Logos, the Dragon Slayer: a Serious Game to Develop Algorithmic and Logic Thinking
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DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES a Dissertation Submitted in Partial Satisfaction of the Requirements for the Degree Of
UNIVERSITY OF CALIFORNIA SANTA CRUZ CHANGEFUL TALES: DESIGN-DRIVEN APPROACHES TOWARD MORE EXPRESSIVE STORYGAMES A dissertation submitted in partial satisfaction of the requirements for the degree of DOCTOR OF PHILOSOPHY in COMPUTER SCIENCE by Aaron A. Reed June 2017 The Dissertation of Aaron A. Reed is approved: Noah Wardrip-Fruin, Chair Michael Mateas Michael Chemers Dean Tyrus Miller Vice Provost and Dean of Graduate Studies Copyright c by Aaron A. Reed 2017 Table of Contents List of Figures viii List of Tables xii Abstract xiii Acknowledgments xv Introduction 1 1 Framework 15 1.1 Vocabulary . 15 1.1.1 Foundational terms . 15 1.1.2 Storygames . 18 1.1.2.1 Adventure as prototypical storygame . 19 1.1.2.2 What Isn't a Storygame? . 21 1.1.3 Expressive Input . 24 1.1.4 Why Fiction? . 27 1.2 A Framework for Storygame Discussion . 30 1.2.1 The Slipperiness of Genre . 30 1.2.2 Inputs, Events, and Actions . 31 1.2.3 Mechanics and Dynamics . 32 1.2.4 Operational Logics . 33 1.2.5 Narrative Mechanics . 34 1.2.6 Narrative Logics . 36 1.2.7 The Choice Graph: A Standard Narrative Logic . 38 2 The Adventure Game: An Existing Storygame Mode 44 2.1 Definition . 46 2.2 Eureka Stories . 56 2.3 The Adventure Triangle and its Flaws . 60 2.3.1 Instability . 65 iii 2.4 Blue Lacuna ................................. 66 2.5 Three Design Solutions . 69 2.5.1 The Witness ............................. 70 2.5.2 Firewatch ............................... 78 2.5.3 Her Story ............................... 86 2.6 A Technological Fix? . -
Benefits of an Escape Room As a Novel Educational Activity For
Education Benefits of an Escape Room as a Novel Educational Activity for Radiology Residents Kedar Jambhekar, MD, Rachel P. Pahls, MD, Linda A. Deloney, EdD Rationale and Objectives: We created a radiology Escape Room, a competitive game where a team of players must discover clues and solve a mystery to escape a “locked” room. To succeed, players must collaborate and think critically and creatively. Our objectives were to provide a novel team-building activity, teach interesting content about radiology as a specialty, cultivate grit, and share the game with other programs. Materials and Methods: Escape Rooms were held during orientation (BOOT Camp) for incoming radiology residents and for upper level residents and faculty with advanced content (four teams totaling 20 residents and faculty). We repeated the Escape Room 27 times for 144 residents from more than 10 countries at Radiological Society of North America (RSNA) 2018. Results: Players were engaged and competitive. They were able to connect the activity to their future responsibilities À analyzing knowl- edge under pressure (being on call), communicating effectively (conveying results and recommendations), having the dexterity and motor skills required for physical puzzles (hand-on procedures), being able to multi-task and come up with differential diagnoses under extreme stress and time pressure (being on call). A post-RSNA survey confirmed satisfaction with the activity, with overall enjoyment receiving the highest rating. Conclusion: It is feasible to create a portable, inexpensive Escape Room as a novel educational platform for radiology residents. Combin- ing knowledge-based challenges and technical skills in a live-action game simulated a real-life situation in which vital patient information must be collected and reported concisely and accurately. -
Threat Simulation in Virtual Limbo Preprint
This is a preprint of the article “Threat simulation in virtual limbo: An evolutionary approach to horror video games” by Jens Kjeldgaard-Christiansen and Mathias Clasen, Aarhus University. The final, published version has been published in the Journal of Gaming and Virtual Worlds and is available at https://doi.org/10.1386/jgvw.11.2.119_1. Page 2 of 33 Threat Simulation in Virtual Limbo: An Evolutionary Approach to Horror Video Games Keywords: horror, Limbo, game studies, evolution, simulation, evolutionary psychology Abstract Why would anyone want to play a game designed to scare them? We argue that an alliance between evolutionary theory and game studies can shed light on the forms and psychological functions of horror video games. Horror games invite players to simulate prototypical fear scenarios of uncertainty and danger. These scenarios challenge players to adaptively assess and negotiate their dangers. While horror games thereby instil negative emotion, they also entice players with stimulating challenges of fearful coping. Players who brave these challenges expand their emotional and behavioural repertoire and experience a sense of mastery, explaining the genre’s paradoxical appeal. We end by illustrating our evolutionary approach through an in-depth analysis of Playdead’s puzzle-horror game Limbo. Page 3 of 33 Introduction Imagine this: You are a little boy, lost somewhere deep in the woods at night. You do not know how you got there or how to get out. All you know is that your sister is out there, somewhere, possibly in great danger. You have to find her. The ambiance is alive with animal calls, the flutter of branches and bushes and a welter of noises that you cannot quite make out. -
The Unity Glue Principles and Strategies for a Maintainable Unity Project Structure
Zurich University of the Arts Game Design Orientation C The Unity Glue Principles and strategies for a maintainable Unity project structure. Author: Mentors: Goran Saric René Bauer May 22, 2017 Mela Kocher 1 Abstract Today game developers can find hundreds of tutorials on the internet covering specific topics for the popular game engine “Unity”. However, there is a lack of corresponding literature to explain how to integrate all of these different topics together into one big, scalable, and maintainable project. Moreover, Unity’s application program interface was not designed to follow a specific workflow: game developers have the freedom to work in various ways. I personally think this open setting is especially good for fast prototyping production processes, but when it comes to larger projects, where multiple people have to work together productively, the overly flexible engine can easily lead developers to organization problems and bugs. To address this problem, my master’s thesis focuses on project structures within Unity 5.6. In order to first get an overview of existing practices, I interviewed individual developers and game studios. By analysing different methods and approaches for organizing assets and source code, I developed a reliable workflow for my current Unity game “FAR: Lone Sails” [l1]. The results of my research are a “cookbook” that helps to create a maintainable project structure for teams working on a collaborative basis in Unity. 2 Contents 1 Introduction 5 1.1 Thesis structure 5 1.2 Context 6 1.2.1 -
Catalogo Nintendo Switch
Inverno 2020/2021 OMAGGIO Che cos'è Nintendo Switch? Nintendo Switch è una console per giocare dove, quando e con chi vuoi La famiglia Nintendo Switch comprende due console Nintendo Switch – pensata per giocare a casa oppure dove vuoi Tre modi di giocare Modalità TV Modalità da tavolo Modalità portatile p.06 ~ p.09 Nintendo Switch Lite pensata per giocare in mobilità p.10 ~ p.11 Dove, quando e con chi vuoi. Tre modalità 1 Modalità TV Nintendo Switch consente tre modalità di gioco. Inserisci Nintendo Switch nella base e gioca in HD sulla tua TV. Collegarlo alla TV è facile La console si accende appena la rimuovi Adattatore AC dalla base. Porta la console con te e Nintendo Switch continua a giocare in modalità portatile. Cavo HDMI Basta collegare l'adattatore AC e il cavo HDMI inclusi nella confezione a ogni uscita. Dove, quando e con chi vuoi. Tre modalità 2 Usa lo stand integrato e condividi il divertimento Modalità da tavolo con un gioco multiplayer. Inserendo i due Joy-Con nell'impugnatura Joy-Con Joy-Con ottieni un controller tradizionale. Nintendo Switch dispone di Senza l'impugnatura, ogni Joy-Con è un controller due controller, uno per lato, che indipendente. funzionano anche insieme. Nintendo Switch consente tre modalità di gioco. Tre modalità 3 Collega i controller Joy-Con alla console e Modalità portatile gioca dove vuoi. Nintendo Switch Lite – Nintendo Switch Lite è una console compatta, leggera e con comandi integrati. pensata per giocare in mobilità Nintendo Switch Lite è compatibile con tutti i software per Nintendo Switch che possono essere giocati in modalità portatile. -
Conference Booklet
30th Oct - 1st Nov CONFERENCE BOOKLET 1 2 3 INTRO REBOOT DEVELOP RED | 2019 y Always Outnumbered, Never Outgunned Warmest welcome to first ever Reboot Develop it! And we are here to stay. Our ambition through Red conference. Welcome to breathtaking Banff the next few years is to turn Reboot Develop National Park and welcome to iconic Fairmont Red not just in one the best and biggest annual Banff Springs. It all feels a bit like history repeating games industry and game developers conferences to me. When we were starting our European older in Canada and North America, but in the world! sister, Reboot Develop Blue conference, everybody We are committed to stay at this beautiful venue was full of doubts on why somebody would ever and in this incredible nature and astonishing choose a beautiful yet a bit remote place to host surroundings for the next few forthcoming years one of the biggest worldwide gatherings of the and make it THE annual key gathering spot of the international games industry. In the end, it turned international games industry. We will need all of into one of the biggest and highest-rated games your help and support on the way! industry conferences in the world. And here we are yet again at the beginning, in one of the most Thank you from the bottom of the heart for all beautiful and serene places on Earth, at one of the the support shown so far, and even more for the most unique and luxurious venues as well, and in forthcoming one! the company of some of the greatest minds that the games industry has to offer! _Damir Durovic -
Course Syllabus Game Development: Programming and Prac䀀ce Spring
1/11/2017 Syllabus for Game Development: Programming and Practice Course Syllabus Jump to Today Edit Game Development: Programming and Prac䀀ce Spring 2017 Copenhagen 3 Credit Course Core Class: Yes Study Tours: Western Denmark, Germany Major Disciplines: Computer Science, Mathematics, Design Faculty Member: Benno Lüders, [email protected] (mailto:[email protected]) Program Director: Iben de Neergaard, Vestergade 10 A23, [email protected] (mailto:[email protected]) Assistant Program Director: Nya Oxfeldt Jensen, Vestergade 10 A23, [email protected] (mailto:[email protected]) Program Assistant: Jenny Han, Vestergade 10 A23, [email protected] (mailto:[email protected]) Mondays and Thursdays, 8:309:50, N7C25 Course Description Video games is a booming multibillion dollar industry and with its flourishing independent gaming culture and public funds for game developers, Denmark is a unique place to study this subfield of computer science. This course in conjunction with the lab component is a practical and conceptual introduction to game design and development. The juxtaposition between theory and practice is a cornerstone of the course and you will have ample opportunities to try out concepts and theories. Individually or in small groups, you will design, develop and test a beta version of a 2D or 3D game. The course is also set up so that you have a chance to immerse yourself in the Danish gaming community. Together, we will explore the gaming trends in Copenhagen and venture to Germany, home to Gamescom, the world’s largest gaming convention. The main platform will be Unity, a Danish produced crossplatform game editor and engine widely in use by many companies in the industry. -
Immersion and Worldbuilding in Videogames
Immersion and Worldbuilding in Videogames Omeragić, Edin Master's thesis / Diplomski rad 2019 Degree Grantor / Ustanova koja je dodijelila akademski / stručni stupanj: Josip Juraj Strossmayer University of Osijek, Faculty of Humanities and Social Sciences / Sveučilište Josipa Jurja Strossmayera u Osijeku, Filozofski fakultet Permanent link / Trajna poveznica: https://urn.nsk.hr/urn:nbn:hr:142:664766 Rights / Prava: In copyright Download date / Datum preuzimanja: 2021-10-01 Repository / Repozitorij: FFOS-repository - Repository of the Faculty of Humanities and Social Sciences Osijek Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. Sveučilište J.J. Strossmayera u Osijeku Filozofski fakultet Osijek Odsjek za engleski jezik i književnost Studij: Dvopredmetni sveučilišni diplomski studij engleskog jezika i književnosti – prevoditeljski smjer i hrvatskog jezika i književnosti – nastavnički smjer Edin Omeragić Uranjanje u virtualne svjetove i stvaranje svjetova u video igrama Diplomski rad Znanstveno područje: humanističke znanosti Znanstveno polje: filologija Znanstvena grana: anglistika Mentor: doc. dr. sc. Ljubica Matek Osijek, 2019. University of J.J. Strossmayer in Osijek Faculty of Humanities and Social Sciences Study Programme: -
USC School of Cinematic Arts
USC School of CTIN 464 Game Studies Seminar: Critical Approaches to Escape Rooms Cinematic Arts Units: 2.0 Spring 2016—Tuesdays, 14:00-16:50 Interactive Media & Games Division Location: SCA 110 Instructor: Kiki Benzon Office: SCI 101C Office Hours: by appointment Contact Info: [email protected] Student Assistant: TBA Course Description This course focuses on escape rooms, an increasingly popular genre of immersive, environmental play that situates players in a mysterious “locked” room; players “escape” by solving a system of puzzles in order to unravel a cryptic narrative that unlocks the mystery of the room. As this is a Games Studies Seminar, we will be considering the escape room phenomenon within historical, cultural, and economic contexts. We will also address the ways in which various game forms and genres—tabletop games, puzzle video games, role-playing games, mechanical puzzles, and others—have contributed to and still influence the formal, aesthetic, and structural elements of the contemporary escape room. Over the course of the term, students will experience and analyze a number of escape rooms in Los Angeles, and speak with practitioners in the field about tangible storytelling, experience design, and running an escape room in a competitive entertainment environment. Students will work in teams to develop an escape room proposal, which they will deliver in an industry pitch at the end of the term. Learning Objectives • devise a genealogy of escape rooms, a game form derived from myriad types of play • explore the cultural -
Finding the 'QR' to Patient Safety
Open Access Technical Report DOI: 10.7759/cureus.4014 Finding the ‘QR’ to Patient Safety: Applying Gamification to Incorporate Patient Safety Priorities Through a Simulated ‘Escape Room’ Experience Xiao Chi Zhang 1 , Gretchen Diemer 2 , Hyunjoo Lee 3 , Rebecca Jaffe 2 , Dimitrios Papanagnou 1 1. Emergency Medicine, Thomas Jefferson University, Philadelphia, USA 2. Internal Medicine, Thomas Jefferson University, Philadelphia, USA 3. Emergency Medicine, Stony Brook University Hospital, Stony Brook, USA Corresponding author: Xiao Chi Zhang, [email protected] Abstract Medical errors are the eighth leading cause of mortality in the United States and contribute to over one million preventable injuries. In an effort to prevent medical errors, reporting systems serve as invaluable tools to detect patient safety events and quality problems longitudinally. Historically, trainees (i.e., students and residents) rarely submit incident reports for encountered patient safety threats. The authors propose an immersive learning experience utilizing gamification theory and leveraging the increasingly popular ‘escape room’ to help resident trainees identify reportable patient safety priorities. All 130 incoming intern physicians at the Thomas Jefferson University (Jefferson) were enrolled in the Patient Safety Escape Room study as part of their residency orientation (June 2018). The residents were randomly divided into 16 teams. Each team was immersed in a simulated escape room, tasked with identifying a predetermined set of serious patient safety hazards, and successfully manually entering them into the Jefferson Event Reporting System within the time allotted to successfully ‘win the game’ by ‘escaping the room’. Quick response (QR) codes were planted throughout the activity to provide in-game instructions; clues to solve the puzzle; and key information about patient safety priorities at Jefferson. -
Design and Development of a Roguelike Game with Procedurally Generated Dungeons and Neural Network Based AI
Design and development of a Roguelike game with procedurally generated dungeons and Neural Network based AI. Video game Design and Development Degree Technical Report of the Final Degree Project Author: Andoni Pinilla Bermejo Tutor: Raúl Montoliu Colás Castellón de la Plana, July 2018 1 Abstract In games, other aspects have always been preferred over artificial intelligence. The graphic part is usually the most important one and it alone can use a huge amount of resources, leaving little space for other features such as AI. Machine Learning techniques and Neural Networks have re-emerged in the last decade and are very popular at the moment. Every big company is using Machine Learning for different purposes and disciplines, such as computer vision, engineering and finances among many others. Thanks to the progress of technology, computers are more powerful than ever and these artificial intelligence techniques can be applied to videogames. A clear example is the recent addition of the Machine Learning Agents to the Unity3D game engine. This project consists of the development of a Roguelike game called Aia in which procedural generation techniques are applied to create procedural levels, and Machine Learning and Neural Networks are the main core of the artificial intelligence. Also, all the necessary mechanics and gameplay are implemented. 2 Contents List of Figures 5 List of Tables 6 1 Technical proposal 7 1. 1 Summary 7 1.2 Key Words 7 1. 3 Introduction and motivation 7 1.4 Related Subjects 8 1.5 Objectives 8 1.6 Planning 8 1.7 Expected -
Lifting the Lid on Video Games
ALL FORMATS LIFTING THE LID ON VIDEO GAMES Issue 16 £3 wfmag.cc The Full Monty Paintings come to Pythonesque life in The Procession to Calvary Out of the box Going indie Point-and- click The escape room From triple-A Exploring the handmade genre returns to startup duo world of LUNA UPGRADE TO LEGENDARY AG273QCX 2560x1440 Beyond Designed Experiences ver a chill autumn weekend in 1997, play, whether it’s by exposing the limits of the game my best friend and I crushed Castlevania: and exploiting them, imposing our own additional Symphony of the Night. We took turns, constraints, or outright cheating. O staying awake, fuelled by Pizza Hut and I’m also thinking of Walker’s permadeath streams of Tahitian Treat, for as long as we could. One of us would Breath of the Wild. Speedrunners. Or the innumerable sleep while the other kept playing. It’s not exactly what DIA LACINA games I’ve modded, made myself immortal in, granted people think of when they think of couch co-op. At each myself the powers of flight or to walk through walls. Dia Lacina is a hand-off, we’d have to recount the adventure up to that Or how we’ve all seen just how many cheese wheels queer indigenous point. Detailing plot beats, boss encounters, zones that trans woman writer, our computers can send rolling down the side of a had been traversed. We’d forget things. Doorways to photographer and mountain in Skyrim. come back to. What was really going on with Maria founding editor of None of which is intended, but which extend our , and Richter.