Interim Descriptions for Semester 202001 Wednesday, April 1, 2020 4:50 Pm
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Major Developments in the Evolution of Tabletop Game Design
Major Developments in the Evolution of Tabletop Game Design Frederick Reiber Donald Bren School of Information and Computer Sciences University of California Irvine Irvine, USA [email protected] Abstract—Tabletop game design is very much an incremental these same concepts can and have been used in video game art. Designers build upon the ideas of previous games, often design. improving and combining already defined game mechanics. In Although some of these breakthroughs might be already this work, we look at a collection of the most impactful tabletop game designs, or games that have caused a significant shift in known by long time game designers, it is important to formally the tabletop game design space. This work seeks to record those document these developments. By doing so, we can not only shifts, and does so with the aid of empirical analysis. For each bridge the gap between experienced and novice game design- game, a brief description of the game’s history and mechanics ers, but we can also begin to facilitate scholarly discussion on is given, followed by a discussion on its impact within tabletop the evolution of games. Furthermore, this research is of interest game design. to those within the tabletop game industry as it provides Index Terms—Game Design, Mechanics, Impact. analysis on major developments in the field. It is also our belief that this work can be useful to academics, specifically I. INTRODUCTION those in the fields of game design, game analytics, and game There are many elements that go into creating a successful generation AI. tabletop game. -
A Legacy Game for Project Management in Software Engineering Courses
A Legacy Game for Project Management in Software Engineering Courses Jefferson Seide Molléri, Javier Gonzalez-Huerta, Kennet Henningsson Software Engineering Research Lab Sweden, Blekinge Institute of Technology Karlskrona, Sweden {jefferson.molleri,javier.gonzalez.huerta,kennet.henningsson}@bth.se ABSTRACT 1 INTRODUCTION Background: Software project management courses are becoming Project management courses (PMC) are intended to provide stu- popular for teaching software engineering process models and dents with a dynamic environment that mirror the real-world chal- methods. However, in order to be effective, this approach should be lenges [5]. This problem-based learning (PBL) approach is sup- properly aligned to the learning outcomes. Common misalignments ported by the constructivist theories for knowledge acquisition and are caused by using a correct degree of realism or an appropriate student-focused approach to teaching [10, 14]. instruction level. A common issue related with the PMC approach is how to find Objective: To foster students to acquire knowledge (theoretical a balance between the level of realism and the relevance of the and practical) that enables them solving similar challenges to the contents students will learn [5, 10]. Another issue is whether the ones they will face in real-world software projects. students receive the appropriate guidance for problem-solving [14]. Methods: We prototype and validate a legacy game that simulates From our experiences in previous project courses, we would the software development process. Students are required to plan and also add another risk: which is that students are more focused on manage a software project according to its specification provided the technical challenges of the project tasks [5]. -
Table of Contents
TABLE OF CONTENTS Acknowledgments ...........................................................................................................................5 Table of Contents ..............................................................................................................................7 Foreword by Gary Russell ............................................................................................................9 Preface ..................................................................................................................................................11 Introduction .......................................................................................................................................13 Chapter 1 The New World ............................................................................................................16 Chapter 2 Daleks Are (Almost) Everywhere ........................................................................25 Chapter 3 The Television Landscape is Changing ..............................................................38 Chapter 4 The Doctor Abroad .....................................................................................................45 Sidebar: The Importance of Earnest Videotape Trading .......................................49 Chapter 5 Nothing But Star Wars ..............................................................................................53 Chapter 6 King of the Airwaves .................................................................................................62 -
The Only Game in Town V4
This Tuesday, It’s the Only Game in Town #gamers4her Sunday, November 6, 2016 (updated Tuesday, November 8, 2016) We, the 378 people signing this letter, make many of the games and puzzles you play. As game creators, we call on game players all across this great nation to make the best move on Tuesday: voting for Hillary Clinton. Today there are more great games around than ever before, so we know you have options, but this Tuesday we need everyone to join in on the finals of the presidential tournament. Whether you’re a dice chucker, a card slinger, a meeple monger, a puzzle solver, a button masher, or a keyboard clicker, we need you in the game. Let's take a look at the players. Hillary Clinton is the aunt who bought you your first box of Dungeons & Dragons because she heard it promoted literacy and problem solving skills. She’d rather be a healer, but she’ll be the tank when she needs to. She knows that characters of any race or gender should qualify equally for any class, without level limits or ability score penalties. She counts the pieces before you start assembling the jigsaw puzzle. She settled Catan before anyone else thought it was a good idea. She likes co-op games because she knows we’re stronger together. Donald Trump is the disruptive sort of player that no one wants at their game table. He tries to take your turn for you in Pandemic Legacy. He solves crosswords incorrectly in pen—in your copy of the magazine. -
Boardgames with Apps”: the Hybrid Digital Boardgame Model MELISSA J
Unpacking “Boardgames With Apps”: The Hybrid Digital Boardgame Model MELISSA J. ROGERSON, LUCY A. SPARROW, MARTIN R. GIBBS School of Computing and Information Systems, The University of Melbourne, Melbourne, Australia [melissa.rogerson | lucy.sparrow | martin.gibbs] @unimelb.edu.au Increasingly, modern boardgames incorporate digital apps and tools to deliver content in novel ways. Despite disparate approaches to incorporating digital tools in otherwise non-digital boardgames, there has to date been no detailed classification of the different roles that these tools play in supporting gameplay. In this paper, we present a model for understanding hybrid boardgame play as performing a set of discrete functions. Through a mixed-methods approach incorporating critical play sessions, a survey of 237 boardgame players, and interviews with 18 boardgame designers and publishers, we identified the key functions performed by the digital tools in these games. Using affinity mapping, we grouped these functions into eight core categories, which were tested and refined using a survey of 44 boardgame players and designers. This model defines and classifies the diverse functions that digital tools perform in hybrid digital boardgames, demonstrating their range and potential application for researchers and game designers. CCS CONCEPTS •Human-centered computing~Interaction design~Empirical studies in interaction design •Applied computing~Computers in other domains~Personal computers and PC applications~Computer games Additional Keywords and Phrases: boardgames, hybrid play, hybrid digital boardgames ACM Reference Format: 1 INTRODUCTION For over a century, there has been interest in combining boardgames with novel technologies. Lichtra [3], believed to be the first boardgame to incorporate electricity, was released in Leipzig in 1910 [85, 86]. -
View/Download (Pdf)
Learn to Play 7 Great Games Storewide Anniversary Sale Upcoming Games You Can & Enjoy Free Open Gaming Save up BIG on games at our Preorder Now! so you take what you can get and never say no to game as you reenact the seven-book story. sions of Madness 2nd Edition in two to three hours, spring, you’ll vie for play order, acquiring a card, victory oodles of games you can buy, so you don’t need to bring sell. For each die you can take one of four possible Atelier: The Painter's fate and save him? guardian the Ape Lords left behind. Even when you nd Lovelace and Bab- against you, the game's companion app guides you to Get your game on at Here Be storewide anniversary sale, Friday It’s Summer. Soon lots of new Storewide Anniversary Sale building materials. Cleverly plan and construct a While the player characters don't start with any special depending on the scenario. A full review is available on point, coin, extra worker, or nothing if you really want to games from home to have a good time. Plus, we have actions: Studio Cherry Blossom Festival is one of three initial cases of the the temple, navigating its mechanized passages may prove bage reveal the looming forests, quiet clearings, and ancient Books & Games in July... & Saturday, August 2 & 3. In-store games will be rolling in! Get first eGlassMeeple.com. Let us teach you how to play! go rst. In the summer, you can acquire grape vines snacks and drinks for sale, too. -
Episode 06: Cognitive Gamer Cognalysis: Pandemic
Episode 06: Cognitive Gamer Cognalysis: Pandemic Show Notes I consider the popular board game Pandemic from a number of different angles. What makes it an interesting game, cognitively speaking? I touch on decision making, attention, cooperation, and also the Legacy and iPad versions. Game References Burgle Bros, Mechs and Minions, Pandemic, Pandemic Legacy Research References Daviau, R. & Leacock, M. (2017), The Making of ‘Pandemic Legacy,’ GDC 2017. Schank, R. C. (1995). Tell Me a Story: Narrative and Intelligence. Evanston, IL: Northwestern University Press Sherif, M. (1961). Intergroup Conflict and Cooperation: The Robbers Cave Experiment. Toronto: York University. Treisman, A. M., & Gelade, G. (1980). A feature-integration theory of attention. Cognitive Psychology, 12, 97-136. Transcript Hello! This is Episode 6 of the Cognitive Gamer podcast. I am your host, Steve Blessing. This is going to be slightly different than the previous episodes. In those, I took a topic from psychology, and chose games to illustrate the points I was making. In a Cognitive Gamer Cognalysis, this whole podcast will be about one game, and we’ll explore it from many different angles. These won’t be reviews; assume that I like the game, or else I wouldn’t devote a whole podcast to it! Rather, this will be a discussion of what makes the game interesting, from a psychological perspective. For my first cognalysis, I am going to talk about the board game Pandemic, designed by Matt Leacock. This is a cooperative board game, in which the players are trying to cure four different diseases that are ravaging the Earth before any of the lose game conditions come up, like too many outbreaks of diseases or no more player cards to be drawn. -
The Settlers of Catan on the United States Leisure and Business Landscape, 1995-2019
THE SELLERS OF CATAN: THE IMPACT OF THE SETTLERS OF CATAN ON THE UNITED STATES LEISURE AND BUSINESS LANDSCAPE, 1995-2019 Erica Price While Monopoly is still one of the best-known board games in the United States today, increasing attention is paid to The Settlers of Catan, a mid-1990s German immigrant to the United States and a mid to late 2010s staple in popular culture and on store shelves. However, the one place where Catan has seen a drop in popularity over the past decade is in its first world, that of hobby board games. With so many new and innovative games and mechanics flooding the hobby market each year, Catan struggles to find a place. This struggle is due in part to its lack of innovation, attempt to keep pace with game trends, and seemingly, a reluctance to buy into the popularity of app-supported games (though solely mobile versions of Catan exist), crowdfunding, and new mechanics. This research explores Catan's history in the United States to illustrate the paradox of its growing popularity with the general public while also experiencing a downturn in accolades from within the hobby, all while functioning as a barometer against which we can measure trends in the selling and playing of hobby board games. “Die Siedler von Catan” came to the United States in 1995 as The Settlers of Catan (or just Catan after a 2015 rebranding) as a German immigrant. In that same year that it took home the Spiel des Jahres (SdJ), the German Game of the Year Award. -
University of Huddersfield Repository
University of Huddersfield Repository Peaker, Katie Fair-Play: How Women Experience Sexism within Board Gaming Spaces Original Citation Peaker, Katie (2019) Fair-Play: How Women Experience Sexism within Board Gaming Spaces. Masters thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/34912/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Fair-Play: How Women Experience Sexism within Board Gaming Spaces By Katie Peaker, U1256795 A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of MA by Research in Communication, Culture and Media Studies. The University of Huddersfield September 2018 Copyright Disclosure i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
Seafall Available Fall 2016!
SeaFall Available Fall 2016! Stock #: PHG13000 UPC: 681706130002 Box dimensions: 394 x 304 x 77mm Weight: N/A Casepack: 4 Time to play: 90-120 minutes Complexity: Ages 14 and up 3-5 Number of players: Adventure Awaits on the High Seas! Designer: Rob Daviau Adventure awaits on the high seas! The world is emerging from a dark age where history and knowledge were lost. The great provinces have Contents: just begun reestablishing seafaring technology. Wealth and fame await • 1 Game board leaders who are cunning and brave. Explore the coastal islands. Discover lost civilizations. Sail the open sea in search of new lands. Uncover long • 1 Rulebook buried secrets. Sail until the sea falls off the edge of the world! • 1 Captain’s Book SeaFall is a ‘Legacy’ board game designed by board game industry 20 Advisor Cards • veteran Rob Daviau. A Legacy game is a concept developed by Rob. • 5 Title Cards The idea behind a Legacy game is that the game ‘remembers’. • 10 Leader Cards As players play a Legacy game, the game board changes, cards are • 6 Event Cards modified and sealed packs are opened revealing twists and turns in • 5 Player Aid Cards an epic storyline. Players will watch as their actions have permanent • 4 Sticker Cards effects on the game world. • 9 Milestone Cards SeaFall is the third Legacy game designed by Rob Daviau. It was • 20 Damage Cards preceded by Risk Legacy and Pandemic Legacy Season 1. Both were important and very successful games that sent ripples through the • 8 Treasure Cards board game community for their innovation and scope.