"This project involves developing an action-platformer game for the Flash platform. The user controls
a character who must progress through levels, while avoiding obstacles, collecting items and fighting
many types of enemies. Role-playing game elements such as equipment and upgrades support user
customization and varied battle strategies.
Developing a successful Flash game involves several factors. Flash games must be simple to get
into, yet rewarding to play in both short and long sessions. Flash games must be accessible to a
wide audience; both in terms of user preferences and technical limitations. Finally, Flash games must
offer something unique to stand out from the crowd, in a market where hundreds of free games are
published every month. This report covers the research, design and implementation done to achieve
these requirements, in terms of game mechanics, interface, level design, visual design, accessibility
options, and replay value.
Technical challenges include building, testing and optimizing a game engine and interface from
scratch, balancing the game mechanics and difficulty, and structuring the whole development process
in a way that enables easy creation of new content.
In addition to game design and development, this project also deals with the business aspects of
developing online games; how games generate revenue, how they are marketed and distributed, and
developing trends in the consumer market.
Project success in different areas has been evaluated through usability studies, user ratings and reviews,
and vast quantities of usage and distribution statistics. Overall, the project has been a success
in terms of user reception and generated revenue, and the final section of this report includes plans for
a second game, utilizing and building upon the same game engine and mechanics."
"Abstract-Implementations of mobile games have become
prevalent industrial technology due to the ubiquitous nature of
mobile devices. However, simultaneous-movement multiplayer
games - games that a player competes simultaneously with other
players - are usually affected by such parameters as latency, type
of game architecture and type of communication technology. This
paper makes a review of the above parameters, considering the
pros and cons of the various techniques used in addressing each
parameter. It then goes ahead to propose an enhanced
mechanism for dealing with packet delays based on partitioning
the game background into grids. The proposed design is
implemented and tested using Bluetooth and Wi-Fi
communication technologies. The efficiency and effectiveness of
the design are also analyzed."
Abstract
Virtual worlds give us the opportunity to explore another self, a virtual character of the real life you. Massively Multiplayer Online Role Playing Games (MMORPGs) have become extremely popular over the last decade. It has also grown into a lucrative business. To keep the players, the game needs to be more than just a game. This study aimed at finding out what factors that determine which features of the character creation interface that are most important to players. The following research question was formed; "Which underlying factors affect how important different features of the character creation interface are to experienced MMORPG players?
To be able to answer the question an extensive literature review was conducted. A qualitative approach was taken. Long interviews were made with five participants, two female and three male players. The interviews took place while they created a number of avatars in different MMORPGs. The interviews were then followed up. During the follow-ups, the impact the character creation process had for the players, were discussed. The findings indicate that the character creation interface is important for the players to get a good gaming experience. However different types of players require different things. Important features for the users to change were mainly; the head; the name; and adding parts of yourself on your character. The factors that determined the importance of these features were found to be; Player types; Identity types; Immersion levels; and whether or not the game or the gaming experience were new to the player. Another finding showed that the longer you have played a game the less bizarre the different races, classes and gender will seem. The study also indicated that the female participants had a hard time identifying with their male characters."
Relativity in a rock field: A study of physics learning with a computer game David Carr and Terry BossomaierCharles Sturt University These results appear to run counter to people's intuitive understanding, and lead to such unexpected effects as length contraction, time dilation and mass dilation (some background is provided in the following Literature review section).
How do you look back on a year of gaming and try to find a common thread? I tried to look for something that connected the stories that are presented here as being some of the best-or most interesting-investigations into different aspects of gaming and the surrounding culture.
Abstract: "Digitalization has given rise to new opportunities for small and medium-sized video game development studios. No longer bound by physical products and creative restrains, the de-veloper has been empowered with independency. This qualitative study is aimed to under-stand how a development studio develops their business model and how underlying strate-gy is formulated. Additionally we evaluate the degree of innovativeness of the business model in terms of radical and incremental innovation according to Damanpour (1991). To achieve this we present a comprehensive literature review as to gain a more theoretical un-derstanding of industry mechanics and to be able to comprehend reasoning behind existing business models. We structure the dynamics of the business model by analyzing nine busi-ness model aspects as suggested by Osterwalder, Pigneur and Clark (2010). Following our theoretical framework we gain practical input from four separate case studies. An interpret-ative research method is used to gain better understanding of reasoning and choices made. We interpret our findings following a narrative approach which shows that the digitaliza-tion has preluded a paradigm shift in the sense that development studios have started to adopt activities otherwise performed by key partners. As barriers dissipate small and me-dium-sized development studios try to make sense of the current industry, but struggle in doing so. Having to reinvent themselves we conclude that a focus towards creating thicker customer relationships is considered and the idea of seeing games as a service is acknowl-edged to depict the future of the industry. The conclusions of this study contribute to both academic science and industry practice."
"Abstract. Sophisticated Technology Enhanced Learning (TEL) instruments as training simulations and Serious
Games (SG) do not provide knowledge content in an explicit form, but propose interactive solutions for learners to
build their own skills and competences in close to real situations. The present research makes an overview of the
processes of knowledge transfer and content development in SG. In the first place, there will be analyzed and
proposed methods how to elicit and embed expert knowledge into design of SG and training simulations. Therefore
in the first place we will discuss the problem of expert knowledge elicitation for building SG. In the second place we
will review how learning content can be integrated in SG design, and will identify various SG elements and
components that can transfer knowledge to the players. Finally, some practical implications will be discussed,
derived from the experience in TARGET FP7 EU funded project."
"Based on a year of research conducted by
The Children's Partnership, this White Paper
lays out the logic for game companies to
play a leadership role on behalf of children,
reviews the rich history of corporate social
responsibility that has produced win-win
results for the public and for businesses,
and highlights early examples of such
leadership by online game companies."
"Strokes are a leading cause of death and disability and have been described as a "worldwide epidemic" [5]. Strokes cause disability, partial paralysis and leave up to 85% of their victims with some form of motor impairment. Stroke rehabilitation starts as soon as possible and involves repetitive movement which people find repetitive and boring. A study [1] has found that as few as 31% of people complete their exercises as recommended. Adding to this the high cost of one on one therapy and transport to see specialists, stroke rehabilitation is a major problem. Games have been trialed for stroke rehabilitation to increase patient motivation and reduce costs. This literature review aims to find out to what extent games have therapeutic value and further, what characteristics make a good game for stroke rehabilitation. We find that in order for a game to be successful it must be based on solid therapeutic principles as well as game design principles including "challenge" and "meaningful feedback". Different hardware and software can be used as long as it follows game design principles to encourage patients to perform therapeutic exercises. Games must also take into account the low morale of recent stroke victims and avoid discouraging beginners."
Health Games Research, a national program of the Robert Wood Johnson Foundation's Pioneer Portfolio (RWJF), has updated its online health games database-the only one of its kind-by adding advanced search features to enhance the user experience. These updates make the database more accessible to new audiences and easier to search through saved searches and new item alerts.
From the summary: "This thesis reviews and utilizes concepts from cognitive psychology, developmental psychology and game design to bring forth a number of design principles for educational games that may improve students' motivation to learn. The main contribution of this thesis is a novel approach to serious game design, namely envisioning play and learning as a restructuring practice. This change of perspective, from a formal game design approach (focused on rules and regulations) towards a more activity centered approach (focused on process and style), may help designers to leverage the motivational potential of games, in order to make education more engaging to students."