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Garrett Eastman

Experiments with WebSocket Performance - 0 views

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    "Networking is one of the biggest obstacles facing HTML5 game developers. While WebSockets provide a TCP-like communication mechanism, game networking often relies on UDP, and there's no way to do UDP-like communication in the browser without a plug-in. Why do games often rely on UDP?"
Garrett Eastman

Designing Hypercontextualized Games: A Case Study with LieksaMyst - 0 views

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    "Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process, HCG builds on the resources available on-site (context) and transfers them beyond their origin (hyper). A successful example is the HCG stories in LieksaMyst, an application developed for the Pielinen Museum, in which the player is guided through a series of activities by a virtual host from the historic past. It took three years of extensive work and research for the LieksaMyst HCG stories to mature from brainstorming concepts to a fully-fledged museum service. Curators, educational technology experts and a total of 476 visitors (from 6 to 77 years old) contributed to the design process. The analysis of the context and feedback from the visitors enabled us to choose media, content and activities suitable to the Pielinen Museum. Our findings indicate that quality time, sincere reflection and communication between local experts and potential players, are indispensable when designing a HCG based game. The analysis benefits researchers and practitioners who are interested in the ways in which a game can bridge the gap between people and relevant on-site information"
Garrett Eastman

Lodestars for Player Experience : Ideation in Videogame design - 0 views

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    "The design and development of commercial AAA videogames is a difficult and complex endeavor. It involves large development teams that together aim to create high quality, entertaining games that sell well. Up to now, very few scholars have documented or problematized this practice."
Garrett Eastman

Designscape - A Suggested Game Design Prototyping Process Tool | Manker | Eludamos. Jou... - 0 views

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    "This paper is a part of the game studies field from a design perspective. It investigates the computer game design process, focusing primarily on prototyping, as it is being performed in game development today. ... Potential users of prototypes and prototyping methods range from the designer and the design team, to beta testers and publishers. The focus in this paper is on internal use of prototypes, where the design team is the target audience. The prototype functions as a tool for getting the team on the same track and to introduce new members to the work. Prototypes and visualizations also tend to replace the game design document more and more. The work presented here is based on analysis of interviews with game designers. By applying perspectives from rhetoric, the aim is to investigate how the communication around the prototyping process within a design team can be improved."
Garrett Eastman

GAME COMPANIES & SOCIAL RESPONSIBILITY: THE TIME IS NOW - 0 views

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    "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."
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

Executive Q&A: Video games are Justin Beck's business - 0 views

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    "It's the type of story any computer or video game-loving teenager would envy: Create a game that becomes a giant hit and morphs into a company that brings in more than $1 million a year in revenues. That is Justin Beck's story."
Garrett Eastman

CLANG by Subutai Corporation - Kickstarter - 0 views

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    A crowdfunding initiative to build a new swordfighting game
Garrett Eastman

Creation of a Game-Based Digital Layer for Increased Museum Engagement among Digital Na... - 0 views

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    "The combined hardships of economic downturn and a target audience that is increasingly defined by their affinity for active participation in their surroundings have left many nonprofit museums struggling to remain relevant in the 21st Century. We have partnered with Discovery Place, a hands-on science museum in Charlotte, North Carolina in order to create an easy-to-integrate software solution to help them better engage their audience. Our project is the creation of a three-part digital layer to increase museum engagement for all visitors, but particularly those considered digital natives. We have created two systems to be implemented in the museum, one to appeal to traditional visitors and one to better engage large groups of students. In the future, these two systems will be tied to an online meta-game to complete our digital layer by bringing the enhanced museum experience home for visitors."
Garrett Eastman

Feedback in Low vs. High Fidelity Visuals for Game Prototypes - 0 views

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    "Prototypes have proven to be a good practice in different areas. In the gaming industry, they help identify usability and gameplay issues, among others. The earlier these issues are identified, the less effort is required fixing them. But game assets like graphics are often expensive and are available later on, or even after game functionality has been implemented. Game prototypes are in this case created using lower fidelity visuals. While this technique makes it possible to perform usability tests, it may bias the feedback provided by usability testers. In this paper we investigate how the fidelity of the prototypes used for usability testing influence the feedback provided by testers."
Garrett Eastman

Games for Stroke rehabilitation - 0 views

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    "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."
Garrett Eastman

DESIGNING GAMES FOR UNDERSTANDING IN A DATA ANALYSIS ENVIRONMENT - 1 views

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    "This paper describes design issues surrounding "Data Games," small-scale, short web-based games that generate data for analysis in mathematics or statistics classes. The games are embedded in a data analysis environment. We discuss design for the games themselves as well as some curriculum and assessment issues."
Garrett Eastman

Reusable Components for Artificial Intelligence in Computer Games - 0 views

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    "Abstract-While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters. In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs. This is aided through the creation of a standardized interface for Statechart modules in a layered architecture. Reuse is enabled at a high-level through functional groups that encapsulate behaviour. These concepts are solidified with the development of the SkyAI tool. SkyAI enables a developer to build and work with a library of modular components to develop new AIs by composing modules, and then output the resulting product to an existing game. Efficacy is demonstrated by reusing AI components from a tank to quickly make a much different AI for a simple animal."
Garrett Eastman

You Can Make Video Games - 0 views

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    "This site is here to encourage more people to get involved in making their own video games by providing advice and direction. Making video games has never been easier and so if you've got any interest in developing games we'll do our best to help you get started." Features tools such as game engines and other resources.
Garrett Eastman

Game Character Creation with Blender and Unity - 0 views

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    A complete guide to creating usable, realistic game characters with two powerful toolsCreating viable game characters requires a combination of skills. This book teaches game creators how to create usable, realistic game assets using the power of an open-source 3D application and a free game engine. (excerpts in Google Books)
Garrett Eastman

Dictators Turn Strangely Benevolent in Online Game - 0 views

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    "Players who became anonymous dictators in a simple online game showed unexpected benevolence toward their subjects, giving away more of their own money than previous, real-life experiments predicted. "This was supposed to be a simple replication, where we backed up the results of previous experiments, just in an online setting," said biologist Nichola Raihani of University College London."
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