The Rhetoric of Persusasive Games

Total Page:16

File Type:pdf, Size:1020Kb

The Rhetoric of Persusasive Games Anders Sundnes Løvlie The rhetoric of persuasive games Freedom and discipline in America’s Army Master’s thesis in media studies, Department of Media and Communication, University of Oslo March 5 th , 2007 Anders Sundnes Løvlie The rhetoric of persuasive games 2/136 Anders Sundnes Løvlie The rhetoric of persuasive games Summary Computer games are one of the most popular entertainment forms of our time. But these games can also be used for overt military propaganda – as in the case of the US Army’s vastly popular recruitment game America’s Army. This thesis uses computer game theory (often known as ludology) to try to understand how computer games can serve as representations of ideas. Looking at three fundamental aspects of computer games – the gameworlds, the rules and the player roles – I find three rhetorical strategies connected with these aspects: authenticity , legitimization and identification , respectively. All of these strategies are connected with an emphasis on discipline and constraints on player behavior within the game, and contribute to a subtly formed ethos which lends credibility and authority to the game – and by extension, to the US Army. Based on an argument about the nature of freedom and discipline in computer games, I suggest a model for rhetorical analysis of persuasive computer games which focuses on the game’s balance of freedom and constraints in each of the fundamental aspects of the game; in which the gameworld is seen on a spectrum between authenticity and autonomy, the player role on a spectrum between identification and identity play, and the game rules on a spectrum between legitimization and opposition. Sammendrag Dataspill er en av nåtidens mest populære underholdningsformer. Men disse spillene kan også brukes til utilslørt militær propaganda; noe den amerikanske hærens svært populære rekrutteringsspill America’s Army er et eksempel på. Denne masteroppgaven bruker dataspillteori (ofte omtalt som ludologi) for å forsøke å forstå hvordan dataspill kan tjene som representasjoner av ideer. Jeg ser på noen grunnleggende sider ved spillformen – spillverdenen, reglene og spillernes roller – og finner tre retoriske strategier forbundet med disse sidene: Henholdsvis autentisitet, legitimering og identifikasjon . Alle disse strategiene er forbundet med et fokus på disiplin og begrensninger på spillerens frihet i spillet, og bidrar til en subtilt formet ethos som gir troverdighet og autoritet til spillet – og dermed også til USAs hær. Ut fra en diskusjon om frihet og disiplin i dataspill foreslår jeg en modell for retorisk analyse av overtalende dataspill som fokuserer på spillets balanse mellom frihet og begrensninger i de ulike sidene ved spillet. I denne modellen sees spillverdenen som et spektrum mellom autentisitet og autonomi, spillernes roller som et spektrum mellom identifikasjon og spill med identiteter, og spillreglene som et spektrum mellom legitimering og opposisjon. 3/136 Anders Sundnes Løvlie The rhetoric of persuasive games 4/136 Anders Sundnes Løvlie The rhetoric of persuasive games Contents Summary..............................................................................................................................................3 Sammendrag.........................................................................................................................................3 Acknowledgements..............................................................................................................................7 1. Introduction......................................................................................................................................8 2. Persuasive games and rhetoric .......................................................................................................12 2.1 Persuasive games .....................................................................................................................12 2.2 Rhetoric....................................................................................................................................15 2.2.1 The rhetoric of political speeches .....................................................................................16 2.2.2 The rhetoric of the image..................................................................................................19 2.3.3 The rhetoric of moving images .........................................................................................20 2.2.4 The rhetoric of ergodic works...........................................................................................22 2.3 Game theories ..........................................................................................................................23 2.3.1 Janet Murray: Hamlet on the Holodeck ............................................................................24 2.3.2 Espen Aarseth: Cybertext..................................................................................................25 2.3.3 Ludology...........................................................................................................................26 2.3.4 Jesper Juul’s game model: Half-Real................................................................................26 2.3.5 Criticism of the half-real model........................................................................................27 2.3.6 Games and representation .................................................................................................30 2.3.7 Player roles........................................................................................................................40 2.4 The rhetoric of computer games ..............................................................................................45 3. America's Army : A game-rhetorical analysis.................................................................................51 3.1 Background ..............................................................................................................................51 3.1.1 Other works about America’s Army.................................................................................52 3.2 Genre: Multiplayer tactical shooter..........................................................................................53 3.2.1 Counter-Strike: Source......................................................................................................55 3.2.2 Battlefield 2.......................................................................................................................56 3.3 America’s Army ........................................................................................................................59 3.4 Gameworld measurements.......................................................................................................68 3.4.1 Speed measurements.........................................................................................................68 3.4.2 Size of maps......................................................................................................................69 3.4.3 Gameworld realism...........................................................................................................72 3.5 Rhetorical strategies.................................................................................................................76 5/136 Anders Sundnes Løvlie The rhetoric of persuasive games 3.5.1 Player roles: The strategy of identification.......................................................................77 3.5.2 A “realistic” gameworld – the strategy of authenticity.....................................................84 3.5.3 Rules of Engagement – the strategy of legitimization......................................................88 4 Freedom and Discipline ..................................................................................................................92 4.1 Kill the instructor .....................................................................................................................92 4.2 Hamlet revisited: Freedom and discipline on the Holodeck....................................................95 4.3 Gonzalo Frasca’s serious games: Radical discipline, radical freedom ....................................97 4.3.1 Ephemeral games: Seriousness by discipline....................................................................97 4.3.2 Videogames of the Oppressed: Seriousness by radical freedom ......................................99 4.4 Reduction and transgression ..................................................................................................100 4.5 The rhetoric of persuasive games...........................................................................................102 5. Conclusion ...................................................................................................................................108 References........................................................................................................................................111 Games...........................................................................................................................................111 Audiovisual sources .....................................................................................................................114 Literature......................................................................................................................................115 Appendix
Recommended publications
  • UPC Platform Publisher Title Price Available 730865001347
    UPC Platform Publisher Title Price Available 730865001347 PlayStation 3 Atlus 3D Dot Game Heroes PS3 $16.00 52 722674110402 PlayStation 3 Namco Bandai Ace Combat: Assault Horizon PS3 $21.00 2 Other 853490002678 PlayStation 3 Air Conflicts: Secret Wars PS3 $14.00 37 Publishers 014633098587 PlayStation 3 Electronic Arts Alice: Madness Returns PS3 $16.50 60 Aliens Colonial Marines 010086690682 PlayStation 3 Sega $47.50 100+ (Portuguese) PS3 Aliens Colonial Marines (Spanish) 010086690675 PlayStation 3 Sega $47.50 100+ PS3 Aliens Colonial Marines Collector's 010086690637 PlayStation 3 Sega $76.00 9 Edition PS3 010086690170 PlayStation 3 Sega Aliens Colonial Marines PS3 $50.00 92 010086690194 PlayStation 3 Sega Alpha Protocol PS3 $14.00 14 047875843479 PlayStation 3 Activision Amazing Spider-Man PS3 $39.00 100+ 010086690545 PlayStation 3 Sega Anarchy Reigns PS3 $24.00 100+ 722674110525 PlayStation 3 Namco Bandai Armored Core V PS3 $23.00 100+ 014633157147 PlayStation 3 Electronic Arts Army of Two: The 40th Day PS3 $16.00 61 008888345343 PlayStation 3 Ubisoft Assassin's Creed II PS3 $15.00 100+ Assassin's Creed III Limited Edition 008888397717 PlayStation 3 Ubisoft $116.00 4 PS3 008888347231 PlayStation 3 Ubisoft Assassin's Creed III PS3 $47.50 100+ 008888343394 PlayStation 3 Ubisoft Assassin's Creed PS3 $14.00 100+ 008888346258 PlayStation 3 Ubisoft Assassin's Creed: Brotherhood PS3 $16.00 100+ 008888356844 PlayStation 3 Ubisoft Assassin's Creed: Revelations PS3 $22.50 100+ 013388340446 PlayStation 3 Capcom Asura's Wrath PS3 $16.00 55 008888345435
    [Show full text]
  • State of the Squad Tactical Shooter (STS) by Guest W Riter Chuck "Magnum MGG" Ankenbauer
    Feature State of the Squad Tactical Shooter (STS) by Guest W riter Chuck "Magnum MGG" Ankenbauer W ow, Christmas is just around the corner! W hat does that mean for the PC gamer? W ell, to start with you need to start saving your money and begin deciding what games to get and what to pass up. I‘m not concerned with the thousands of console games to be released in the next few months, or even the hundreds of PC games (OK, I‘m bumping those numbers a little!), but I do want to talk about what squad tactical shooters are coming to the PC in the near future. Before we get started, let‘s break down what a squad tactical shooter is. W e all know that a squad is a group of soldiers, usually 10 to 12. A squad is part of a platoon, which is part of a company. —Tactical“ is the way that squad moves, engages, and sometimes retreats in battle. The tactics used by the squad include movement, formations, cover fire, flanking, and bounding over watch. There are many more but these are the most common. —Shooter—, well that‘s an easy one, a shooter is someone who shoots, someone who pulls the trigger of a gun, a weapon, or in our case clicks the left or right mouse button. There‘s been a lot of discussion on what makes a squad tactical shooter. Usually it‘s divided between more realistic games like Rainbow Six, Ghost Recon, and Operation Flashpoint and the other —run and gun“ type tactical shooters like Battlefield 1942, Blackhawk Down, and Joint Operations.
    [Show full text]
  • Video Game Engagement, Gender, And
    East Tennessee State University Digital Commons @ East Tennessee State University Electronic Theses and Dissertations Student Works 5-2017 Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games Joseph Camarata East Tennessee State University Follow this and additional works at: https://dc.etsu.edu/etd Part of the Cognition and Perception Commons, Cognitive Psychology Commons, Communication Technology and New Media Commons, Community Psychology Commons, Environmental Studies Commons, Feminist, Gender, and Sexuality Studies Commons, Gender, Race, Sexuality, and Ethnicity in Communication Commons, Mass Communication Commons, and the Other Communication Commons Recommended Citation Camarata, Joseph, "Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games" (2017). Electronic Theses and Dissertations. Paper 3260. https://dc.etsu.edu/etd/3260 This Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. Video Game Engagement, Gender, and Age: Examining Similarities and Differences in Motivation Between Those Who May or May Not Play Video Games A thesis presented to the faculty of the Department of Media and Communication East Tennessee State University In partial fulfillment of the requirements for the degree Master of Arts in Professional Communication by Joseph Camarata May 2017 Susan Waters Ph.D., Chair Robert Dunn Ph.D.
    [Show full text]
  • Urban Assault
    Break out of the Stadiums and onto the Streets in Activision's Upcoming Monster Jam: Urban Assault SANTA MONICA, Calif., Jun 10, 2008 (BUSINESS WIRE) -- Activision, Inc. (Nasdaq: ATVI) announced today the upcoming release of Monster Jam: Urban Assault. The genre-defining monster truck action in the original hit Monster Jam(R) has destroyed the stadium barriers and players will now be able to wreak havoc on city streets around the world. The game will be available on the PlayStation(R)2 computer entertainment system, PSP(R) (PlayStation(R)Portable) system, Wii(TM) and Nintendo DS(TM) in fall 2008. Selling a record of over 4 million tickets at over 325 performances in 2007 at the premier stadiums and arenas in the world, Monster Jam is one of the best known touring entertainment brands in both North America and Europe, in addition to its recent international expansion into Central America. The 2008 Monster Jam tour kicked off this year with further record breaking attendances and is on pace to be the greatest year to date in terms of live event attendance, television coverage on network and cable, worldwide licensed merchandise, international event growth and online presence. "Last year's launch of the Activision produced Monster Jam, which was the first Monster Jam branded video game at retail in over five years, exceeded our expectations in terms of both gameplay and positive fan response," Charlie Mancuso, President of Live Nation Motor Sports, Inc. "But Monster Jam fans and gamers are not easily satisfied. For the sequel, we agreed with Activision that we had only one choice: throw the rules out the window and go for total destruction outside the normal Monster Jam environments!" Taking Monster Jam monster trucks onto the streets and other urban settings and being rewarded for the scale of the damage and destruction is one of the new key features of Monster Jam: Urban Assault.
    [Show full text]
  • The Army Game Project – Creating an Artefact of War
    Tero Pasanen Master´s Thesis UNIVERSITY OF JYVÄSKYLÄ Department of Art and Culture Studies Digital Culture January 2009 UNIVERSITY OF JYVÄSKYLÄ Faculty Department Faculty of Humanities Department of Art and Culture Studies Author Tero Pasanen Title The Army Game Project – Creating an Artefact of War Subject Level Digital Culture Master´s Thesis Month and year Number of pages January 2009 119 (+ 8 p. appendices) Abstract In recent years the U.S. Army has struggled in attracting high potential prospects into the service. These difficulties have forced the Army to widen its horizons when it comes to strategic communication and recruiting initiatives. In 2000 the MOVES institute, aligning its research directions according to 1997 National Research Institute report, started to develop a free Internet-deployed first-person shooter game, America´s Army (AA ). The impetus behind the overall game project, the Army Game Project (AGP), was to convey awareness about the armed service and reshape the negative perceptions produced by other media sources . This rationale also introduced the concept of serious games into the official U.S. Army game. This thesis will analyse various elements and components of the game project from an interdisciplinary perspective. The AGP will be situated to a larger context of the military- entertainment complex, which refers to cooperation and common research agendas between military and private industry. The treatise will also deal with game-related webs ites and brand extensions. In addition the persuasive and educational functions of the game will be thoroughly analysed. Furthermore its themes and key messages will be compared to other Army advertisement campaigns, launched to boost recruitment.
    [Show full text]
  • Game Maps As Spatial Rhetoric
    Speaking Through Omission: Game Maps as Spatial Rhetoric Anders Sundnes Løvlie IT University of Copenhagen ABSTRACT This paper uses the military propaganda game America's Army to understand how computer game maps can be used to serve a rhetorical purpose. I argue that the game maps speak primarily through omissions, simplifications and differentiating features that highlight the relationship between similar games, rather than the relation between game and reality. Through a study of user-generated maps, I conclude that the rhetoric of America's Army can be identified also in the players' own creations, indicating some degree of success for the propaganda purpose of the game. KEYWORDS Game Maps, Rhetoric, America's Army, User-Generated Content 1 INTRODUCTION “The Most Authentic Army Game Ever!” This was the advertising slogan of America's Army (U.S.Army & MOVES Institute, 2002), a game which raised much attention in both game scholarship and mainstream media in the years following its launch on 4 July 2002. In recent years the game has received less attention, although the series has continued to be developed in a variety of versions, the most recent released in 2013 under the title America's Army: Proving Grounds (US Army, 2013). So why return to this game now, years after the hype died down? Because among the constant onslaught of military-themed games, America's Army has a unique claim to authenticity that, in its aspirations as well as its shortcomings, can be used to shed light on some interesting properties of games as fantasy, reality and rhetoric. America's Army is the official US Army game, commissioned by the Army to be used as a recruitment and propaganda tool – that is, to get young US citizens interested in pursuing an army career, as well as to show people in other parts of the world “how great the US Army is” (U.S.Army, n.d.-b).
    [Show full text]
  • 11 Bit Studios Is a Warsaw-Based Game Developer and Publisher Mostly Known for This War of Mine
    11 bit studios is a Warsaw-based game developer and publisher mostly known for This War of Mine. Their work is driven by philosophy summed up in a sentence MAKE YOUR MARK – creation of thought-provoking games that make you think even when you stop playing. Publisher is also known for providing all necessary support to game creators sharing the same philosophy. Contact us: 11bitstudios.com @11bitstudios @11bitstudios Children of Morta is a story-driven action RPG game about an extraordinary family of heroes. Lead the Bergons, with all their flaws and virtues, against the forthcoming Corruption. Will you be able to sacrifice everything to save the ones you care for? Genre: Action, Adventure, Indie, RPG Platform: PC, Switch, XONE, PS4 Release: Q3 2019 7LEVELS – a team hich made ts assion ecome ay lif develop test, nd istribut ga for ous latform since November 014. owever u goal t create high quality games, th ns intendo platforms ind. esides developing own titl 7LEVELS work with national d oreign lients. develop omplet qualit test yst for handl their marketin and distribution through channel l er th orld. Contact us 7lvls.com @7lvls Jet Kave Adventure Jetpack oug the ehistoric rld in a “Stone fiction” adventure platformer! Jet Adventure rin everythin you ove out D platforme Enj h skill-based action, challengin fight clever secret nd thrillin - pi n gam wher th St d ienc ficti collide. Genre Action, Adventur di latform Platform itch Release 19 A Square Softworks (A2S) is an indie game dev studio powered by NeticTech S.A. placed in Poznań oland ur team comprie of oung and amitious people for whom ameDev i not only a ob ut firt of all a fun and oful wa to epress ourelfs.
    [Show full text]
  • Understanding Online Gaming: the Interplay of Gaming Motivations, Genre Preferences and Internet Gaming Disorder “
    MASTERARBEIT / MASTER’S THESIS Titel der Masterarbeit / Title of the Master’s Thesis ” Understanding Online Gaming: The Interplay of Gaming Motivations, Genre Preferences and Internet Gaming Disorder “ verfasst von / submitted by Dora Leander Tinhof, BSc angestrebter akademischer Grad / in partial fulfilment of the requirements for the degree of Master of Science (MSc) Wien, 2019 / Vienna, 2019 Studienkennzahl lt. Studienblatt / A 066 840 degree programme code as it appears on the student record sheet: Studienrichtung lt. Studienblatt / Masterstudium Psychologie UG2002 degree programme as it appears on the student record sheet: Betreut von / Supervisor: emer. o. Univ.-Prof. Dr. Brigitte Rollett Abstract Research focusing on the complex system surrounding online gaming is still relatively rare. The aim of this study was therefore to explore connections between individual characteristics (age and gender), gaming motivations (Yee, 2006b), genre preferences (MMORPG, MOBA, FPS), gaming time and Internet Gaming Disorder (IGD; APA, 2013) using an online survey. Data from 3768 online gamers ranging from 18-52 years (M = 25.72; SD = 6.83) were analysed. The three gaming motivations Achievement, Immersion and Social were measured with an adapted version of Yee’s (2006b) motivation scale. IGD was measured with a short scale (IGDS9-SF; Pontes & Griffiths, 2015) based on the nine diagnostic criteria proposed in the DSM-5 (APA, 2013). Genre preferences were operationalised in form of three items asking for the enjoyment of MMORPGs, MOBAs and FPS games. Results showed that genre preferences were significantly predicted by age, gender and motivations. MOBAs and FPS games were preferred by younger, Achievement-motivated gamers and men, whereas MMORPGs were pre- ferred by Immersion-motivated gamers and women.
    [Show full text]
  • Brownells.Com
    CAVALRY MANUFACTURING ECHO-SIGMA EMERGENCY SYSTEMS SHOOTING ACCESSORIES INDEX TRAUMA & MEDICAL KITS TRAUMA KIT ACCE SHOOTING Ammo Boxes .................. 393-394 Rests & Bipods ............... 394-398 Helps You Deliver Immediate Response First Aid Professional-Grade Medical Kit For Treating Traumatic Injuries In The Field Chronographs ................... 399 Safety & Training Aids ........ 404-406 When Trauma Occurs Easy-to-stow kits help you stay prepared to quickly treat Compact EMT pouch contains the Magazine Loaders ............ 402-403 Shooting Aids ............... 403-404 serious injuries. Tuck them into back packs, range bags, glove necessary tools to stabilize life-threat- boxes, bug-out bags – anywhere you want to keep emergency ening, traumatic injuries. Supplements Protective Gear ................ 387-391 Targets ..................... 399-401 medical supplies. Waterproof, transparent bags let you see the a conventional first aid kit and prepares contents without opening. Contents will help stop bleeding you to deal with a scarcity of medical Range/Tactical Bags ............ 391-393 Timers ...................... 398-399 and dress various types of wounds, and they include chemi- help during a widespread emergency. cal light sticks for low light conditions. Kits include Celox™, a With a quick grab, the pack opens to SS bleeding control agent used by military medics in Afghanistan provide immediate access to its life- ORIE Colors MAGPUL® PHONE CASES and Iraq. Pour Celox into the wound, pack, and apply pressure saving supplies, including a combat to stop bleeding fast; will not generate heat and works regard- tourniquet, 35g of Celox® hemostatic Protects Your Phone, Gives It The “Magpul Look” less of temperature or the presence of anti-coagulants. ab agent, NAR 6" emergency trauma S Dark Light dressing, compressed gauze, trauma shears, 2 rolls of adhe- Good-looking polymer shell slips over your iPhone® Clear Black INDIVIDUAL TRAUMA KIT - Contains Blue Blue sive tape and 2 pairs of Black Talon nitrile gloves.
    [Show full text]
  • Militarisation of Interactions in FPS
    View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Press Start Press Start Militarisation of Interactions in FPS From Team Play to Squad Play: The Militarisation of Interactions in Multiplayer FPS Video Games. Adam Duell Keele University Abstract Since the inception of E-sports we have seen casual video game players develop into professionals who push the boundary of game mastery to new heights via coordinated team play. This short paper explores how a group of video game players adopt military-style communication methods and strategies to coordinate their actions in the popular tactical First Person Shooter (FPS) video game DayZ (Bohemia Interactive, 2014). Utilising the key components of team interaction in the context of distributed and ad-hoc military teams (Pascual et al., 1997), it is shown how a group of players evolved their interactions from team play to squad play. It is argued that squad play is an advancement of the strategic and tactical thinking embodied in team play through the adoption of real-world military interaction and communication strategies. Keywords multiplayer; FPS; interactions; militarisation Press Start 2014 | Volume 1 | Issue 1 ISSN: 2055-8198 URL: http://press-start.gla.ac.uk Press Start is an open access student journal that publishes the best undergraduate and postgraduate research, essays and dissertations from across the multidisciplinary subject of game studies. Press Start is published by HATII at the University of Glasgow. Duell Militarisation of Interactions in FPS Introduction Characterised by the players’ point of view, First Person Shooter (FPS) games are one of the most popular video game genres.
    [Show full text]
  • The Senescence of Creativity: How Market Forces Are Killing Digital Games
    The Senescence of Creativity: How Market Forces are Killing Digital Games Matthew M. White Memorial University [email protected] Abstract This paper examines the recent wave of repetitive, derivative commercial off-the-shelf games as a phenomenon posing dangerous implications for the health and viability of the video games industry, foreshadowing particularly a major crash or paradigm shift in the near future. Implicated in these predictions are the games industry's ignorance of player wants, needs, and individualities, the dangerous economic precedent of the generation of derivative works, and the evidence of gamer dissatisfaction through free and open gaming communities. The paper poses solutions in the form of player-centred game development and participatory design, arguing that facets of each may be the measures needed to allow the games industry to emerge from the aforementioned slump. Author Keywords Innovation; creativity; slump; video games industry; game production; games studies; theory; opinion Introduction In the decades since digital games first arrived in the home, the creative process by which games come into existence has undergone a significant paradigm shift. As technology, platforms, graphics and sound have become more advanced, barriers to entry have been created, both legal and financial. Gone are the days of the Atari 2600, during which any lone designer could develop and publish a game with relative ease. Today, licenses and copyrighted engines are generally required to develop for home consoles. With those licenses come financial and logistic hurdles for aspiring game designers. The lack of originality in games is well observed among those who play them; one need look only so far as the repeating series of slightly altered “license” games released each year, some examples include the FiFA series', or Madden series.
    [Show full text]
  • Serious Games in Engineering: the Current State, Trends, and Future
    Paper ID #32917 Serious Games in Engineering: The Current State, Trends, and Future Javeed Kittur, Arizona State University, Polytechnic campus Javeed Kittur is currently a doctoral student (Engineering Education Systems and Design) at Arizona State University, USA. He received a Bachelor’s degree in Electrical and Electronics Engineering and a Master’s degree in Power Systems from India in 2011 and 2014 respectively. He has worked with Tata Consultancy Services as Assistant Systems Engineer from 2011-2012, India. He has worked as an Assistant Professor (2014 to 2018) in the department of Electrical and Electronics Engineering, KLE Technological University, India. He is a certified IUCEE International Engineering Educator. He was awarded the ’Ing.Paed.IGIP’ title at ICTIEE, 2018. Mr. Tahzinul Islam, York University Tahzinul Islam obtained his B.Eng (Mechanical & Manufacturing Engineering) from Universiti Putra Malaysia, a research-intensive public university in Malaysia. He completed his year-long Bachelors’ re- search project on his own topic of ’Virtual Reality App to teach Psychomotor Skills to Engineering Design students’. He went on to pursue his M.Eng (Innovation & Engineering Design) at the same university, with the dissertation title of ’Innovative Concept Design of a waterjet propelled Flood Rescue Boat’. Currently, Tahzinul is enrolled at York University in the MASc. of Mechanical Engineering program, studying Solar Still Desalination. c American Society for Engineering Education, 2021 Serious Games in Engineering – The Current State, Trends and Future Abstract Since its inception in the late 20th Century, computer graphics have improved exponentially and is improving even further in new avenues. While arcade games were early adopters of computer graphics, it was really in the 1990s, with the advent of the personal computer, that video games really started to gain traction.
    [Show full text]