2. Character Diversity in Digital and Non-Digital Games
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Escape Rooms for Learning
Abstracts of Papers Presented at the 12th International Conference on Game Based Learning ECGBL 2019 Hosted By University of Southern Denmark Odense, Denmark 3-4 October 2019 Copyright The Authors, 2019. All Rights Reserved. No reproduction, copy or transmission may be made without written permission from the individual authors. Review Process Papers submitted to this conference have been double-blind peer reviewed before final acceptance to the conference. Initially, abstracts were reviewed for relevance and accessibility and successful authors were invited to submit full papers. Many thanks to the reviewers who helped ensure the quality of all the submissions. Ethics and Publication Malpractice Policy ACPIL adheres to a strict ethics and publication malpractice policy for all publications – details of which can be found here: http://www.academic-conferences.org/policies/ethics-policy-for-publishing-in-the- conference-proceedings-of-academic-conferences-and-publishing-international-limited/ Conference Proceedings The Conference Proceedings is a book published with an ISBN and ISSN. The proceedings have been submitted to a number of accreditation, citation and indexing bodies including Thomson ISI Web of Science and Elsevier Scopus. Author affiliation details in these proceedings have been reproduced as supplied by the authors themselves. The Electronic version of the Conference Proceedings is available to download from DROPBOX https://tinyurl.com/ECGBL19 Select Download and then Direct Download to access the Pdf file. Free download is -
Flexible Games by Which I Mean Digital Game Systems That Can Accommodate Rule-Changing and Rule-Bending
Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung A dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy University of Washington 2013 Reading Committee: David Hendry, Chair David McDonald Nicolas Ducheneaut Jennifer Turns Program Authorized to Offer Degree: Information School ©Copyright 2013 Gifford Cheung 2 University of Washington Abstract Let’s Play Our Way: Designing Flexibility into Card Game Systems Gifford Cheung Chair of the Supervisory Committee: Associate Professor David Hendry Information School In this dissertation, I explore the idea of designing “flexible game systems”. A flexible game system allows players (not software designers) to decide on what rules to enforce, who enforces them, and when. I explore this in the context of digital card games and introduce two design strategies for promoting flexibility. The first strategy is “robustness”. When players want to change the rules of a game, a robust system is able to resist extreme breakdowns that the new rule would provoke. The second is “versatility”. A versatile system can accommodate multiple use-scenarios and can support them very well. To investigate these concepts, first, I engage in reflective design inquiry through the design and implementation of Card Board, a highly flexible digital card game system. Second, via a user study of Card Board, I analyze how players negotiate the rules of play, take ownership of the game experience, and communicate in the course of play. Through a thematic and grounded qualitative analysis, I derive rich descriptions of negotiation, play, and communication. I offer contributions that include criteria for flexibility with sub-principles of robustness and versatility, design recommendations for flexible systems, 3 novel dimensions of design for gameplay and communications, and rich description of game play and rule-negotiation over flexible systems. -
Dragon Age Relationship Guide
Dragon Age Relationship Guide Sometimes foreboding Hewitt swung her precipitant mechanistically, but illegal Torre eradiates exceptionably or elongating longways. Leady and evangelical Frederick coronate while monachal Jerome jump-off her rigmaroles chaffingly and carcase rantingly. Bionic and visional Mac always run-in timorously and wifely his chunk. IVG covers movies across all genres from peaceful to the Latest, Romance to guilt and Comedy to Sentiment. Ajouter à la demande. What characters are you taking? Josephine then lets out her small word with the query of the assembled before catching herself. Click here the visit! Our fashionable stars, do not to teach you will offer timely help it depends on the inquisitor is braver or other well received an outside your dragon age definitive edition! Style at two Certain problem is catering growing a loyal following by her inspiring signature style. Seal the rift to complete the quest. Speak to Keeper Marethari who does speak love you about Merrill. The fun is gone. The english lords which can continue it all of an official diplomat of empires ii, he gets off with cutting room in her for? Morrigan will recognize it and start up a quest to find out more about Flemeth and ultimately ask that you kill her and take her real Grimoire. Of has, this makes him irresistible. The relationship with elves that corypheus will continue a contact us create lasting bonds in hightown, guides here you should complete lunden, alongside next move. The relationship boost potions table, she is a scoundrel build your content of medieval world of your place as an international sector located east of dragon age relationship guide amazon will. -
Digitising Boardgames: Issues and Tensions
Digitising Boardgames: Issues and Tensions Melissa J. Rogerson, Martin Gibbs, Wally Smith Microsoft Research Centre for Social Natural User Interfaces The University of Melbourne Parkville, Vic, 3010 +61 3 8344 1394, +61 3 8344 1494 [email protected] , [email protected] , [email protected] ABSTRACT In this paper, we discuss the different ways in which modern European boardgames (“Eurogames”) are converted for digital play. We review digitised versions of three popular tabletop boardgames: Puerto Rico, Agricola and Ascension. Using these examples, we demonstrate the tension between the interaction metaphor of the original analogue medium and the metaphor of a digital game. We describe the importance of housekeeping chores to gameplay and position them as a form of articulation work, which is typically hidden by digital implementations. Further, we demonstrate the types of information that are created through digital play and discuss how this influences game play of both digital and physical boardgames. Keywords Board games, interaction metaphor, articulation, theorycrafting, informating INTRODUCTION Boardgames, traditionally played in their physical format using boards, cards, dice, playing tokens and the like, are increasingly being translated to digital form for devices such as smartphones, computers, videogame systems and tablets. To date, little attention has been paid to how and the degree to which this digitisation affects or transforms the experience of play. There is growing tension between the desire for digitised boardgames to be true to the interaction metaphor (Sharp et al. 2007, 58-63) of the original medium and the desire to extend the game to explore the potential of the digital medium. -
Evaluating the Advantages of Physical and Digital Elements in Hybrid
EVALUATING THE ADVANTAGES OF PHYSICAL AND DIGITAL ELEMENTS IN HYBRID TABLETOP GAMES MASTER’S THESIS Submitted in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE HTW BERLIN – UNIVERSITY OF APPLIED SCIENCES INTERNATIONAL MEDIA AND COMPUTING Submitted by: Tobias Wehrum ([email protected]) First Supervisor: Prof. Dr.-Ing. Carsten Busch Second Supervisor: André Selmanagić Date and Place: September 23, 2014, Berlin Acknowledgements With this thesis I will complete my studies of International Media and Computing at the HTW Berlin. For that reason I want to express my gratitude to everyone who supported me during my studies in general and this thesis in particular. Firstly, I would like to thank Prof. Dr.-Ing. Carsten Busch for providing me with the opportunity to write this thesis, for his support and for the freedom I was granted while researching, designing and developing. I would also like to express my heartfelt gratitude for the support of André Selmanagić, whose supervision guided me during these months, whose feedback and corrections vastly improved every aspect of this thesis and who was always willing to listen to any issues I encountered. I am very grateful for all the participants of the testing sessions and for everyone who spent their time discussing concepts and ideas for this thesis, especially the Berlin game development community which provided a lot of interesting input and food for thought. Special thanks go to Marina Bahlke who proofread a large part of this thesis. Her feedback lead to the correction of many mistakes and unclear sentences. I am also thankful to Kurt Chapman, who provided some last-minute proofreading and corrections. -
Enhancing Board Gameplay Experience with Light Based Timers
EXAMENSARBETE INOM DATALOGI OCH DATATEKNIK, AVANCERAD NIVÅ, 30 HP STOCKHOLM, SVERIGE 2017 Enhancing board gameplay experience with light based timers YAJIE DU KTH SKOLAN FÖR INFORMATIONS- OCH KOMMUNIKATIONSTEKNIK KTH Royal Institute of Technology School of Information and Communication Technology Enhancing board gameplay experience with light based timers Yajie DU Abstract In this thesis we will present a study on using lighting to enhance the gameplay of modern board games as a gameplay element - timer. Based on the research on the usage of the timers in various social board games, we categorize the timers into 3 types: the turn-taking timer, the reminder timer and the warning timer. For designing and developing the light based timers, we frame the design space and propose 4 types of timers to be our design object: the turn-taking timer, the reminder timer, the warning timer and the combination timer of warning and reminding timer. We designed different light effects for each type of timer, evaluated and redesigned these light effects by pilot test and controlled experi- ments. We summarized the findings on how the light effect affect people and created a guideline for designing the light effect for timers based on the findings. Finally, we conclude this thesis by discussing the findings and outlining future work. Referat I denna rapport presenterar vi en studie om hur man använder belysning för att förbättra moderna brädspel med spelinslaget timer. Baserat påforskning om an- vändning av timers i olika sociala brädspel, kategoriserar vi timers i tre typer: turtagningstimer, påminnelsetimer och varningstimer. För att utforma och utveckla ljusbaserade timers begränsas designutrymmet och fyra typer av timers är våra designobjekt: turtagningstimer, påminnelsetimer, varningstimer och en kombination av varnings- och turtagningstimer. -
Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games
International Journal of Communication 10(2016), Feature 3877–3889 1932–8036/2016FEA0002 Where Is the Queerness in Games? Types of Lesbian, Gay, Bisexual, Transgender, and Queer Content in Digital Games ADRIENNE SHAW1 Temple University, USA ELIZAVETA FRIESEM Central Connecticut State University, USA With increasing popular and academic attention being paid to lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in video games, the time has come for a thorough account of the history of this content in this medium. In the project reviewed here, we have documented more than 300 games and more than 500 examples of LGBTQ content spanning 30 years. Using a grounded theoretical approach, we were able to classify this content into nine large categories—characters, relationships/romance/sex, actions, locations, mentions, artifacts, traits, queer games/narratives, and homophobia/transphobia—each of which contains several subcategories. In outlining our classification system here, we will demonstrate the myriad ways queerness in gender and sexuality have been integrated into digital games. Keywords: video games, LGBTQ, queer, gender, sexuality, representation Digital games, played on handheld devices, personal computers, arcade cabinets, and dedicated consoles, have been around as commercial products in the United States since the 1970s. During the same period, the American gay and lesbian liberation movement, bisexual activism, transgender activism, and (starting in the 1980s) queer activism have gained popular visibility. Although historical overviews have been written about both sex (Brathwaite, 2013) and gender (Graner Ray, 2004) in digital games, a comprehensive analysis of lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in games has yet to be performed. -
Transgender in Games a Comparative Study of Transgender Characters in Games
Transgender in Games A Comparative Study of Transgender Characters in Games Emil Christenson and Danielle Unéus Faculty of Arts Department of Game Design Bachelor’s Thesis in Game Design, 15 Credits Programme: Game Design and Graphics Supervisors: Ann-Sofie Lönngren, Hans Svensson Examiner: Masaki Hayashi September, 2017 Abstract This thesis contains an analysis of transgender characters in games. The method for selecting the characters was based on the importance of the character in the game with the requirement that the game must have sold at least half a million units. The goal was to analyse well-known characters in gaming history to get an overview of how the game industry has represented transgender in games. Out of 102 characters only six of them met the requirements and have been analysed with the use of queer theory. Gender and how the characters break the norms of what is feminine and what is masculine is in focus. In the analysis, the characters are examined through their mannerism, design, personality and dialogue. The analysis is then summarized into identifiable patterns. The result of this thesis is a better understanding of how transgender characters are portrayed in the game industry. Keywords: Transgender, Video Games, LGBTQ, Character Representation, Queer Theory Abstrakt I denna uppsats analyseras transgenuskaraktärer i spel. De karaktärer som analyseras har valts ut baserat på hur mycket karaktären syns i spelet och ett krav är att spelet måste ha sålt minst en halv miljon exemplar. Målet var att analysera välkända transgenuskaraktärer från spelhistorien för att få en överblick över hur spelindustrin representerar transgender i spel. -
Tabletop Games: Platforms, Experimental Games and Design Recommendations
Tabletop Games: Platforms, Experimental Games and Design Recommendations Michael Haller1, Clifton Forlines2, Christina Köffel1, Jakob Leitner1, Chia Shen2 1Media Interaction Lab, Upper Austria University of Applied Sciences 2Mitsubishi Electric Research Laboratory INTRODUCTION While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. The recent success of Nintendo’s wii controller is often credited to its support of natural and intuitive gestural interactions, and much of the attention to this platform has come from its ability to attract people from markets not typically thought of as gamers. Indeed, stay-at-home parents, retirement homes, and working professionals make up a large portion of the Wii audience, which at the time of this writing is over 13 million (status Sept. 2007). Figure 1: (left) Desktop-based games are often an isolated activity – even when gamers play in a multi-player mode. Therefore, traditional board games are still very popular (right). In addition to the popularity of gestural interaction, the multi-player nature of console games makes them more communicative than single-player desktop games. Even when desktop games are played in a multi-player mode, individual players are still separated from one another in front of their personal displays (see Figure 1, left). Despite the growing popularity of computer- based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. -
“Me Too”: Questions of Consonance and Dissonance Between Digital Games and Reality
“ME TOO”: QUESTIONS OF CONSONANCE AND DISSONANCE BETWEEN DIGITAL GAMES AND REALITY Bringing the Outside into the (Magic) Circle QUINN SPENCE Supervisor: John Fireman A Research Paper submitted to the Undergraduate Program in Art History in partial fulfillment of the requirements for the degree of Minor in Art History Undergraduate Program in Art History Maine College of Art Portland, Maine December 2016 1 Contents List of Illustrations 2 I Introduction 3 II Introduction to Semiotics and Games 8 III Primary Signifiers in Games 12 IV Bringing the Outside into the (Magic) Circle 24 V Questions for the Future 30 Illustrations 35 Gameography 40 Bibliography 41 2 List of Illustrations 1. Nintendo, Tomodachi Life box cover, 2013, video game. 2. BioWare, screenshot from Dragon Age: Inquisition, 2014, video game. 3. Riot Games, League of Legends “Starting Champions,” 2009, web page. 4. Blizzard Entertainment, Overwatch “Homepage,” 2016, web page. 5. Bungie, screenshot from Destiny, 2014, video game. 6. Bungie, screenshot from Destiny, 2014, video game. 7. Crystal Dynamics, screenshot from Tomb Raider, 2013, video game. 8. Ubisoft Montreal, screenshot from Assassin’s Creed IV: Black Flag - Freedom Cry, 2013, video game. 9. CD Projekt RED, screenshot from The Witcher 3: Wild Hunt, 2015, video game. 10. McKinney, screenshot from SPENT, 2011, video game. 3 I Introduction In 1938 Johan Huizinga theorized that the fictional worlds of games take place within a “magic circle” that separates them entirely from reality. This idea was based on a dice game performed within a circle drawn upon the ground, where Huizinga identifies that, “Inside the circle of the game the laws and customs of ordinary life no longer count.”1 This meant that the contents of the game were divorced from the systems and cultural traditions of the real world. -
Mabelis, Annelieke & Nahar, Tachyk.Pdf
A special thanks to Hans de Kruijf, for his advice and insights during the process. A special thanks to our loved ones, for their love, patience, and understanding. And, from Annelieke, a special thanks to Kakirtog, for all the emotional support and devotion. 1 1. Introduction 3 2. Theoretical Frame 6 2.1 Video Games As a Field of Study [Tachyk] 6 2.2 Identity & Role-Playing Games 8 2.3 Gender & Video Games [Annelieke] 9 2.4 Online Social Spaces 13 3. Context 14 3.1 Dragon Age 14 3.2 Dark Souls 16 4. Methods 17 5. Playing with Genders: Dragon Age 20 5.1 Introduction 20 5.2 Gender in Dragon Age 20 5.3 Dragon Age as a social practice 26 5.3.1 The Dragon Age fandom, a masculine space? 26 5.3.2 Fandom policing 29 5.3.3 Identification and Performativity 32 5.4 Preliminary Conclusion 34 6. Gender Matters: Dark Souls 36 6.1 Introduction 36 6.2 Gender in the Games 37 6.3 The Games as Social Practice 42 6.3.1 Dark Souls as a Masculine Space 42 6.3.2 Gwyndolin, Performative Masculinity & Gender Policing 46 6.3.3 Roleplay & Performativity 49 6.4 Preliminary Conclusion 52 7. Discussion & Conclusion 54 References 57 Samenvatting 62 Reflection 64 Glossary 67 2 1. Introduction [Tachyk] Over the last couple of decades video games have received a wealth of academic attention (Scott 1995; Diet, 1998; Newman 2005; Kafai et al. 2008; Nardi 2009; Bryce & Rutter 2010; Fromme & Unger 2012; Newman 2013; Nielsen 2015, to name a few). -
Investigation of Complex Strategy Games on Console: Evaluating the Potential Possibilities of One User Interface to Rule Them All
Investigation of Complex Strategy Games on Console: Evaluating the Potential Possibilities of One User Interface to Rule Them All Aron Nisbel Department of Applied Physics and Electronics Umeå University, Sweden [email protected] In collaboration with Paradox Interactive and Paradox Development Studio Abstract. Building complex games like Grand Strategy Games for both PC and console is a costly endeavour. Normally, two different platforms imply two different User Interface (UI) and User Experience (UX) de- signs, even though it is the same game. If the game’s UI could have similar designs for both platforms, this costly obstacle could be overcome. This study aimed to take the first steps to look at “one UI to rule them all”. Due to the lack of existing research on this topic, this study had to begin from scratch. This led to a focus on existing strategy games on consoles, and an evaluation of the User Experience (UX) of these games. Con- sidering the lack of Grand Strategy Games on consoles, eleven existing strategy games on console similar to Grand Strategy Games were chosen to be investigated further with the aim to find possible best practices and/or the most important aspects of the player’s experience in these games. Through discussion with game industry experts (experienced and senior UX designers), the UI and UX of strategy games on console were broken down and grouped as specific game interactions, with emphasis on the similarity to Grand Strategy Games. By using the defined game interactions, a quantitative survey was carried out to pinpoint the game interactions with the biggest impact on the player’s experience.