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The Development and Validation of the Game User Experience Satisfaction Scale (Guess)
THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) A Dissertation by Mikki Hoang Phan Master of Arts, Wichita State University, 2012 Bachelor of Arts, Wichita State University, 2008 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2015 © Copyright 2015 by Mikki Phan All Rights Reserved THE DEVELOPMENT AND VALIDATION OF THE GAME USER EXPERIENCE SATISFACTION SCALE (GUESS) The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy with a major in Psychology. _____________________________________ Barbara S. Chaparro, Committee Chair _____________________________________ Joseph Keebler, Committee Member _____________________________________ Jibo He, Committee Member _____________________________________ Darwin Dorr, Committee Member _____________________________________ Jodie Hertzog, Committee Member Accepted for the College of Liberal Arts and Sciences _____________________________________ Ronald Matson, Dean Accepted for the Graduate School _____________________________________ Abu S. Masud, Interim Dean iii DEDICATION To my parents for their love and support, and all that they have sacrificed so that my siblings and I can have a better future iv Video games open worlds. — Jon-Paul Dyson v ACKNOWLEDGEMENTS Althea Gibson once said, “No matter what accomplishments you make, somebody helped you.” Thus, completing this long and winding Ph.D. journey would not have been possible without a village of support and help. While words could not adequately sum up how thankful I am, I would like to start off by thanking my dissertation chair and advisor, Dr. -
Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie. -
Phoenixphoenix Absolute Power 2 Email Roleplaying Epsom Galactic Invasion Galaxy Legends Lords of the Earth Lunatix Online Space Troopers Starfleet Warlords
ISSUE 98 Flagship POSTAL AND INTERACTIVE GAMING PhoenixPhoenix Absolute Power 2 Email Roleplaying Epsom Galactic Invasion Galaxy Legends Lords of the Earth Lunatix Online Space Troopers StarFleet Warlords Games Galore! Play-by-Mail, Email, Web, RPG & Board Games ... plus news from Origins '02 plus ... Origins '02 Sports News, Board Games, Roleplaying, Game Design, Interactive Fiction, Zine Scene ... ... and all the news and views! £3.95 Report FLAGSHIP: #98 August / September 2002 from IN THIS ISSUE ... the Bridge FEATURES Explorer’s Findings (game reviews) Absolute Power 2 ....................................................................................................... 10 Bumper Summer Reading Lunatix Online ...........................................................................................................21 Epsom......................................................................................................................... 22 AUGUST has its holiday delights, but it’s never Discovering Sci-Fi Games (StarFleet Warlords, Space Troopers, Galaxy, Galactic Invasion) ....... 26 the best month for playing games. Read this on Britannia (boardgame) .............................................................................................. 40 the beach, then, and plan your September Test Flight (game diaries) campaigns! We've continued to expand the Lords of the Earth ...................................................................................................... 12 magazine (to a bumper 56 pages) which allows Austerlitz -
Rules of Play - Game Design Fundamentals
Table of Contents Table of Contents Table of Contents Rules of Play - Game Design Fundamentals.....................................................................................................1 Foreword..............................................................................................................................................................1 Preface..................................................................................................................................................................1 Chapter 1: What Is This Book About?............................................................................................................1 Overview.................................................................................................................................................1 Establishing a Critical Discourse............................................................................................................2 Ways of Looking.....................................................................................................................................3 Game Design Schemas...........................................................................................................................4 Game Design Fundamentals...................................................................................................................5 Further Readings.....................................................................................................................................6 -
Finding Aid Template
Brian Sutton-Smith Library and Archives of Play PlaGMaDA Papers Finding Aid to the Play Generated Map and Document Archive (PlaGMaDA) Papers, 1974-2014 Summary Information Title: Play Generated Map and Document Archive (PlaGMaDA) papers Creator: Timothy Hutchings (primary) ID: 114.894 Date: 1974-2014 (inclusive); 1980s-2000 (bulk) Extent: 15.1 linear feet Language: The materials in this collection are in English, unless otherwise indicated. Abstract: The Play Generated Map and Document Archive (PlaGMaDA) papers are a compilation of hand-drawn maps, sketches, notes, reference materials, and other documentation generated by numerous players of assorted role-playing games. Dated materials are primarily from the 1980s through 2000. Repository: Brian Sutton-Smith Library and Archives of Play at The Strong One Manhattan Square Rochester, New York 14607 585.263.2700 [email protected] Administrative Information Conditions Governing Use: This collection is open for research use by staff of The Strong and by users of its library and archives. Though the donor has not transferred intellectual property rights (including, but not limited to any copyright, trademark, and associated rights therein) to The Strong, he has given permission for The Strong to make copies in all media for museum, educational, and research purposes. Custodial History: The Play Generated Map and Document Archive (PlaGMaDA) papers were donated to The Strong in April 2014 as a gift from the Play Generated Map and Document Archive (PlaGMaDA). The papers were accessioned by The Strong under Object ID 114.894. The papers were received from Timothy Hutchings, the Founding Director of the Play Generated Map and Document Archive, in seven large boxes. -
Iss U E 2 1 3 | a P R IL 2 0
ISSUE 213 | APRIL 2013 A Dungeons & Dragons® Roleplaying Game Supplement CONTENTS 1 TEH TOMB OF 29 TE H DREAD PIRATE OWLBEAR PIRATES! BraXIS By Christopher Perkins By Jeffrey Ludwig I hope you like owlbears, pirates, and Avast, ye hearties! Storm the island deathtraps, ’cause this issue’s full of them! stronghold of the dread pirate Braxis and the sunken caves of his sea devil allies. A D&D adventure for characters of levels 4–6. 2 OWL BEAR RUN By Christopher Perkins and Steve Townshend 68 TOMB OF HORRORS Every year, two wizards in neighboring By Gary Gygax towns host a competition. This year, it’s an Welcome to the dungeon that has killed owlbear race over the mountain. Will your more adventurers than all other dungeons owlbear be the first to cross the finish line? combined. Let’s see if your D&D Next An off-the-beaten-path D&D® adventure characters fare any better! This adventure for characters of levels 4–6. is designed for D&D Next characters of levels 10–14 and includes 4th Edition conversion guidelines for characters of levels 14–16. ABOUT THE COVER: Map? Check. Wagon? Check. Supplies? Check. Owlbear? Check. LET THE RACE BEGIN! Jason Juta depicts intrepid heroes racing over the mountain in true medieval fashion in this month’s feature illustration for “Owlbear Run.” EDITORIAL 213 DUNGEON April 2013 The Tomb of Senior Producer Christopher Perkins Producers Greg Bilsland, Steve Winter Managing Editors Miranda Horner, Kim Mohan Owlbear Pirates! Development and Editing Lead Jeremy Crawford By Christopher Perkins Developer Chris Sims Senior Creative Director Jon Schindehette This issue was a lot of fun to cobble together, mostly Last but not least, we have something special for because I’m a sucker for owlbears, pirates, and killer D&D® Insider subscribers this month: a faithful adap- Art Director Kate Irwin dungeons, and this month we have all three. -
Dragon Magazine #249
HISTORICAL FANTASY Issue # 249 Volume XXIII, NO. 2 July 1998 Seeds of Evil James Wyatt Combining the historical AD&D® supplements with the Masque of the Red Death campaign for a legacy of terror. 26 66 Wyrms of the North Ed Greenwood The guile and subtlety of a drow lurks behind the Below the Tomb of Horrors smile of The Dark Lady. Bruce R. Cordell 76 Giants in the Earth New terrors to add to the classic AD&D module J. Gregory Keyes New legends from or any cryptic dungeon in your campaign. the World of the Waterborn. 38 82 Bazaar of the Bizarre Jeffrey Mendoza Before your next Sixguns and Sesheyans trek, shop at A Travelers Emporium. 90 Arcane Lore Rich Baker Ed Bonny Discover the dire powers of ® Back to the future with ALTERNITY game rules The Lost Spellbook of Rary the Traitor. for Old West firearms, plus guidelines for creating your own Weird West campaign. 98 Dungeon Mastery Holly Ingraham Learn the vocabulary 48 of the Underdark in Deep Meanings. Fiction Wakes the Narrow Forest The Wyrms Turn . 4 J. Gregory Keyes D-MAIL .................... 6 The ghost of his father compels Fool Wolf FORUM ...................... 10 to visit giant country. SAGE ADVICE ................. 18 58 OUT OF CHARACTER ........... 24 BOOKWYRMS ................. 72 CONVENTION CALENDAR ........ 102 DRAGONMIRTH .............. 104 KNIGHTS OF THE DINNER TABLE . 106 ROLEPLAYING REVIEWS ......... 108 GAME PREVIEWS ............... 114 PROFILES .................... 120 Publisher Wendy Noritake Executive Editor Pierce Watters Editor Dave Gross Art Director Larry Smith Associate Editor Chris Perkins Editorial Assistant Jesse Decker Production Manager John Dunn Advertising Sales Manager Bob Henning Advertising Traffic Manager Judy Smitha ® Michael Roele falls before the might of the dread Gorgon in this months cover by BIRTHRIGHT campaign artist Tony Szczudlo. -
Dragon Magazine #214
Issue #214 Vol. XIX, No. 9 February 1995 Publisher TSR, Inc. SPECIAL ATTRACTIONS Associate Publisher Brian Thomsen The Complete Half-Elf Greg Jensen Editor-in-Chief 10 Give your half-elf PCs these kits designed specifically Kim Mohan for them. Associate editor Dale A. Donovan Bazaar of the Bizarre Christopher Kutarna 18 Add these elven artifacts to your campaign. Fiction editor Barbara G. Young Dragons Bestiary Norman Abrahamsen 24 Meet the smallest (and furriest) elf-friends of all. Editorial assistant Wolfgang H. Baur Art director FICTION Larry W. Smith Hunter Under the Sun Brent J. Giles Production 94 The pursuit of justice is as relentless as the suns glare. Renee Ciske Tracey Isler Subscriptions REVIEWS Janet L. Winters Role-playing Reviews Rick Swan U.S. advertising 34 Try these alternative fantasy RPGs. Cindy Rick Eye of the Monitor Lester Smith U.K. correspondent 63 Review Les rebuttal to an earlier computer-game review. and U.K. advertising Carolyn Wildman From the Forge Ken Carpenter 112 Join Ken as he explores miniature terrain. DRAGON® Magazine (ISSN 0279-6848) is published Magazine Marketing, Tavistock Road, West Drayton, monthly by TSR, inc., 201 Sheridan Springs Road, Middlesex UB7 7QE, United Kingdom; telephone: Lake Geneva WI 53147, United States of America. The 0895-444055. postal address for all materials from the United States Subscriptions: Subscription rates via second-class of America and Canada except subscription orders is: mail are as follows: $30 in U.S. funds for 12 issues DRAGON® Magazine, 201 Sheridan Springs Road, sent to an address in the U.S.; $36 in U.S. -
Designing a Card Game
Samuli Kuosa Designing a card game Tradenomi Tietojenkäsittely Kevät 2016 TIIVISTELMÄ Tekijä: Kuosa Samuli Työn nimi: Designing a card game Tutkintonimike: Tradenomi, Tietojenkäsittely Asiasanat: Korttipelit, keräilykorttipelit, pelisuunnittelu, pelinkehitys Tässä opinnäytetyössä käsittelen korttipelejä, pelisuunnittelua sekä pelinkehitystä, päätavoitteenani on suunnitella ja kehittää oma korttipeli. Opinnäytetyön alussa esittelen keräilykorttipeli genren. Tämän jälkeen tarkastelen pelisuunnittelun perusteita ja pelinkehitysprosessia sekä tutustun Mark Rosewaterin artikkeliin ”Ten things every game needs”. Rosewaterin artikkelia hyödynnän myöhemmin tarkastellessani lähemmin ja analysoidessani pelejä Magic: the gathering ja Hearthstone. Analysoin myös omakohtaisten kokemusteni perusteella fyysisen ja digitaalisen korttipelin eroja. Opinnäytetyön loppuosassa esittelen oman pelini kehitysprosessia ja raportoin sen etenemisestä. Analysoin myös peliä soveltaen aikaisemmissa analyyseissä käytettyjä Rosewaterin kriteerejä. Lopussa myös tarkastelen mihin asti olen pelisuunnittelussa edennyt ja mikä on projektin tulevaisuus. ABSTRACT Author: Kuosa Samuli Title of the Publication: Designing a card game Degree Title: Bachelor of Business Administration, Business Information Technology Keywords: Card games, collectible card games, game design, game development In this thesis I will talk about card games, game design and game development, my main goal is to design and develop my own card game. In the beginning of the thesis I will introduce the collectible card game genre. After this I will ex- amine game design basics and the game development process and get familiar with Mark Rose- waters article “Ten things every game needs”. I will later make use of Rosewaters article as I ex- amine closer and analyze the games Magic: the gathering and Hearthstone. I will also use my own experiences to analyze the differences between a physical and digital card games. At the end part of the thesis I will present my own games development process and report of its progress. -
PATHFINDER PLAYTEST RULEBOOK Update 1.2 — Release Date: 9/10/2018 This Document Contains Critical Updates to the Pathfinder Playtest Rulebook
PATHFINDER PLAYTEST RULEBOOK Update 1.2 — Release Date: 9/10/2018 This document contains critical updates to the Pathfinder Playtest Rulebook. Updates that are new to this document have their page references marked with bold text. Changes are broken into three categories. New Rules Updates: These are entirely new rules for use in your Pathfinder Playtest game, possibly replacing existing rules in the game system. Critical Updates: These are updates to the rules that will affect a number of characters and play experiences. You should make sure to incorporate these immediately. Other Updates: These are rules changes that affect only a small percentage of characters, but do so in an important way. You should be familiar with these changes and watch to see if any apply. Doomsday Dawn Updates: These changes affect the playtest adventure, Doomsday Dawn. Please incorporate these changes if you are GMing the adventure. This section contains spoilers! Please incorporate these changes as you playtest the game, and thank you for participating in the Pathfinder Playtest! —Pathfinder Playtest Design Team NEW RULES UPDATE—SIGNATURE SKILLS Cleric (page 69) As of Update 1.2, we’ve eliminated signature skills from the Trained in Religion game. This change is meant to remove a largely unnecessary Trained in one skill determined by your choice of deity restriction and avoid players needing to learn a rule at 1st level Trained in a number of additional skills equal to 3 plus your that they won’t use until 7th. Intelligence modifier In any text that refers to skill increases, remove the word “signature” each time it appears. -
Evolutionist Playtest
EVOLUTIONIST PLAYTEST Welcome to the playtest for a new character class for the Starfinder Roleplaying Game: the evolutionist! The evolutionist can jump-start and control their own physical development to outwit or overpower their foes, though they have to be careful these changes don’t take over! We plan to debut the evolutionist in a hardcover rulebook in 2022, but first we need your help in playtesting the class and running it through its paces! The evolutionist playtest will run until September 24, 2021. We’re looking for your feedback, comments, and criticisms regarding the evolutionist class but will focus our attention on feedback from actual play. We encourage you to make up new characters, use them as NPCs or villains, and run a few game sessions—or even a few mock encounters—to incorporate this class into your game. We’re interested in just about any input from play! When looking at the evolutionist, please keep in mind that we don’t expect the final version to look like the playtest version. This is an early iteration of the new class; some elements might be a bit extreme or interact with new rules that stretch some of the assumptions of the game, and the best way to find out if we’ve gone too far (or in the wrong direction) is to give them to you. There’s plenty of time for you try things out and for us to make adjustments based on your feedback, because we want our new additions to match the needs of Starfinder players. -
Competitive Gaming
WORCESTER POLYTECHNIC INSTITUTE Competitive Gaming Design and Community Building Interactive Qualifying Project Stefan Alexander and Maxwell Perlman Advisor: Brian Moriarty, IMGD 3/6/2014 Abstract This project attempts to characterize the qualities that make a competitive game successful. By researching the relevant literature and conducting original interviews with designers, players, and other people associated with the gaming scene, we identified three important development principles: 1. Competitive games should be designed for casual play and balanced for competitive play. Nearly every successful competitive game has far more casual players than it does competitive players. Players should want to play your game regardless of any fame or prize support they could gain from playing it competitively. 2. Understanding who your players are and what they want, both in terms of game content and what they want to gain mentally or emotionally from playing the game, can greatly assist in the design of competitive games. When a player gets to use a strategy they enjoy at a high level of play, the game becomes far more enjoyable. 3. A competitive game is defined by its community. When the community is open, accepting, friendly, and helpful, it reflects well on the game and leads to thriving casual and competitive communities. Communities are also vital to the evolution of their players’ skills. Without a supportive and helpful community, players in that community will have a much harder time being successful than if they were a member of a more