Creating an Interdisciplinary Game Development Minor
Total Page:16
File Type:pdf, Size:1020Kb
Load more
Recommended publications
-
Video Games: Changing the Way We Think of Home Entertainment
Rochester Institute of Technology RIT Scholar Works Theses 2005 Video games: Changing the way we think of home entertainment Eri Shulga Follow this and additional works at: https://scholarworks.rit.edu/theses Recommended Citation Shulga, Eri, "Video games: Changing the way we think of home entertainment" (2005). Thesis. Rochester Institute of Technology. Accessed from This Thesis is brought to you for free and open access by RIT Scholar Works. It has been accepted for inclusion in Theses by an authorized administrator of RIT Scholar Works. For more information, please contact [email protected]. Video Games: Changing The Way We Think Of Home Entertainment by Eri Shulga Thesis submitted in partial fulfillment of the requirements for the degree of Master of Science in Information Technology Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Copyright 2005 Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Thesis Approval Form Student Name: _ __;E=.;r....;...i S=-h;....;..;u;;;..;..lg;;i..;:a;;...__ _____ Thesis Title: Video Games: Changing the Way We Think of Home Entertainment Thesis Committee Name Signature Date Evelyn Rozanski, Ph.D Evelyn Rozanski /o-/d-os- Chair Prof. Andy Phelps Andrew Phelps Committee Member Anne Haake, Ph.D Anne R. Haake Committee Member Thesis Reproduction Permission Form Rochester Institute of Technology B. Thomas Golisano College of Computing and Information Sciences Master of Science in Information Technology Video Games: Changing the Way We Think Of Home Entertainment L Eri Shulga. hereby grant permission to the Wallace Library of the Rochester Institute of Technofogy to reproduce my thesis in whole or in part. -
Abstract the Goal of This Project Is Primarily to Establish a Collection of Video Games Developed by Companies Based Here In
Abstract The goal of this project is primarily to establish a collection of video games developed by companies based here in Massachusetts. In preparation for a proposal to the companies, information was collected from each company concerning how, when, where, and why they were founded. A proposal was then written and submitted to each company requesting copies of their games. With this special collection, both students and staff will be able to use them as tools for the IMGD program. 1 Introduction WPI has established relationships with Massachusetts game companies since the Interactive Media and Game Development (IMGD) program’s beginning in 2005. With the growing popularity of game development, and the ever increasing numbers of companies, it is difficult to establish and maintain solid relationships for each and every company. As part of this project, new relationships will be founded with a number of greater-Boston area companies in order to establish a repository of local video games. This project will not only bolster any previous relationships with companies, but establish new ones as well. With these donated materials, a special collection will be established at the WPI Library, and will include a number of retail video games. This collection should inspire more people to be interested in the IMGD program here at WPI. Knowing that there are many opportunities locally for graduates is an important part of deciding one’s major. I knew I wanted to do something with the library for this IQP, but I was not sure exactly what I wanted when I first went to establish a project. -
Inside the Video Game Industry
Inside the Video Game Industry GameDevelopersTalkAbout theBusinessofPlay Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman Downloaded by [Pennsylvania State University] at 11:09 14 September 2017 First published by Routledge Th ird Avenue, New York, NY and by Routledge Park Square, Milton Park, Abingdon, Oxon OX RN Routledge is an imprint of the Taylor & Francis Group, an Informa business © Taylor & Francis Th e right of Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman to be identifi ed as authors of this work has been asserted by them in accordance with sections and of the Copyright, Designs and Patents Act . All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. Trademark notice : Product or corporate names may be trademarks or registered trademarks, and are used only for identifi cation and explanation without intent to infringe. Library of Congress Cataloging in Publication Data Names: Ruggill, Judd Ethan, editor. | McAllister, Ken S., – editor. | Nichols, Randall K., editor. | Kaufman, Ryan, editor. Title: Inside the video game industry : game developers talk about the business of play / edited by Judd Ethan Ruggill, Ken S. McAllister, Randy Nichols, and Ryan Kaufman. Description: New York : Routledge is an imprint of the Taylor & Francis Group, an Informa Business, [] | Includes index. Identifi ers: LCCN | ISBN (hardback) | ISBN (pbk.) | ISBN (ebk) Subjects: LCSH: Video games industry. -
Extracurricular Videogame Development Clubs How They Complement the Classroom Experience
Extracurricular Videogame Development Clubs How They Complement the Classroom Experience Chris DeLeon Developer & Instructor, HobbyGameDev.com What I’m Talking About ● How clubs differ from the classroom ● Regarding faculty involvement ● Practical tips to grow more gamedev clubs ● Notes from other student-led clubs Clubs established by my process ● Carnegie Mellon, Game Creation Society (2004) ● Georgia Tech, VGDev (2010) Both groups: ~30-50 developers/semester Each completing 5-8 games/semester since Both clubs are mostly undergraduates Very few members from ETC or DM program The process -> over 100 games Addl. reference clubs (interviews) 1. Ithaca College: Game Developers Club 2. Southern Alabama: Video Game Development Club 3. Bloomfield: Game Dev Club 4. Georgia State: Game Development Club 5. Champlain: Extracurricular Game Developers 6. Princeton: Game Developers Group 7. Tennessee State: Game Programming Club 8. SCAD: Game Development Network 9. Carnegie Mellon: Game Creation Society (2009-2013) We all want the same things ● We want students happy ● We want students creating ● We want students learning ● We want students networking ● We want students on a good track But we do it very different ways Classes (generally, not all!): Clubs (esp. CMU/GT): • Often artistic, conceptual • Mostly conventional genres • Focus on process • Focus on finished result • Failing is literally failing • Safety and freedom to fail • Compel full participation • Variable involvement (‘varsity’) • People need the hours • People can quit, be fired • Teaching -
Understanding Game Playing Preferences
CLEI ELECTRONIC JOURNAL, VOLUME 17, NUMBER 3, PAPER 9, DECEMBER 2014 Understanding Game Playing Preferences Cecilia M. Curlango Rosas, Jorge Eduardo Ibarra Esquer, Gloria Etelbina Chávez Valenzuela, María Luisa González Ramírez, Linda Eugenia Arredondo Acosta and Marcela D. Rodríguez Universidad Autonoma de Baja California, Facultad de Ingeniería Mexicali, Mexico 21280 {curlango, jorge.ibarra}@uabc.edu.mx {gloria_chavez, maria.gonzalez, linda_arredondo, marcerod}@uabc.edu.mx Abstract This paper presents the results of a study made with university students to determine the types of video games that they play, the platforms they use to play, and what motivates them to play or stop playing games. The study results distinguish among genders in order to be able to design appropriate teaching strategies which appeal to both genders. This work was done as part of a larger study whose aim is to both attract and retain students to the computer-engineering program. Keywords: computer science education, engineering students, video game preferences 1 Introduction In 2010, The United Nations Educational, Scientific and Cultural Organization (UNESCO) released a report where global challenges and opportunities for engineering were presented. The report stresses the importance of the various engineering fields in development of society, but also warns about the decreasing public awareness and understanding of engineering, and the declining interest and enrollment of young people in engineering courses [1]. This is a trend that during the first decade of the 21st Century was seen as something critical for the Computing Engineering field [2], being until recent years that some countries have started to show a slight reversal in enrollment [3]. -
The Video Game Asset Pipeline a Pattern Approach to Visualization
The Video Game Asset Pipeline A Pattern Approach to Visualization James Lear Student ID: 91002002 [email protected] The University of the West of England Faculty of Environment and Technology This thesis is submitted for the degree of Doctor of Philosophy March 2021 Director of Studies Supervisor Professor Richard McClatchey Dr Simon Scarle [email protected] [email protected] a Abstract Video games consist of virtual worlds modelled as an approximation of either a real or imaginary environment. The amount of content required to populate the environments for Triple-A (AAA) video games doubles every few years to satisfy the expectations of the end-users. For this reason, the art and design discipline now constitute the maJority of those employed in a video game studio. The artists use Digital Content Creation (DCC) tools to design and create their content; tools not originally designed for video game asset creation. Ultimately the artists require to preview their content in the form of source assets in the runtime environment, the game engine, to ensure they provide an accurate rendering of their original vision. However, there exists a barrier to achieve this workflow; the original source assets are persisted in a proprietary format, information rich to handle future edits, and the final runtime environment requires the assets to be lightweight ready for fast and efficient loading into the game engine. The video game industry has solved this problem by introducing a fast and efficient workflow known as the asset pipeline. The asset pipeline is recognized within video games technology as a general reusable solution to the common problem of converting source assets into their final runtime form as expected by the runtime game engine. -
Challenges in Evaluating Exergames with Older Adults
Did They Really Like the Game? -- Challenges in Evaluating Exergames with Older Adults Jan Smeddinck .athrin M. Gerling AEstract University of Bremen 8niversity of Saskatchewan Exergames offer exciting perspectives not only for rec- Bibliothekstrae 1 110 Science Place reational, but also for therapeutic use. Increasing num- Bremen 28359, Germany Saskatoon S7N 5C9, Canada Eers of older adults in many industrialized countries smeddinck#tzi.de [email protected] raise the need for affordable and reliaEle solutions to help people to stay healthy and fit at advanced ages. Marc Herrlich Rainer 0alaka :hile games user research is vital to increasing the University of Bremen 8niversity of Bremen Tuality of game designs and improving game design Bibliothekstrae 1 BiEliothekstrae 1 processes, many research tools are difficult to use with Bremen 28359, Germany Bremen 28359, Germany senior gamers, and the target group is especially vul- [email protected] [email protected] nerable to mistakes both in game design and games user research. 0arNus Krause :e report and classify some of these challenges along University of Bremen with possible approaches, aiming to fuel intensified ex- Bibliothekstrae 1 change about methodological experiences among re- Bremen 28359, Germany searchers in the field. [email protected] Author .eywords Evaluation, methodology, games, entertainment, game design, older adults, physical therapy. ACM Classification Keywords ..4.2 [Computers and Society]: Social Issues ± Assis- Copyright is held by the author/owner(s). tive technologies for people with disabilities, Handi- CHI‘12, May 5±10, 2012, Austin, Texas, USA. capped persons/special needs; K.8.0 [Personal Compu- AC0 978-1-4503-1016-1/12/05. -
CHAPTER 2 QUEER INDIE GAME-MAKING: an INTERVIEW with MO COHEN Bonnie Ruberg
CHAPTER 2 QUEER INDIE GAME-MAKING: AN INTERVIEW WITH MO COHEN Bonnie Ruberg A decade ago, when independent video game development frst gained prominence in the games industry and games culture, the discussions that surrounded indie games ofen focused on a select few “auteurs,” primarily cisgender, heterosexual, white men. However, as game development tools and distribution platforms have shifed, and as the cultural landscape of video games itself has begun to change, indie game-making has become the terrain of many more creative voices. As Anna Anthropy rightly predicted in her 2012 book Rise of the Video Game Zinesters, a new generation of indies is bringing diverse perspectives to the medium of video games by creating games inspired by experiences of identity, marginalization, and diference. At the same time, these “zinesters” are challenging and fundamentally changing how video games are conceptualized, produced, and experienced. Leading this sea change are queer indie game-makers. Starting in roughly 2012, video games have been shifing in part because of the rise of the “queer games avant-garde,” a movement (loosely termed) of independent developers whose games are shaped by queer experiences or who themselves identify as queer—or, most ofen, both (Ruberg, 2019). Some of these indies, such as Anthropy, Mattie Brice, Christine Love, merritt kopas, Porpentine, and Robert Yang, are well known among players interested in “diverse” video games. However, there are dozens of indie game-makers who have contributed to the queer games avant-garde, and new artists are embarking on this work regularly. Te independent game distribution platform itch.io alone lists nearly a thousand games under its LGBT tag. -
What Does a Video Game Producer Actually Do?.Pdf
01gameproducernew.qxd 2/8/05 11:49 AM Page 1 chapter 1 What Does a Video Game Producer Actually Do? s you’ve purchased this book, you’re probably eager to get straight to the point. I’ll get straight to detailing just what a game producer actually does, because for many Apeople (both inside and outside the video game industry), it is a mystery. So just what does a video game producer actually do? As outlined by Dave Perry during his keynote speech at the 2004 Game Developer’s Conference, a video game producer is the person ■ Whose primary focus is on the delivery of the video game as a completed project. ■ Who knows every person on the team by his or her first name. ■ Who works late with the team and is available to provide guidance whenever nec- essary, any time, day or night. ■ Who clearly communicates with anyone who can affect the game, positively or negatively, as it is the game producer’s responsibility to bring everyone into the fold of game production. ■ Who runs interference with anyone who can affect the game or otherwise sidetrack the product. ■ Who does everything possible to sell, promote, and protect the game and the team. ■ Who has the complete confidence that he or she can cross any obstacle and face any challenge. ■ Who does whatever it takes to help the team deliver the game. 1 01gameproducernew.qxd 2/8/05 11:49 AM Page 2 2 Chapter 1 ■ What Does a Video Game Producer Actually Do? A Brief History of Producing In traditional media and the entertainment business, a producer is one who assembles the cast of a play, brings an artist or talent to a studio, or organizes a publicly broadcasted event. -
Reappraisal of Video Game Addiction for the Digital Future
Loading… The Journal of the Canadian Game Studies Association Vol 12(19): 1-17 http://loading.gamestudies.ca Reappraisal of Video Game Addiction for the Digital Future Jiow Hee Jhee Singapore Institute of Technology [email protected] Lye Qin Ting Singapore Institute of Technology [email protected] Kenneth Woo Singapore Institute of Technology [email protected] Abstract The rapid expansion of video gaming in an internet-using society has brought forth a renewed focus on the phenomenon of video game addiction. Despite this, there remains a crucial absence of consensus over the diagnostic criteria of video game addiction. Currently, both psychological and behavioral interventions take screen time as an indicator of video game addiction, however, these interventions are challenged by substantial literature that increasingly disputes time as a predictor of addiction. To build onto the work that has been done, this paper argues that time is an inadequate criterion in which to ascertain video game addiction, proposing that a physiological-based criteria be used in conjunction with contextualized understandings of video game dynamics to approach video game addiction. This realignment is all the more pressing as video games begin a transition from a leisure activity to its current orientation as a viable career option. Author Keywords Addiction; Video Games; Screen Time Introduction The phenomenon of video game addiction is one that plagues a segment of internet-using society. Through barometers assessing psychological inclinations, social life exposure, gaming habits and an assortment of other factors, many have been deemed to be suffering from this condition (Király, Nagygyörgy, Griffiths, & Demetrovics, 2014; Shaffer et al., 2004). -
Heuristic Evaluation in Game and Gamification Development
Heuristic evaluation in game and gamification development Mikko Rajanen Interact Research Unit, University of Oulu, Finland [email protected] Dorina Rajanen Interact Research Unit, University of Oulu, Finland [email protected] Abstract: Game development business has become very competitive, therefore it is very important to develop games that stand out from the vast amount of other competing game titles. Usability of the game is crucial to ensure game acceptance, which in turn will contribute to more sales and profit for the game company. Game usability can also contribute to better player engagement and better accomplishment of individual and organizational objectives in the case of gamification. One successful method to ensure good usability is heuristic evaluation, which has been proven useful also in game development. However, the existing heuristics are criticized for being too general to suit specific games. This study investigates the views and practices of the game companies regarding game usability heuristics and the extent to which they utilize heuristic evaluation as a game usability method. A series of surveys was conducted in the North American and North European companies and the results show that all game professionals view usability as being very important in games, however the extent of utilization of heuristic evaluation in game development is overrated. Implications for the development practice and research in games and gamification are discussed. 1. Introduction Game development business has become very competitive (McDonald, 2017; Filho et al., 2014), therefore it is very important to develop games that stand out from the vast amount of other competing game titles (Pagulayan et al., 2003). -
Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents
Multimodal Technologies and Interaction Review Augmented Reality Video Games: New Possibilities and Implications for Children and Adolescents Prithwijit Das, Meng’ou Zhu, Laura McLaughlin, Zaid Bilgrami and Ruth L. Milanaik * Division of Developmental and Behavioral Pediatrics, Steven and Alexandra Cohen Children’s Medical Center of New York, Northwell Health System, Lake Success, NY 10042, USA; [email protected] (P.D.); [email protected] (M.Z.); [email protected] (L.M.); [email protected] (Z.B.) * Correspondence: [email protected]; Tel.: +1-516-802-6100 Academic Editors: Carolina Cruz-Neira, Marcos Fernández Marín and Cristina Portalés Ricart Received: 17 February 2017; Accepted: 19 April 2017; Published: 22 April 2017 Abstract: In recent years, the video game market has embraced augmented reality video games, a class of video games that is set to grow as gaming technologies develop. Given the widespread use of video games among children and adolescents, the health implications of augmented reality technology must be closely examined. Augmented reality technology shows a potential for the promotion of healthy behaviors and social interaction among children. However, the full immersion and physical movement required in augmented reality video games may also put users at risk for physical and mental harm. Our review article and commentary emphasizes both the benefits and dangers of augmented reality video games for children and adolescents. Keywords: augmented reality; video games; children; adolescents; health; education 1. Introduction The twenty-first century has experienced a digital revolution marked by rapid growth of information and communication technologies. Today’s children are growing up in an increasingly interdependent and globalized society, with unprecedented access to information, people, and ideas.