Unicraft: Exploring the Impact of Asynchronous Multiplayer Game Elements in Gamification
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Nordic Game Is a Great Way to Do This
2 Igloos inc. / Carcajou Games / Triple Boris 2 Igloos is the result of a joint venture between Carcajou Games and Triple Boris. We decided to use the complementary strengths of both studios to create the best team needed to create this project. Once a Tale reimagines the classic tale Hansel & Gretel, with a twist. As you explore the magical forest you will discover that it is inhabited by many characters from other tales as well. Using real handmade puppets and real miniature terrains which are then 3D scanned to create a palpable, fantastic world, we are making an experience that blurs the line between video game and stop motion animated film. With a great story and stunning visuals, we want to create something truly special. Having just finished our prototype this spring, we have already been finalists for the Ubisoft Indie Serie and the Eidos Innovation Program. We want to validate our concept with the European market and Nordic Game is a great way to do this. We are looking for Publishers that yearn for great stories and games that have a deeper meaning. 2Dogs Games Ltd. Destiny’s Sword is a broad-appeal Living-Narrative Graphic Adventure where every choice matters. Players lead a squad of intergalactic peacekeepers, navigating the fallout of war and life under extreme circumstances, while exploring a breath-taking and immersive world of living, breathing, hand-painted artwork. Destiny’s Sword is filled with endless choices and unlimited possibilities—we’re taking interactive storytelling to new heights with our proprietary Insight Engine AI technology. This intricate psychology simulation provides every character with a diverse personality, backstory and desires, allowing them to respond and develop in an incredibly human fashion—generating remarkable player engagement and emotional investment, while ensuring that every playthrough is unique. -
Taboo Game with Dice Instructions
Taboo Game With Dice Instructions Abel Italianised overbearingly while mothiest Agustin tailor today or trottings diagnostically. Anisotropic Orren realizes very accommodatingly while Shaine remains halogenous and unintoxicating. Foolish and Mahometan Keith hat her eustacy reassumed or dunt askew. Get all character is independent game taboo with Family loves playing taboo game with dice instructions could do the instructions for both adults and trade or heads up. There did some additional rules but that's basically the gist. Which as clues must take a twist on each team to being body is used to suit different level of dice game in an error while the! Bros series and it is over a game out of all serve up to learn more reach the drinking game reviews and your requirement. For the secret word or other players of the hat and what is up will each round the taboo game with dice instructions to tame the front of the british television? These dice gift was taboo game with dice instructions in instructions! Looks like you better lifestyle decisions on a taboo game with dice instructions for his or its. And wanted to go out taboo game with dice instructions to help you need. Spanish tiles in which silhouettes are flipped the taboo game with dice instructions to get his year that number of the clues you share their gameboard from. Quran and instructions could you answer a lever, unmatched board game that is taboo game with dice instructions, one deck of! Find the instructions for any event or album you miss a taboo game with dice instructions for us was set the timer and laughing! Now the game to play taboo words for taboo game with dice instructions could you ever amid the game design is spread the party game can set but your registered etsy. -
Roventure- an Endless Runner Game
International Research Journal of Engineering and Technology (IRJET) e-ISSN: 2395-0056 Volume: 08 Issue: 05 | May 2021 www.irjet.net p-ISSN: 2395-0072 Roventure- An Endless Runner Game Purva Tekade[1], Bhavika Thakre[2], Kanaka Golwalkar[3], Anshuli Nikhare[4], Darshan Surte[5] [1-5]Student, Department of Information Technology, S.B. Jain Institute of Technology, Management and Research, Nagpur, India -------------------------------------------------------------------------***------------------------------------------------------------------------ Abstract: Endless Runners feature a perpetually moving character that players should navigate around obstacles. These games might feature levels with a beginning and end, or they will ne'er finish, however the most issue may be a character that ne'er stops moving, timing, and manual dexterity. The most object of the bulk of Endless Runners is to urge as much as attainable in an exceedingly level. Several Endless Runner games frequently generate an infinite quantity of 1 level. All Endless Runners feature confirmed momentum. We explore the consequences of pace of an endless runner game on user performance, preference, enjoyment, and engagement in stationary Platform settings (while walking). Index Terms— Endless runner, Roventure, Unity3D, real time, intensive competitiveness, assets. I. Introduction is based on Runner, a single player running game platform developed and maintained by Intelligent Along with the growth of digital technology, game Computer Entertainment Laboratory, Ritsumeikan industries have entered a stage of rapid development. We University. Runner is a running game, in which the are developing a game application Roventure. player character is continuously moving forward through an endless game world. Two important ‘Roventure’ is an endless runner game application. For elements in the game are traps and coins. -
Development of a Finite Runner Mobile Game Bachelor's Thesis | Abstract
Bachelor's Thesis Information Technology Software Business 2015 Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME BACHELOR'S THESIS | ABSTRACT TURKU UNIVERSITY OF APPLIED SCIENCES Information Technology | Software Business 2015 | 41 Tiina Ferm Eetu Pitkänen DEVELOPMENT OF A FINITE RUNNER MOBILE GAME The purpose of this thesis was to examine the process of developing a finite runner game. The game was developed for an indie game development company called FakeFish to answer their need of a product that can be easily showcased and used as a reference point of what the company is capable of in a limited amount of time. The theoretical section of the thesis focused on the game’s concept, the endless runner genre’s characteristics and history, tools used, potential publishing platforms and the challenges of publishing in the segregated markets of the east and west. The empirical section of the thesis consisted of the game’s main programmed features, ad-based monetization, the interconnectivity of the level design and difficulty as well as building to a platform. Unity was chosen as the development platform due to it having low royalty fees, a big developer community and FakeFish’s previous experience with the Unity game engine. The game’s publishing in the future will happen in the western world only as publishing in Asia is a complicated and expensive process that FakeFish is not yet ready to undergo. The publishing channel for the game is going to be Google Play and the operating system Android as these match the game’s planned monetization model and performance requirements the best. -
Fighting Games, Performativity, and Social Game Play a Dissertation
The Art of War: Fighting Games, Performativity, and Social Game Play A dissertation presented to the faculty of the Scripps College of Communication of Ohio University In partial fulfillment of the requirements for the degree Doctor of Philosophy Todd L. Harper November 2010 © 2010 Todd L. Harper. All Rights Reserved. This dissertation titled The Art of War: Fighting Games, Performativity, and Social Game Play by TODD L. HARPER has been approved for the School of Media Arts and Studies and the Scripps College of Communication by Mia L. Consalvo Associate Professor of Media Arts and Studies Gregory J. Shepherd Dean, Scripps College of Communication ii ABSTRACT HARPER, TODD L., Ph.D., November 2010, Mass Communications The Art of War: Fighting Games, Performativity, and Social Game Play (244 pp.) Director of Dissertation: Mia L. Consalvo This dissertation draws on feminist theory – specifically, performance and performativity – to explore how digital game players construct the game experience and social play. Scholarship in game studies has established the formal aspects of a game as being a combination of its rules and the fiction or narrative that contextualizes those rules. The question remains, how do the ways people play games influence what makes up a game, and how those players understand themselves as players and as social actors through the gaming experience? Taking a qualitative approach, this study explored players of fighting games: competitive games of one-on-one combat. Specifically, it combined observations at the Evolution fighting game tournament in July, 2009 and in-depth interviews with fighting game enthusiasts. In addition, three groups of college students with varying histories and experiences with games were observed playing both competitive and cooperative games together. -
Skin Games: Fragrant Play, Scented Media and the Stench of Digital Games Simon Niedenthal Eludamos
Vol. 6, No. 1 (2012) http://www.eludamos.org Skin Games: Fragrant Play, Scented Media and the Stench of Digital Games Simon Niedenthal Eludamos. Journal for Computer Game Culture. 2012; 6 (1), pp. 101-131 Skin Games: Fragrant Play, Scented Media and the Stench of Digital Games SIMON NIEDENTHAL Is gaming becoming funkier? Dancemat interfaces haven’t just introduced thumping bass lines to gaming, they also make players sweat. Add the strain of new motion control interfaces such as the Wii, Kinect and Move, and the result is a more pungent smellscape for digital gaming. This has caused some players to rethink their seduction strategies: Seriously, Kinect might just be the first game machine that can make people stink at a party. I guess if you don't want to stink up the party, don't be the first to play Kinect. That girl or guy you are interested in my not like you much because of your Kinect smell. Perhaps it is better to wait till the party is almost over to play Kinect. (booniga 2010) This moment of social anxiety gives an inkling of the untapped power of smell in game design. Body odors do play a subtle yet powerful role in sexual attraction (Herz 2008). But when Kinect smell becomes an occasion for player speculation about attractiveness and hygiene, we would also do well to bear in mind what sensory anthropologists have long contended: that the sense of smell remains a contested site in which cultural norms are explored, negotiated, enforced and transgressed (Classen, Howes and Synnott 1994) (Fig. -
Infinite Runner Market Research
INFINITE RUNNER MARKET RESEARCH BY FINLEY CHAPMAN • I have been tasked with doing market research on video games that fall under the infinite runner genre and are suitable for people aged 7+ • To do this I have compiled some of the most popular games in this genre that are available on the Google play store. • I’ve also made sure that all the games have been rated as appropriate for those aged seven and over • Game 1: Temple run NOTES ABOUT TEMPLE RUN • It’s one of the most famous games in the genre. • It is an extremely popular game, with over 100 million downloads on the Google play store. • It has generally good reviews (an average of 4.3 stars out of 5) The game takes place in a jungle which further adds to the game’s explorer theme. This makes the game immersive because it is a place where you would expect to find an explorer in real life. This also makes it stereotypical of it’s theme. The game features tribal drums as part Players play as an Indiana of its soundtrack. This builds up the Jones like explorer tension and gets faster when the apes character who has to out behind you catch up. Because of this run a pack of apes, who the music makes the game feel even are after a statue that the more immersive. player has stolen. This obviously gives the game It has a simple control scheme,this an explorer theme, it also makes the game pretty accessable to adds a sense of urgency inexperienced players. -
Thai Namai Di Maunawa Nini
THAI NAMAI DIUS009873039B2 MAUNAWA NINI (12 ) United States Patent ( 10 ) Patent No. : US 9 ,873 ,039 B2 Kim et al. (45 ) Date of Patent: Jan . 23 , 2018 (54 ) AUTOMATIC TRIGGER OF INTEGRATED 5 ,362 , 069 A 11 / 1994 Hall - Tipping GAME ACTIONS FOR EXERCISE AND 5 , 462, 504 A * 10 / 1995 Trulaske .. .. .. .. A61B 5 /0002 WELL BEING 482 /54 8 ,454 ,437 B2 * 6 / 2013 Dugan .. .. .. .. .. .. .. GO6F 19 / 26 463 / 22 (71 ) Applicant: INTERNATIONAL BUSINESS 8 ,956 , 228 B2 2 /2015 Shum et al . MACHINES CORPORATION , 2005 /0228692 A1 * 10 /2005 Hodgdon . .. G06F 19 / 3431 Armonk , NY (US ) 705 / 2 2006 /0229163 A1* 10 / 2006 Waters .. .. .. A63B 22/ 0605 ( 72 ) Inventors : Minkyong Kim , Scarsdale , NY (US ) ; 482 / 8 Min Li, Blacksburg, VA (US ) ; Clifford A . Pickover , Yorktown Heights , NY ( Continued ) (US ) ; Valentina Salapura , Chappaqua , NY (US ) FOREIGN PATENT DOCUMENTS Wo 1996 /005766 Al 2 / 1996 ( 73) Assignee : International Business Machines wo 2011020135 Al 2 /2011 Corporartion , Armonk , NY (US ) ( * ) Notice : Subject to any disclaimer, the term of this OTHER PUBLICATIONS patent is extended or adjusted under 35 Boot et al ., Do action video games improve perception and cogni U . S . C . 154 ( b ) by 146 days . tion ? , Frontiers in Psychology , Perspective Article , Sep . 13 , 2011 , ( 21) Appl. No .: 14 /805 ,108 pp . 1 - 6 , vol . 2 , Art . 226 . ( Continued ) ( 22 ) Filed : Jul. 21, 2015 (65 ) Prior Publication Data Primary Examiner – Omkar Deodhar ( 74 ) Attorney , Agent, or Firm — Tutunjian & Bitetto , US 2017 /0021279 A1 Jan . 26 , 2017 P . C . ; Yeen C . Tham (51 ) Int . Ci. A63F 13 / 10 ( 2006 .01 ) A63F 13 / 00 ( 2014. -
Design of a Social Media Simulator As a Serious Game for a Media Literacy Course in Japan
Design of a Social Media Simulator as a Serious Game for a Media Literacy Course in Japan Marcos Sadao Maekawa1, Leandro Navarro Hundzinski1, Sena Chandrahera1, Shota Tajima2, Shoko Nakai2, Yoko Miyazaki2 and Keiko Okawa1 1Keio University Graduate School of Media Design, Yokohama, Japan 2SmartNews Media Institute, Tokyo, Japan Keywords: Media Literacy, Serious Games, Fake News, Social Media. Abstract: This paper introduces the initial phase of the design process of a simulator about information sharing in social media for educational settings. This online tool mimics real-world social media services and provides a playful learning experience. Players evaluate online information, make decisions to share or not the information, and as a result, gain or lose followers. Students can access other players’ statistics and analyze references such as expert’s opinions to support their decision-making. Through this experience, students are expected to exercise and reflect on their online social media behavior and become smart consumers and responsible creators of online information. The preliminary findings reveal a glance of social media sharing behavior among university students in Japan and clues for measuring the learning effects and the engagement for this sort of practice. Results from this research are expected to contribute to digital media literacy education and serious game design domains. 1 INTRODUCTION This paper presents the design process of a serious game related to social media and fake news. It mimics Digital media technologies are developing at a social media service, and users are expected to unprecedented speed, and the amount of information evaluate the information on posts and make decisions available on the internet increases exponentially. -
Intersomatic Awareness in Game Design
The London School of Economics and Political Science Intersomatic Awareness in Game Design Siobhán Thomas A thesis submitted to the Department of Management of the London School of Economics for the degree of Doctor of Philosophy. London, June 2015 1 Declaration I certify that the thesis I have presented for examination for the PhD degree of the London School of Economics and Political Science is solely my own work. The copyright of this thesis rests with the author. Quotation from it is permitted, provided that full acknowledgement is made. This thesis may not be reproduced without my prior written consent. I warrant that this authorisation does not, to the best of my belief, infringe the rights of any third party. I declare that my thesis consists of 66,515 words. 2 Abstract The aim of this qualitative research study was to develop an understanding of the lived experiences of game designers from the particular vantage point of intersomatic awareness. Intersomatic awareness is an interbodily awareness based on the premise that the body of another is always understood through the body of the self. While the term intersomatics is related to intersubjectivity, intercoordination, and intercorporeality it has a specific focus on somatic relationships between lived bodies. This research examined game designers’ body-oriented design practices, finding that within design work the body is a ground of experiential knowledge which is largely untapped. To access this knowledge a hermeneutic methodology was employed. The thesis presents a functional model of intersomatic awareness comprised of four dimensions: sensory ordering, sensory intensification, somatic imprinting, and somatic marking. -
Digital Gamification for Youth Engagement
HOW TO SUCCEED WITH DIGITAL GAMIFICATION FOR YOUTH ENGAGEMENT HANDBOOK 2018 CONTENT INTRODUCTION .................................................................................................................................... 4 THE RESEARCH METHODOLOGY OF THE HANDBOOK .......................................................... 5 1. GAMIFICATION EXPLAINED ........................................................................................................ 7 1.1. What is gamification? .................................................................................................................... 7 1.2. Features of gamification ................................................................................................................. 7 1.3. Who are the beneficiaries of gamification? ................................................................................. 12 1.4. Types of gamification.................................................................................................................... 13 1.4.1. Online versus offline gamification ......................................................................................... 13 1.4.2. Structural versus content gamification .................................................................................. 14 2. MOTIVATION WITHIN GAMIFICATION ................................................................................ 15 3. FIELDS OF PRACTICAL APPLICATION OF GAMIFICATION ............................................. 18 3.1. Education ..................................................................................................................................... -
The Gamification Inventory 133
The Gamification Inventory An Instrument for the Qualitative Evaluation of Gamification and its Application to Learning Management Systems Jan Broer October 25, 2017 A thesis submitted for the degree of Doctor of Engineering (Dr.-Ing.) to the faculty of Mathematics and Computer Science at the University of Bremen. 1st supervisor: Prof. Dr. Andreas Breiter 2nd supervisor: Prof. Dr. Thomas Köhler Abstract Gamification has risen meteorically in popularity since the beginning of the decade, both in practitioner circles and among researchers. We show that empirical results of gamification’s effects do not match the hype around it as studies have largely failed to prove any effects. We posit that a proper evaluation of gamification requires an understanding of how gamification can be expressed in real-world applications and employ Wittgensteinian family resemblances as a basis for such a definition. We have collected a set of properties that gamified applications can have through the analysis of goals and means of gamification mentioned in the literature and through an expert survey. We then used those results to create the Gamification Inventory, an instrument for the qualitative assessment of gamification in a given system. We have tested the instrument with a set of evaluators in the field of learning management systems (LMSs), informing both a refinement of the instrument and the preparation of an experiment with the intent of testing the effectiveness of common forms of gamification. The analysis of these LMSs led to results very similar to what our analysis of pre- vious empirical studies in gamification, and especially gamification in education, have shown: most gamification is concentrated on using points, badges, levels and leader- boards as game design elements.