Towards Designing an Engaging Quest That Enhances Curiosity and Learning About Genetics

Total Page:16

File Type:pdf, Size:1020Kb

Towards Designing an Engaging Quest That Enhances Curiosity and Learning About Genetics Clemson University TigerPrints All Dissertations Dissertations 5-2020 Let There Be Dragons! Towards Designing an Engaging Quest that Enhances Curiosity and Learning About Genetics Karen Rebecca Clark Clemson University Follow this and additional works at: https://tigerprints.clemson.edu/all_dissertations Recommended Citation Clark, Karen Rebecca, "Let There Be Dragons! Towards Designing an Engaging Quest that Enhances Curiosity and Learning About Genetics" (2020). All Dissertations. 2573. https://tigerprints.clemson.edu/all_dissertations/2573 This Dissertation is brought to you for free and open access by the Dissertations at TigerPrints. It has been accepted for inclusion in All Dissertations by an authorized administrator of TigerPrints. For more information, please contact [email protected]. LET THERE BE DRAGONS! TOWARDS DESIGNING AN ENGAGING QUEST THAT ENHANCES CURIOSITY AND LEARNING ABOUT GENETICS A Dissertation Presented to the Graduate School of Clemson University In Partial Fulfillment of the Requirements for the Degree Doctor of Philosophy Learning Science by Karen Rebecca Clark May 2020 Accepted by: Dr. Meihua Qian, Committee Chair Dr. Matthew Boyer Dr. Danielle Herro Dr. Sam Sparace Dr. Mindy Spearman ABSTRACT This study implemented a convergent parallel mixed methods approach to investigate game-based learning within an educational game compared to a modified entertainment game. Participants (N=31) were recruited from public middle and high schools as well as home school groups. Comparative data of participants’ perceptions, preferences and learning outcomes were investigated to inform better educational game design. This study also considers player personality to determine how dispositional curiosity influences an individual’s approach, acceptance, and interaction with novel learning environments, specifically games. Findings show a statistically significant gain in genetics academic knowledge after the game-based learning intervention. The difference in knowledge gained for the two games was not statistically significant. All dimensions of engagement, motivation and curiosity were statistically significantly higher for the modified entertainment game. Increases in scientific curiosity was statistically significantly higher for the modified entertainment game while scientific curiosity statistically significantly decreased after playing the educational game. Qualitative analysis revealed five themes and provided deeper understanding of game design features that enhance learning, curiosity and engagement from the player’s perception. Integration of quantitative and qualitative results suggest overall convergence and enhanced understanding of theoretical and practical implications of this research and identifies key relationships between game design, player perceptions and learning outcomes to inform better educational game design and implementation. ii DEDICATION For Bruce, Glorian, Lena, Julie, JJ, Jaycie, Jensen, Majik and Shae And, to God Who provided me with a curious and creative brain iii ACKNOWLEDGMENTS Over the past five years, I have been encouraged and inspired by many supportive individuals who have been influential to my obtainment of this degree. While I am thankful for everyone who helped me through this endeavor, there are several who were especially giving of their expertise, time, support, and encouragement. I would like to acknowledge them here. Dr. Meihua Qian: I appreciate your guidance and patience during this process. You have been a constant source of encouragement. I appreciate your tenacious efforts to provide financial support for me personally and for the research. You have helped me stay focused and, as my advisor and mentor, guided my success. Dr. Matthew Boyer: Thank you for your constant positive disposition, pleasant smile and words of encouragement. Thank you for seeing my potential before I did and recruiting me into this program. I appreciate your continued support and excitement about my work. Dr. Danielle Herro: Thank you for your considerable patience and words of advice when I constantly changed research trajectories that first year. Your course on educational technology and game-based learning led me to Skyrim and an interest in modding. Without that course, DragonMist would have never been envisioned. Dr. Sam Sparace: Thank you for your considerable support for my journey through multiple disciplines and degrees. You have been a source of encouragement and confidence for many years and I value your friendship. Thank you for your countless hours of hard work ensuring the genetics learning objectives in DragonMist were iv accurate. And, thank you for your considerable work developing the genetics knowledge instruments. Without your help, this research would not have been possible. Dr. Mindy Spearman: Thank you for your time and expertise guiding the mixed- methods research design and making this study more robust and interesting. As a fellow gamer, your input has been invaluable. Your expectations and expertise have helped me become a better researcher. Fellow Doctoral Students. Dr. Emily Winburn, I cannot thank you enough for your time and efforts that guided my success. I would also like to thank Adam Wentworth who helped me develop the DragonMist design such that it moved from concept to reality and for being Bhusari’s voice. Thank you, Breana, Dara and Shuyu for helping with classroom management and tech support during the study. My Family: I would like to thank my friends and family. Without their patience, encouragement and support, my success would not have been possible. I am especially grateful to Peggy Burnett, Drenda Brennan and Ralph Rivera who helped me more than they will ever know. There are no words that can adequately express my gratitude for wonderful parents. My parents, Bruce and Glorian Clark raised me to believe I could reach for the stars and achieve dreams. My sister, Julie, is my role model and her energetic, joyful spirit continues to inspire me. And finally, I am grateful to JJ, Jaycie and Jensen who keep me young at heart, creative, playful and driven. This research was supported by Clemson University College of Education ADR 2016-2017 Research Award; Clemson University 2017-2018 SEED Grant, and Clemson University Doctoral Dissertation Completion Grant 2019-2020. v TABLE OF CONTENTS Page TITLE PAGE .................................................................................................................... i ABSTRACT ..................................................................................................................... ii DEDICATION ................................................................................................................ iii ACKNOWLEDGMENTS .............................................................................................. iv LIST OF TABLES .......................................................................................................... ix LIST OF FIGURES ....................................................................................................... xii CHAPTER I. INTRODUCTION ......................................................................................... 1 Introduction to the Research Study .......................................................... 1 Problem Statement and Research Questions.......................................... 10 Definitions.............................................................................................. 15 II. LITERATURE REVIEW ............................................................................ 20 Serious Game? Is This an Oxymoron? .................................................. 20 What Can Students Learn While Playing Games? ................................ 22 Traditional Education Practices vs Game-Based Learning ................... 28 Educational Game Implementation and Design Challenges .................. 31 Theoretical Foundations......................................................................... 32 Game Design and Game Play Experience ............................................. 46 Well-designed Educational Games: Why RPGs? .................................. 64 Conceptual Model for Research Investigation ....................................... 65 III. METHODS .................................................................................................. 68 Introduction ............................................................................................ 68 Convergent Parallel Mixed Methods Research Design ......................... 68 Participants and Setting.......................................................................... 76 Role as Researcher ................................................................................. 83 Game Designs Targeted for Comparison ............................................... 87 DragonMist: Modding Skyrim ............................................................... 93 vi Table of Contents (Continued) Page Pilot Study: DragonMist Alpha Playtesting ......................................... 108 Data Collection .................................................................................... 112 Analysis................................................................................................ 128 Measurement Strategies ....................................................................... 138 Trustworthiness of the Study ............................................................... 150 IV. QUANTITATIVE RESULTS ..................................................................
Recommended publications
  • Program Notes
    NSEME 2018 Installations (ongoing throughout festival) Four4 (1991, arr. 2017) - room 2009 Anthony T. Marasco, Eric Sheffield, Landon Viator, Brian Elizondo ///Weave/// (2017) - room 2008 Alejandro Sosa Carrillo (1993) Virtual Reality Ambisonic Toolkit (2018) - room 2011 Michael Smith (1983) Within, Outside, and Beside Itself:The Architecture of the CFA - room 2013 Jordan Dykstra (1985) Installations Program Notes: Alejandro Carrillo “///Weave///” A generative system of both random and fixed values that cycle over a period of 6 minutes. By merging light and sound sine waves, parameters such as frequency, amplitude and spatialization have been mapped into three sound wave generators or voices (bass line, harmonies and lead) and three waveforms from a modular video synthesizer on MaxMSP aiming to audiovisual synchronicity and equivalence. Jordan Dykstra “Within, Outside, and Beside Itself: The Architecture of the CFA” A performance which plays not only with the idea of lecture-performance as a musicological extension of history, narrative, and academic performance-composition Within, Outside, and Beside Itself: The Architecture of the CFA also addresses how the presenta- tion of knowledge is linked to the production of knowledge through performance. I believe that creating space for new connections through creative presentation and alternative methodologies can both foster new arenas for discussion and coordinate existing relationships between academia and the outside world. A critique regarding how the Center for the Arts at Wesleyan University func- tions as an academic institution, as well as its physical role as the third teacher, my lecture performance playfully harmonizes texts from art historians at Wesleyan University, archaeologists, critical theorists, YouTube transcriptions, quotes from the founder of the Reggio Emilia school, and medical journal articles about mirror neurons.
    [Show full text]
  • THE CATHOLIC UNIVERSITY of AMERICA Game
    THE CATHOLIC UNIVERSITY OF AMERICA Game Design and Architecture A THESIS Submitted to the Faculty of the School of Architecture and Planning Of the Catholic University of America In Partial Fulfillment of the Requirements For the Degree Master of Architecture By Christopher W. Totten Washington, D.C. 2008-2009 Game Design and Architecture Master of Architecture Thesis Coordinator: Matthew Geiss, MArch According to architectural theorist Grant Hildebrand, the attributes of a space can do far more to create a distinct user experience than they have been. Other architects and designers, such as Valve Software’s Chris Chin, blame the lack of distinct experiences on the design methodologies that have descended from those of the Post-Modernist movement. Post- Modernism’s focus on form has generated a largely top-down, two-dimensional design process that allows architects to design from geometric parti sketches. These provide useful, macro- scaled views of their eventual designs through plan, section, and model but fail to allow architects the ability to create the same experiences for occupants that were common before the institution of Post-Modernism, allowing many buildings to only be read by those who are educated in architecture. Architecture students today have reported becoming bored or even frustrated with this outlook on design, which is now the basis of many architecture schools’ curriculums. This project looks to another field of design to which user experience is crucial, game design. Game design focuses on design from the user’s perspective, seeking to create meaningful and memorable experiences, albeit within a fictional game world where reality can be bent and shaped, unlike the world of real architecture.
    [Show full text]
  • Enduring Design Challenges in Western Roleplaying Video Games
    Enduring Design Challenges in Western Roleplaying Video Games Paul Ralph, Kafui Monu Abstract A roleplaying game (RPG) is a fuzzy class of video games that includes at least three quite different subclasses. This paper focuses on one of these subclasses, Western RPGs, which stand out for their focus on discovery and expression. It proposes a definition of a Western RPG as a video game that: encourages players to assume the part(s) of one or more virtual characters, in large open environments, with plentiful freedom of expression throughout game narratives. This definition is evaluated against archetypal Western RPGs and related genres. The paper further identifies three enduring challenges in Western RPG design: (1) bipolar morality scales, (2) quest distribution, (3) oversimplified difficulty scaling. Concrete suggestions for overcoming these challenges are provided. Keywords: Roleplay, open-world, game design, morality, alignment, quests, difficulty scaling Enduring Design Challenges in Western Roleplaying Video Games Introduction After a brief decline in the 1990s, roleplaying video games (RPGs) have regained substantial popularity. The Elder Scrolls V: Skyrim (2011), for example, sold over 20 million copies for over US$1 billion (Grandstaff, 2013) and was still one of the top 50 sellers on Steam five years later (Valve, 2017). With this resurgence, however, RPGs split into at least three evident sub-genres—Action, Japanese, and Western. Western Role Playing Games (WRPGs), also called Open World RPGs, including The Elder Scrolls V: Skyrim (2011), Mass Effect 3 (2012), Dragon Age: Inquisition (2014) and Fallout 4 (2015), are especially interesting from a design perspective for at least three reasons: 1.
    [Show full text]
  • Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning
    Sport, Ethics and Philosophy ISSN: (Print) (Online) Journal homepage: https://www.tandfonline.com/loi/rsep20 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen To cite this article: Michael Hemmingsen (2020): Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning, Sport, Ethics and Philosophy, DOI: 10.1080/17511321.2020.1796773 To link to this article: https://doi.org/10.1080/17511321.2020.1796773 Published online: 29 Jul 2020. Submit your article to this journal View related articles View Crossmark data Full Terms & Conditions of access and use can be found at https://www.tandfonline.com/action/journalInformation?journalCode=rsep20 SPORT, ETHICS AND PHILOSOPHY https://doi.org/10.1080/17511321.2020.1796773 Code is Law: Subversion and Collective Knowledge in the Ethos of Video Game Speedrunning Michael Hemmingsen College of Liberal Arts & Social Sciences, University of Guam, Mangilao, GU, USA ABSTRACT KEYWORDS Speedrunning is a kind of ‘metagame’ involving video games. Video games; speedrunning; Though it does not yet have the kind of profile of multiplayer e- subversion; collective sports, speedrunning is fast approaching e-sports in popularity. knowledge; metagame Aside from audience numbers, however, from the perspective of the philosophy of sport and games, speedrunning is particularly interesting. To the casual player or viewer, speedrunning appears to be a highly irreverent, even pointless, way of playing games, parti­ cularly due to the incorporation of “glitches”. For many outside the speedrunning community, the use of glitches appears to be cheat­ ing. For speedrunners, however, glitches are entirely within the bounds of acceptability.
    [Show full text]
  • Finalists in 21 Categories Announced for Third Annual SXSW Gaming Awards
    P.O. Box 685289 Austin, Texas | 78768 T: 512.467.7979 F: 512.451.0754 sxsw.com Finalists in 21 Categories Announced for Third Annual SXSW Gaming Awards YouTube megastar Séan “Jacksepticeye” William McLoughlin and esports host Rachel “Seltzer” Quirico to host the SXSW Gaming Awards ceremony The Witcher 3: Wild Hunt and Bloodborne lead in total nominations AUSTIN, Texas (January 25, 2016) — South by Southwest (SXSW) Gaming today announced the finalists for the third annual SXSW Gaming Awards, presented by Windows Games DX, Curse, G2A, IGN, Porter Novelli and Imaginary Forces. Taking place Saturday, March 19 at 8 p.m. CST in the Austin Grand Ballroom on the 6th Floor of the Hilton Downtown Austin, the Gaming Awards will honor indie and major game studio titles in 21 categories. The SXSW Gaming Awards are free and open to the public of all ages with a SXSW Guest Pass and streamed online at http://sxsw.is/23g6kEc. All Interactive, Music, Film, Gold, and Platinum badgeholders receive early entry and preferred seating. The SXSW Gaming Awards is an extension of the SXSW Gaming event. New for 2016: SXSW Gaming takes place March 17-19, 2016 inside the Austin Convention Center downtown (500 E Cesar Chavez Street). “First, congratulations are in order for all of our entrants and finalists. This year we saw a record number of entries and an incredibly diverse set of games,” said Justin Burnham, SXSW Gaming Producer. "This year’s show – thanks to the help of our hosts and finalists, is going to be one of the best yet.
    [Show full text]
  • Winning and Losing in the Hall of Mirrors
    Winning and Losing in the Hall of Mirrors A study into the structural psychoanalytic interfaces arising during the video game situation A thesis submitted for the award of PhD Psychology Vanessa Abigail Long School of Social Sciences Brunel University June 2013 Abstract Who are we? Why do we do the things we do? These questions are constantly under scrutiny, forever unable to provide us with adequate answers, it seems. Yet, with the continuing rise in popularity of digital media, we are able to situate these questions in a different sphere and see aspects of the self that we were unable to perceive before. Digital media forms have provided us with the capacity to explore whole new worlds, as well as allowing for new and innovative methods of communication. These changes make a huge impact on the daily lives of individuals. This thesis presents a theoretical contribution to both psychoanalytic thinking and to the rapidly expanding field of games studies, with especial reference to avatar-based games. It considers the status of the bond formed between the individual at play (known here as the ‘user’) and the game itself. Furthermore, it presents this as a model which identifies the user’s relation to the game dynamic through an understanding of the key components of a video game, including aspects such as the control mechanism. Elements which cross the boundary between the user/game realities are also considered with relation to hyperreality, thus forming a more complete imagining of this framework. This also allows for an application of this dynamic to what we define as violent (and associated) acts within games.
    [Show full text]
  • Looked, Underappreciated, Or Japan-Only Games for This Wonderful Console
    THE HIDDEN GEMS A brief look at some of the over- looked, underappreciated, or Japan-only games for this wonderful console. 2014, 4chan.org/vr/ /vr/ 2014 1 THE FIREMEN 2: PETE & DANNY The Firemen 2: Pete & Danny is a sequel to the SNES hidden gem which basically functioned like a top-down shooter, except you were shooting out pressurized water to put out the most mali- cious fire ever. In this Japan-only sequel protagonist Pete returns, now joined by his buddy Danny for two-player co- op action. You go around putting out several mys- teriously-started fires all around New York City on Christmas Eve, which for some reason was a very popular time and place among late-nineties video games. There’s a lot more visual variety in the game’s stages and the core gameplay remains the same. Compared to the first game, The Firemen 2’s sprite work is sort of bland and dull, but still totally serviceable, and it’s also kind of needlessly text-heavy, which will es- DIVER’S DREAM pecially be a slog if you don’t speak Japanese. It’s still a totally worthwhile adventure. Diver’s Dream (JP: Dolphin’s Dream) was an underwater exploration game localized and released only in PAL territories. For a game of its kind it has a very “game-y” bent, unlike the RACING LAGOON more free-roaming Aquanaut’s Holiday or End- This was a seriously unique game that tried to less Blue. Your mission is to explore sunken combine racing games with RPGs.
    [Show full text]
  • NWR Powered Off 2
    A Boy and His Hugs Review Review Contents ISSUE 02 Layout & Design Nicholas Bray JANUARY 2013 Graphic Creation 3 THIS MONTH Daniel Mousseau Cover Design EDITORIAL Andrew Brown 4 HOW TO DESTROY A SOUL Contributors James Jones Zachary Miller BLOGS Alex Culafi 6 OF NERDS AND MEN: INHALATION Tom Malina Tyler Ohlew Nate Andrews PREVIEWS Scott Thompson Danny Bivens 9 FIRE EMBLEM AWAKENING Neal Ronaghan Zack Kaplan 10 BIT.TRIP PRESENTS RUNNER 2: FUTURE LEGEND OF RHYTHM David Trammell Jeff Shirley ALIEN Jon Lindemann 12 STAFF PROFILES FEATURE 13 NWR STAFF’S TOP 10 GAMES OF 2012 INTERVIEW 24 LITTLE INFERNO INTERVIEW WITH TOMORROW CORPORATION COMIC CORNER 27 THE SETBACK WITH STICKERS REVIEWS 28 METROID PRIME 31 THE LEGEND OF ZELDA: THE MINISH CAP 33 PUNCH-OUT!! 35 XENOBLADE CHRONICLES 38 HOW TO POKÉMON RAP LIKE RAPMASTER J 41 FAN ART 2 42 NEXT ISSUE This Month By Nicholas Bray Welcome to issue #2 of Nintendo World Report: Powered Off. This month, we have a great selection of new, old, and even some exclusive content for you to enjoy. James Jones kicks things off with an article about the soul-crushing games he endured as a child. We take a look at the NWR staff ’s top 10 games of 2012, and in the review section we feature four games that received 10/10 scores. On top of that, we have a cool comic from Andrew Brown, along with everyone’s favorite performer, Rapmaster J, dropping in to school us all on how he approaches the infamous Pokérap. The design and content is still evolving for Powered Off, but I feel that this issue is a step up from the first.
    [Show full text]
  • ©2020 Gregory James Rossetti ALL RIGHTS RESERVED
    ©2020 Gregory James Rossetti ALL RIGHTS RESERVED OVERWORLDS, TOWNS, AND BATTLES: HOW MUSIC DEVELOPS THE WORLDS OF ROLE-PLAYING VIDEO GAMES by GREGORY JAMES ROSSETTI A dissertation submitted to the School of Graduate Studies Rutgers, The State University of New Jersey In partial fulfillment of the requirements For the degree of Doctor of Philosophy Graduate Program in Music Written under the direction of Steven Kemper And approved by _____________________________________ _____________________________________ _____________________________________ _____________________________________ New Brunswick, New Jersey JANUARY, 2020 ABSTRACT OF THE DISSERTATION OVERWORLDS, TOWNS, AND BATTLES: HOW MUSIC DEVELOPS THE WORLDS OF ROLE-PLAYING VIDEO GAMES By GREGORY JAMES ROSSETTI Dissertation Director: Steven Kemper This dissertation observes how specific musical themes from early home console role-playing video games build worlds. It includes case studies from several games including The Legend of Zelda, Dragon Warrior, and multiple games from the Final Fantasy series. Discussed in detail are how specific gaming events such as the overworld, town, and battle each serve a specific function in the player’s immersion into an imaginary world. Overworld themes are used to evoke a sense of place, town themes establish identity of the inhabitants, while battle themes provide intensity to a new form of gameplay. The music for each one of these gaming events contains specific harmonic, melodic, or rhythmic gestures that establish musical tropes that are used throughout this genre of game. ii ACKNOWLEDGEMENTS I would like to express my deepest appreciation to my committee: Drs. Steven Kemper, Robert Aldridge, Karen Cook, and Christopher Doll. Thank you for taking the time to read this dissertation and for your invaluable advice.
    [Show full text]
  • Analyzing Japanese Game Design 1985 - 1995
    Seton Hall University eRepository @ Seton Hall Seton Hall University Dissertations and Theses (ETDs) Seton Hall University Dissertations and Theses Fall 12-12-2020 More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995 Gerald DeMattia [email protected] Follow this and additional works at: https://scholarship.shu.edu/dissertations Part of the Japanese Studies Commons Recommended Citation DeMattia, Gerald, "More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995" (2020). Seton Hall University Dissertations and Theses (ETDs). 2809. https://scholarship.shu.edu/dissertations/2809 More Than Just Video Games: Analyzing Japanese Game Design 1985 - 1995 By Gerald DeMattia Submitted in partial fulfillment of the requirements for the degree Master of Arts in Asian Studies Department of Languages, Literatures and Cultures Seton Hall University August 2020 © 2020 Gerald DeMattia More Than Just Video Games: Analyzing Japanese Game Design 1985 – 1995 By Gerald DeMattia APPROVED BY DATE June 1, 2020 Shigeru Osuka, Ed.D Mentor (First Reader) July 7, 2020 Jeffrey Rice, Ph.D. Examiner (Second Reader) June 25, 2020 Anne Giblin Gedacht, Ph.D Examiner (Third Reader) July 26, 2020 Dongdong Chen, Ph.D. Graduate Director of Asian Studies Program July 31, 2020 Diana Alvarez-Amell, Ph.D. Department Chair Acknowledgements In late May of 1998, my grandmother took me to Electronics Boutique to purchase a Japanese role-playing game for the original PlayStation console: LUNAR: The Silver Star Story Complete. LUNAR would go on to become my favorite game of all time, but my initial impressions were shaped by the premium packaging – which included a behind-the-scenes video CD-ROM.
    [Show full text]
  • NEW PEOPLE Presents Cyberpop Overload with Electronic Dance
    Media Contact: Erik Jansen MediaLab [email protected] (714) 620-5017 PRESS RELEASE FOR IMMEDIATE RELEASE THE BAY AREA GETS ITS DANCE GROOVE ON TO CELEBRATE “CYBERPOP OVERLOAD” AT THE 2012 J-POP SUMMIT FESTIVAL Annual Weekend-Long S.F. Pop Culture Celebration In August To Present Video Game-Inspired Artists And DJs Including Random Encounters, The Glowing Stars, SpaceKraft, DJ Amaya, and Vex Mode. San Francisco, CA, July 12, 2012 – NEW PEOPLE, a dynamic entertainment destination bringing the latest examples of Japanese popular culture to North American shores, invites the Bay Area to get its dance groove on at this year’s 2012 J-POP Summit Festival as the company continues to expand the event’s roster of live programming. Celebrating the Festival’s theme of “Cyberpop Overload,” a just-announced full slate of video game-inspired artists and DJs will feature mesmerizing and danceable sets from Random Encounters, The Glowing Stars, SpaceKraft, DJ Amaya and Vex Mode. More performers and artists will be announced very soon! The annual J-POP Summit Festival, now in its fourth year and presented in association with the Japantown Merchants Association, will be held across San Francisco’s Japantown district on Saturday, August 25th and Sunday, August 26th. The event is FREE to attend (although some individual attractions charge a modest entrance fee). The live musical performances will take place on the main stage of Japantown’s spacious Peace Plaza, located across the street from the NEW PEOPLE venue which is at 1746 Post St. Additional information about the J-Pop Summit Festival is available at J-Pop.com.
    [Show full text]
  • Lifting the Lid on Video Games
    ALL FORMATS LIFTING THE LID ON VIDEO GAMES Issue 25 £3 SKILL VS wfmag.cc CHANCE Luck’s pivotal role in video games CO-OP MODE The studios planning a world without bosses LOW-POLY HORROR Reviving the scares of the PSone era HEAVY METALREVOLUTION SOFTWARE TAKE US BEYOND A STEEL SKY JOIN THE PRO SQUAD! Free GB2560HSU¹ | GB2760HSU¹ | GB2760QSU² 24.5’’ 27’’ Sync Panel TN LED / 1920x1080¹, TN LED / 2560x1440² Response time 1 ms, 144Hz, FreeSync™ Features OverDrive, Black Tuner, Blue Light Reducer, Predefined and Custom Gaming Modes Inputs DVI-D², HDMI, DisplayPort, USB Audio speakers and headphone connector Height adjustment 13 cm Design edge-to-edge, height adjustable stand with PIVOT gmaster.iiyama.com Finding the humour in Sega’s retro past here exactly is the comedy to be There’s horror-comedy to be discovered in going back found in nineties video games? 30 years and playing Michael Jackson’s Moonwalker, At first glance, Columns, Sonic, Tomb an early Mega Drive release where the premise of W Raider, and Alex Kidd are pretty the game is that you’re Michael Jackson and you’re low on laughs, but as a true nostalgia junkie and dance-walking around various levels kicking adults comedian, I find their various absurdities are ripe SOOZ KEMPNER out of the way (they’re meant to be gangsters but for humour. For the past two years, my solo tours at they 100 percent look like FBI agents in hindsight) Sooz is an award- the Edinburgh Fringe have been based around retro and looking behind doors for children.
    [Show full text]