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Garrett Eastman

Inaccessible through oversight: the need for inclusive game design - 1 views

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    "Games are an important part of modern culture. The nature of most video games is such that it can be difficult for individuals with impairments to enjoy many titles. In many cases, this is not due to the games themselves presenting an impossible challenge, but because the games have been left inaccessible through the omission of common features. Mainstream titles are often accessible and inaccessible by turns. This strongly suggests that the resultant inaccessibility is an oversight rather than conscious design. Awareness building is an important process in improving the inclusivity of game titles. This in turn is important in ensuring that all members of society have an opportunity to enjoy a valuable recreational form. To this end, the essay discusses both the types of disability that could be supported and some common mechanisms by which this can be done. A short overview of several prominent game titles is included to provide real world context for the discussion. In this essay, the author argues that ensuring accessibility need not be a costly or an onerous task, and that great strides can be made by, simply adopting the existing good practice that is currently spread across mainstream titles."
Garrett Eastman

Competitive Game Development: Software Engineering as a Team Sport* - 1 views

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    "Presented at the 2nd. Games and Software Engineering Workshop, 34th. Intern. Conf. Software Engineering, Zurich, 9 June 2012"
Garrett Eastman

Super Fish Quest: A Video Game - 1 views

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    "Video game design isn't just coding and random number generators. It is a complex process involving art, music, writing, programming, and caffeine, that should be approached holistically. The entire process can be intimidating to the uninitiated programmer, which is why I've written an all-inclusive guide to game design. With the creation of my own original video game, Super Fish Quest, as a model, I analyze each part of the design process, discuss the technical side of programming, and research how to raise money and publish a game as an independent game developer."
Garrett Eastman

EXPRESSIVE DESIGN TOOLS: PROCEDURAL CONTENT GENERATION FOR GAME DESIGNERS - 1 views

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    "This dissertation presents the use of procedural content generation to create expressive design tools: content generators that are accessible to designers, supporting the creation of new kinds of design tools and enabling the exploration of a new genre of game involving the deep integration of procedural content generation into game mechanics and aesthetics. The first of these tools is Tanagra, the first ever AI-assisted level design tool that supports a designer creating levels for 2D platforming games. Tanagra guarantees that levels created in the tool are playable, and provides the designer with the ability to modify generated levels and directly control level pacing. The second tool is Launchpad, which supports a designer controlling both component and pacing features of generated levels; its companion game Endless Web uses the generator to create an infinite world for players to explore and alter through their choices. Endless Web is one of a handful of games in a new genre enabled by content generation: PCG-based games. Finally, this dissertation presents a novel method for understanding, visualizing, and comparing a generator's expressive range, thus allowing designers to understand the implications of decisions they will make during the design process."
Garrett Eastman

Developing Business Models in the Video Game Industry: An evaluation to strategic choic... - 1 views

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    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."
Garrett Eastman

Combining Search-based Procedural Content Generation and Social Gaming in the Petalz Vi... - 1 views

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    Abstract: "Search-based procedural content generation methods allow video games to introduce new content continually, thereby engaging the player for a longer time while reducing the burden on developers. However, games so far have not explored the potential economic value of unique evolved artifacts. Building on this insight, this paper presents for the first time a Facebook game called Petalz in which players can share flowers they breed themselves with other players through a global marketplace. In particular, the market in this social game allows players to set the price of their evolved aestheticallypleasing flowers in virtual currency. Furthermore, the transaction in which one player buys seeds from another creates a new social element that links the players in the transaction. The combination of unique user-generated content and social gaming in Petalz facilitates meaningful collaboration between users, positively influences the dynamics of the game, and opens new possibilities in digital entertainment."
Garrett Eastman

Character Creation Processes in MMORPGs - 1 views

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    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."
Garrett Eastman

Game Builds Student Empathy | National News | United States | Epoch Times - 1 views

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    Researchers at University of Wisconsin are "developing two kinds of games. One is to cultivate attention and the other to cultivate empathy, kindness, and pro-social behavior."
Garrett Eastman

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

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    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

A Minor in Game Development - 1 views

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    abstract: "Game development is one of the fastest growing industries today. The demand for popular games is impressive and the prospects for employment are promising. However, many recent college graduates do not specialize in this field. A generic computer science degree is adequate, but it could be improved with more relevant training. We propose a dedicated minor that emphasizes software development to prepare students for future study or employment in the game industry. We anticipate that this minor will distinguish students from other recent graduates, increase enrollment, and improve feedback from existing students."
Garrett Eastman

Solving the Balance Problem of On-Line Role-Playing Games Using Evolutionary Algorithms - 1 views

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    Abstract: "In on-line role-playing games (RPG), each race holds some attributes and skills. Each skill contains several abilities such as physical damage, hit rate, etc. Parts of the attributes and all the abilities are a function of the character's level, which are called Ability-Increasing Functions (AIFs). A well-balanced on-line RPG is characterized by having a set of well-balanced AIFs. In this paper, we propose an evolutionary design method, including integration with an improved Probabilistic Incremental Program Evolution (PIPE) and a Cooperative Coevolutionary Algorithm (CCEA), for on-line RPGs to maintain the game balance. Moreover, we construct a simplest turn-based game model and perform a series of experiments based on it. The results indicate that the proposed method is able to obtain a set of well-balanced AIFs effi-ciently. They also show that in this case the CCEA outperforms the simple genetic algorithm, and that the capability of PIPE has been significantly improved through the improvement work."
Garrett Eastman

WikiCFP: Games - 1 views

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    A wiki showing "Calls for Papers" from meetings, conferences and journals. This links to the Games subsection
Garrett Eastman

Valve, a Video Game Maker With Few Rules - NYTimes.com - 1 views

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    Report on Valve's new Big Picture "television-friendly" viewing product, and forays into wearable computing
Garrett Eastman

Mass. video game industry growing fast, trade group says - 1 views

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    Discloses some striking findings from Mass DiGi's survey of Massachusetts game companies last summer, specifically that employment in the industry increased 78% over a three year period and that "nearly forty percent" of survey respondents indicated an intention to increase employment.
Garrett Eastman

How one game developer is making The Pirate Bay work for him - 1 views

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    From the article: "actively directing people to pirate his game using the Torrent link posted on The Pirate Bay, and asking them to donate whatever they want in return. Further, the pay-what-you-want sale is being actively promoted on the front page of The Pirate Bay, where tens of millions of visitors will see a short, conciliatory message from Sosowski (seen above). "I know that not everyone can afford entertainment. But everyone needs it," the message reads in part. "And even though I make games for a living. I am most happy just to see people enjoy them. So today, you can download a torrent of my game. And if you like it, throw some coins in my general direction."
Garrett Eastman

The Game Designer's Tale - 0 views

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    interesting incorporation of literature and art into video game design. "The "Road to Canterbury" takes its influence from Chaucer and also Hieronymous Bosch's Seven Deadly Sins and Four Last Things. Attracted significant interest on Kickstarter investment site.
Garrett Eastman

TED talk by Jane McGonical: Gaming can make a better world - 0 views

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    Jane McGonical of Princeton's Institute for the Future makes the case for video game playing and real world applications of the technology. An example she uses is the knowledge base created by World of Warcraft users, the size of which rivals Wikipedia. She contradicts popular images of gamers as solitary and isolated, showing instead community-building and the self-valuation and validation gamers experience from collaborating with others of like interest. She goes on to describe real-world applications of video games, current and potential
Garrett Eastman

Living History: How Video Games Can Surpass Film | Fast Company - 0 views

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    Excerpt from the 2011 book by Harold Goldberg, All Your Base Are Belong to Us, arguing about the potential for video games, how some scenes in games are executed better than in wel-known films, and showing how movies and pop music were not considered culturally serious until they were, and that the same future exists for games, with the potential coming from such advances in 3D technology or holography.
Garrett Eastman

Kids With Cystic Fibrosis Breathe Easier Thanks To Video Games - 0 views

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    Getting afflicted kids to do breathing exercises using game technology, with successful outcomes, demonstrated by a researcher from the University of Vermont at the Pediatric Academic Societies Conference in Denver
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    For additional commentary , see press release on ScienceDaily http://t.co/h38L73R
Garrett Eastman

Click here to find out more! How Video Games Are Infiltrating--and Improving--Every Par... - 0 views

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    A seminal article on how video games are already incorporated into many aspects of everyday technology use.
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