Lessons from Escape Rooms: Designing for the Real World and VR Laura E
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COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen
COMPARATIVE VIDEOGAME CRITICISM by Trung Nguyen Citation Bogost, Ian. Unit Operations: An Approach to Videogame Criticism. Cambridge, MA: MIT, 2006. Keywords: Mythical and scientific modes of thought (bricoleur vs. engineer), bricolage, cyber texts, ergodic literature, Unit operations. Games: Zork I. Argument & Perspective Ian Bogost’s “unit operations” that he mentions in the title is a method of analyzing and explaining not only video games, but work of any medium where works should be seen “as a configurative system, an arrangement of discrete, interlocking units of expressive meaning.” (Bogost x) Similarly, in this chapter, he more specifically argues that as opposed to seeing video games as hard pieces of technology to be poked and prodded within criticism, they should be seen in a more abstract manner. He states that “instead of focusing on how games work, I suggest that we turn to what they do— how they inform, change, or otherwise participate in human activity…” (Bogost 53) This comparative video game criticism is not about invalidating more concrete observances of video games, such as how they work, but weaving them into a more intuitive discussion that explores the true nature of video games. II. Ideas Unit Operations: Like I mentioned in the first section, this is a different way of approaching mediums such as poetry, literature, or videogames where works are a system of many parts rather than an overarching, singular, structured piece. Engineer vs. Bricoleur metaphor: Bogost uses this metaphor to compare the fundamentalist view of video game critique to his proposed view, saying that the “bricoleur is a skillful handy-man, a jack-of-all-trades who uses convenient implements and ad hoc strategies to achieve his ends.” Whereas the engineer is a “scientific thinker who strives to construct holistic, totalizing systems from the top down…” (Bogost 49) One being more abstract and the other set and defined. -
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. -
Computational Intelligence and Tower Defence Games
Computational Intelligence and Tower Defence Games Phillipa Avery Julian Togelius, Elvis Alistar, Department of Computer Science and Engineering and Robert Pieter van Leeuwen University of Nevada, Reno, USA Center for Computer Games Research Email: [email protected] IT University of Copenhagen, Denmark Email: fjuto, elal, [email protected] Abstract— The aim of this paper is to introduce the use of possibilities to improve the gameplay of TD games using CI Tower Defence (TD) games in Computational Intelligence (CI) methods. research. We show how TD games can provide an important TD games can be real-time or turn-based in nature, and the test-bed for the often under-represented casual games research area. Additionally, the use of CI in the TD games has the allocation of towers allows resource allocation and strategic potential to create a more interesting, interactive and ongoing deployment. Additionally the choice and timing of ’creep’ game experience for casual gamers. We present a definition of deployment also includes resource allocation and scheduling the current state and development of TD games, and include areas of research. The game can also be played in single a classification of TD game components. We then describe player, multi-player (competitive and cooperative), and as some potential ways CI can be used to augment the TD experience. Finally, a prototype TD game based on experience- described later in this paper, has the potential for a zero-sum driven procedural content generation is presented. two player game. All of these topics are popular problems to tackle using CI techniques, and the TD genre can provide I. -
Leadership Emerges Spontaneously During Games 29 April 2013
Leadership emerges spontaneously during games 29 April 2013 (Phys.org) —Video game and augmented-reality beekeeper's website that was supposedly hacked game players can spontaneously build virtual by aliens. The coded messages revealed teams and leadership structures without special geographic coordinates of real pay telephones tools or guidance, according to researchers. situated throughout the United States. Players then waited at those payphones for calls that contained Players in a game that mixed real and online more clues. worlds organized and operated in teams that resembled a military organization with only Because the game did not have a leadership rudimentary online tools available and almost no infrastructure, players established their own military background, said Tamara Peyton, doctoral websites and online forums on other websites to student in information sciences and technology, discuss structure, strategy and tactics. Penn State. A group of gamers from Washington, D.C., one of "The fact that they formed teams and interacted the most successful groups in the game, as well as they did may mean that game designers established an organization with a general and should resist over-designing the leadership groups of lieutenants and privates. The numbers of structures," said Peyton. "If you don't design the members in each rank were roughly proportional to leadership structures well, you shouldn't design the amount of soldiers who fill out ranks in the U.S. them at all and, instead, let the players figure it military, Peyton said. out." The players assigned their own ranks, rather than Peyton, who worked with Alyson Young, graduate have ranks dictated to them. -
The Use of Video Games for Training Users of Myoelectric Orthotics
The Use of Video Games for Training Users of Myoelectric Orthotics Interactive Qualifying Project Report completed in partial fulfillment Of the Bachelor of Science degree at Worcester Polytechnic Institute, Worcester, MA by Christopher Knapp __________________ Kyle Baker __________________ Patrick Lynch __________________ Sean Halloran __________________ Date: March 4, 2015 ____________________________________ Professor Robert W. Lindeman, Advisor i Abstract Assistive orthotics technology has rapidly increased in functionality in the past decade. In this field of medicine once mostly composed of static braces, the latest orthotic devices are now powered, allowing for people with disabled extremities to accomplish functional tasks. Myoelectric sensors allow users to command powered orthotics at will. However, the control of such devices remains nontrivial. In our studies we sought to use the motivational and educational power of video games to better train users of powered orthotic devices. The results of our research led to several designs for games to do this, as well as an implementation of one such design, found to be effective in a small user study of powered myoelectric orthotics users. The results of this work show that an effectively engaging game controlled with powered orthotics can motivate users to use their orthotics more often, and that playing such a game is likely to improve one’s competency in controlling their powered orthotics. ii Table of Contents 1 Introduction ......................................................................................................................................... -
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 -
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Advances in Social Science, Education and Humanities Research, volume 284 2nd International Conference on Art Studies: Science, Experience, Education (ICASSEE 2018) Exploring the Attractive Factors of Mobile Tower Defense Games Baoyi Zhang School of Design and Art Xiamen University of Technology Xiamen, China Abstract—Tower Defense (TD) game has always been a very relationship between attractive factors. There are two main popular video game. The purpose of this study is to explore the purposes of this study: the first one is exploring the attractive attractive factors of TD games and the relationship between these factors of tower defense games. The second one is analyzing factors. The evaluation grid method was used to find the the weight and intensity between each factor. attractiveness of TD game, and the quantification theory type 1 was applied to get the influence weight between these elements. The results show that there are four main charm factors in TD II. LITERATURE REVIEW game: sense of control, sense of challenge, sense of urgency and Sense of enjoyment. The quantitative statistical results show the A. Tower Defense Games weight relationship between the attractive factors. The results Tower defense is a strategy game in which the player can be used as a reference for game developers. prevents moving enemy units, usually through a fixed number of discrete waves to the end point, and through the placement Keywords—mobile MOBA games; Miryoku Engineering; EGM; of static "towers" that are fired at enemy units [2]. Strategic quantification theory type 1 planning is needed because of cost and resettlement issues. In addition, each type of enemy may need its own tower to handle I. -
Pembuatan Game Tower Defense Summoner's Quest
Jurnal Ilmu Teknik dan Komputer Vol. 1 No. 1 Januari 2017 ISSN 2548-740X PEMBUATAN GAME TOWER DEFENSE S80021(R‘S QUEST MENGG81A.AN 8NITY DENGAN TOUCH GESTURE RECOGNIZER Bill Kevin1, Jeanny Pragantha2, Darius Andana Haris3 Teknik Informatika, Fakultas Teknologi Informasi, Universitas Tarumanagara Jl. Letjen S. Parman No.1, Jakarta Email : [email protected], [email protected], [email protected] ABSTRAK Game Summoner‘s Quest adalah game yang ber-genre Tower Defense. Game ini dibuat dengan tujuan memberikan pengalaman baru pada pemain dengan mengimplementasikan fitur touch gesture recognizer. Game ini mempunyai tampilan berbentuk dua dimensi dan dimainkan dengan menggunakan Smartphone berbasis Android. Game ini dibuat menggunakan Unity dengan C# sebagai bahasa pemrograman. Pemain harus menghancurkan base musuh dengan menggambar simbol pada layar untuk mengeluarkan prajurit yang akan mengalahkan monster-monster musuh yang melindungi base musuh. Pengujian dilakukan dengan metode blackbox, alpha testing, dan beta testing melalui survei pada 40 responden. Hasil pengujian menunjukkan bahwa fitur menggambar simbol pada game Summoner‘s Quest memEuat gameplaygame ini menjadi unik dan menarik sehingga pemain tertarik untuk bermain lagi. .ata .unci: Summoner‘s Quest, Tower Defense, Unity, Game 2D, Touch Gesture Recognizer. PENDAHULUAN Berdasarkan penjelasan tersebut, maka dirancanglah permainan Summoner‘s 4uest. 3ermainan ini Video game merupakan sebuah permainan elektronik merupakan permainan ber-genre Tower Defense. yang melibatkan -
Finding the Overlap
Paper ID #8560 ArchiGaming: finding the overlap Dr. Jeffrey Chastine, Southern Polytechnic State University (ENG) Dr. Chastine has both academic and industry experience in mobile and interactive system development. He served as Chief Software Architect at a Manhattan-based mobile media development company devel- oping augmented reality systems. He has also designed and implemented numerous mixed-reality systems for a variety of platforms and clients, including the British pop phenomenon, Duran Duran, and is cur- rently developing augmented reality games for mobile platforms. Academically, he is an active researcher with several ACM and IEEE publications in virtual and augmented reality and has recently published a book chapter in the Handbook for Augmented Reality (Springer). As a graduate student in the Graphics, Visualization, and Usability (GVU) Center at the Georgia Institute of Technology, he contributed to early research in the nascent field of self-harmonizing karaoke software. He currently serves as an Associate Professor in Computer Game Design and Development, teaching courses such as Computer Graphics (OpenGL), 3D Modeling and Animation, and Production Pipeline & Asset Management. He has served in a variety of capacities academically including Interim Department Head, Associate Dean of the College of Information and Mathematical Sciences as well as the Graduate Program Director of the Masters of Archival Studies at Clayton State University Prof. Richard Cole, Southern Polytechnic State University Richard Cole is a professor and dean of the School of Architecture and Construction Management at Southern Polytechnic State University, Marietta, GA. He has been an educator for thirty years and has maintained an architectural practice for thirty-five years. -
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. -
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. -
Escape Rooms and Languages, a Perfect Match
Escape Rooms and languages, a perfect match Chapter 1: Introduction to gamification and escape rooms 2 Theory of educational gamification 2 History of educational escape rooms 10 Advantages of pedagogical escape rooms 15 Chapter 2: Teaching English through escape rooms 19 Language skills: reading / writing 19 Language Skills: Listening / Speaking 25 Chapter 3: Escape rooms in the EU 30 Escape rooms in the European context 31 Good practices of escape rooms 37 Conclusion 40 Chapter 4: Merging subjects 41 Introduction – the interdisciplinary and multidisciplinary teaching approaches 41 The advantages of adopting the interdisciplinary approach. 42 The interdisciplinary teaching approach in escape room 43 Putting theory into practice 44 Chapter 5: Special Educational Needs and escape rooms 47 What are Specific Learning Disorders 47 Challenges and solutions to use escape rooms for students with SLDs 48 Pedagogical advantages of using escape rooms for students with SLDs 52 Bibliography 53 1 Chapter 1 Introduction to gamification and escape rooms Theory of educational gamification An escape room, also known as an escape game, is first and foremost a game. Depending on one’s experience with teaching or playing any form of games, it might sound more or less natural to join games and education, or to use games in an educational perspective. In any case, a statement that anybody could agree on regardless of their own experience is that teachers and educators generally use games with younger students and abandon their use with older students. This reveals a contradiction: while the educational value of games is generally recognized, it is ignored in later stages of education, as if they would somehow lose their value.