game play, are an increasingly popular way to study it. This paper identifies basic epistemological problems in some such approaches, focusing on those that implicitly depend on the assumption that game play is fundamentally the same as other social activity. The paper explains why this and related assumptions are questionable, and why these Big Data approaches cannot establish their validity on their own. The paper then reports some results of a preliminary ethnographic study of Massive Multiplayer Online Games (MMOGs), in order to illustrate a way that ethnography can provide an initial purchase on how the underlying similarity/dissimilarity issue can be studied. It concludes by explaining how methodological triangulation, involving a dialectical discourse between ethnography, on the one hand, and Big Data and similar approaches, on the other, may be able to place Game Studies on a firmer epistemological foundation. It is the attempt to achieve such significant objectives, in particular to justify a foundational critique of a major new development in Game Studies, and to do so in a single paper, that justify inclusion of the paper in alt.chi. "
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