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Garrett Eastman

Computer Games Sound Effects: Recording, Postproduction and Existing Database - 0 views

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    Abstract: "The paper describes the process of building a new database of sound effects recordings for computer games and the first version of such product. Ways of applying signal processors for postproduction is described, as well as differences in audio edition for films and games. Some aspects of using sounds in games are also mentioned as well as the first version of the list of possible tags of the audio files in the database. Both the language of the tags and the datatabse will be substanially enlarged."
Garrett Eastman

Defining Usability Quality Metric for Game Prototype Using Software Attributes - 0 views

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    From the abstract: "This study presents the defining usability quality metric for game prototype using software attributes by referring to ISO Standards 9126 - 3: Software Engineering - Product Quality, with the adaptation for the quality as surance and measurement during game p rototyping period. In order to be fully utilized and optimized the effectiveness of the proposed quality metric, it is best to define the development process environment and its application simultaneously."
Garrett Eastman

Games for a Digital Age: K-12 Market Map and Investment Analysis - 0 views

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    Abstract: :Games for a Digital Age: K-12 Market Map and Investment Analysis includes a sector analysis and market map of game‐based learning initiatives with an analysis of relevant trends in education and digital technology that are likely to impact development of a robust game-based learning market segment. By formulating a new framework for understanding the changing dynamics of purchase decisions at the school, extended learning, and consumer levels including a "follow the money" analysis, this report will guide efficient use of existing capital and examine where new investment would be most productive. Conducted and written by Dr. John Richards, Leslie Stebbins and Dr. Kurt Moellering, the report synthesizes findings from extensive market research and a series of fifty interviews with leaders in the developer and publishing industries, and from the government, foundation and research sectors."
Garrett Eastman

Mobile phone apps/games and its effect on the market - 0 views

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    Abstract: "The advantage of using app verses tradition browsing on mobile devices in the market can improve communication with customer. Allowing more creative way to promote brand and advertise to the growing crowd of mobile ecommerce. Mobile apps will be a great tool to simplify the customer‟s path to products that they value in the future as mobile market grows larger and more complex. Organizations that fail to see and act on the potential of the growing mobile market will get left behind. Additionally those that can simplify mobile commerce, making commerce more interactive with less hassle, give customer the experience they want, more secure, and put all that in the palm of a customer‟s hand will be able to ride the trend to success."
Garrett Eastman

For the Win: How Game Thinking Can Revolutionize Your Business - 0 views

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    "Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche. In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking?addressing problems like a game designer?can motivate employees and customers and create engaging experiences that can transform your business. For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more."
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

Hipsters, Trendies and Rebels: If Fun is Cool, is Game Design Cool Design? - 0 views

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    "we can highlight the relationships between the different motivational and value aspects associated with cool products. By understanding these factors, we can better design for cool,"
Garrett Eastman

Heuristics and Ballistics: Past, Present, and Future of Usability Testing in the Gaming Industry - 0 views

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    "more research and development still needs to be done to set game usability testing methods apart from usability methods used for productivity software or web site development. In this paper, I will detail the history of video games and video game usability, including the qualitative and quantitative importance of the subject; some of the current methods being utilized by game developers to test game usability; and some methods being researched and developed now to impact game usability testing in the future."
Garrett Eastman

Designing a Serious Game Engine for Sustainability - 0 views

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    "Sustainability education has become an international imper- ative due to the rising cost of energy, increasing scarcity of natural resource and irresponsible environmental practices. My research seeks to investigate how to build a customiz- able serious game engine for sustainability called Makahiki. This work is motivated by the encouraging results of the in- augural residence hall energy competition at the University of Hawaii in Fall 2011. Makahiki is intended to provide a production quality, pluggable component-based open source game engine and an experimental test bed for game-related research in the context of sustainability."
Garrett Eastman

Enablers and qualifiers for the Novel Creative Industry: a case study - 0 views

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    "One of the emerging fields in the Creative Industry is Serious Gaming. In the Municipality of Leeuwarden, the Netherlands, a small number of (Serious) gaming companies is established. One of the fields of Interest, the Municipality tries to develop, is the health care sector. Despite the foreseen growing demand for Serious game products in this sector, the Gaming segment of the Creative Industry has not developed to an economically sustainable entity yet. In this paper we will describe the efforts that were undertaken to develop the Creative Industry and especially the Serious Gaming segment. This choice was made because of seemingly inconsistent policy decisions of some key stakeholders concerning this emerging field. Following we will present a theoretical framework how a cluster could be formed that will be able to survive without governmental aid. This framework is based on a theoretical review and on two examples of existing clusters in Japan and Germany. The paper will end by raising some questions for future research and discussion."
Garrett Eastman

virtuallyFine - 0 views

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    Monica M. McGill's blog, assitant professor at Bradely University, one of her areas of study is game design curricula in US, UK and Canada. "Creating proposals in production courses, particularly games courses, is important in order to teach students to think about what they want to do for their project and why they want to do it."
Garrett Eastman

The secret history of 'Kingdoms of Amalur' - 0 views

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    Discussion of five years of 38 Studios game production and its sequel
Garrett Eastman

Adaptive Game Music: The Evolution and Future of Dynamic Music Systems in Video Games - 0 views

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    "Examination of the history, development, and future of adaptive, dynamic, and interactive music in video games. Discussions include nonlinear music historical developments, compositional approaches for adaptive music, generative music, testing methods in the compositional and implementation stages, the evolving industry of adaptive music composition, future technological developments in music production and gaming, and adaptive music beyond games. Also included is an appendix of video game case studies, as well as an appendix of professional insight from game industry veterans."
Garrett Eastman

MULTI-STAKEHOLDER SIMULATION AND GAMING ENVIRONMENT FOR A FUTURE RESOURCE ECONOMY IN SPACE - 0 views

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    "The high cost of launching resources from the Earth's surface is a significant barrier to future long- duration human space exploration. A future resource economy in space may allow resource production, processing, storage, and transportation at distributed locations, but will have many stakeholders with var- ied and potentially competing objectives. Simulation games provide a medium for communication and learning richer than papers or linear presentations by combining the technical capabilities of simulation models with human interaction. Building on technology powering military wargames, federated simulation architectures such as HLA-Evolved use independently-developed simulation models connected over a dis- tributed network of computers. This paper presents an approach for developing a multi-player simulation gaming environment where human players take on roles of organizations or government agencies within scenarios designed to address the design and operation of a resource economy in space. The game design addresses the number of players, time advancement, level of abstraction, scenario selection, and other de- cisions based on past simulation games in the domains of military-political, educational, disaster response, and business-management games. Future research will focus on evaluating game executions to analyze human decision-making under various scenarios. Quantitative analysis of decisions using game logs com- bined with qualitative analysis of interviews and surveys will contribute to strategies for a future resource economy in space."
Garrett Eastman

FundersClub: getting Crowdfunding right - 0 views

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    Critique of popular crowdfunding sites and identification of a new alternative to raise capital for one's startup or product
Garrett Eastman

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

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    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

The place of game-based learning in an age of austerity - 0 views

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    "Abstract: Digital games have the potential to create active and engaging environments for learning, supporting problem-solving, communication and group activities, as well as providing a forum for practice and learning through failure. The use of game techniques such as gradually increasing levels of difficulty and contextual feedback support learning, and they can motivate users, using challenges and rewards, competition and mystery. Above all, computer games provide safe spaces in which learners can play, explore, experiment, and have fun. However, finding appropriate games for specific educational contexts is often problematic. Commercial entertainment games are designed for enjoyment, and may not map closely to desired learning outcomes, and the majority of educators do not have the time or specialist expertise to create their own games. Computer games are expensive to purchase or produce, and learners, particularly busy adult learners, need to be convinced of their effectiveness. So while there are many theoretical benefits to the use of computer games for learning, it given the increasing economic constraints in education, their use may simply not be practical. This paper presents three alternative ways in which the theory and practice of computer games can be applied to education, without the expense. First, the option of developing simple and cost-effective games with low technical specifications, such as alternate reality games, or using virtual worlds or one of the growing number of accessible game-builder toolkits to create educational games, will be explored. Second, learning from games rather than with them is discussed, examining game techniques that naturally enhance learning, and embedding those elements in traditional teaching practices. Third, the paper presents the option of giving learners agency as game creators rather than simply players, so that it becomes the process, not the product, which facilitates learning. The advantages and drawbacks
Garrett Eastman

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

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    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

Computer Game Multimedia & Allied Technology - 0 views

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    5th Annual International conference to be held in Bali, May 7-8, 2012
Garrett Eastman

Zero Lecture in Game Design - 0 views

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    From the abstract: "We believe creativity has not been a prevalent element in the videogame medium. While many issues might be at fault, in this paper we propose that one of the underlying causes resides in the game design discipline itself, more specifically in the way scholars, journalists and audiences promulgate normative thinking. This notion is developed with arguments that explore how normative thinking has shaped three dimensions of the medium - form, value and expression. It takes into consideration major trends in journalism and production, as well as an analysis of books and scientific articles that concern the subject. We then propose alternatives on how to frame the currently available knowledge in the discipline in a way that can help foster creativity instead of constraining it."
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