5 research outputs found

    Paths, Players, Places: Towards an Understanding of Mazes and Spaces in Videogames

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    This thesis contributes to the field of academic game studies by reworking and updating the established theories of Espen Aarseth, Janet Murray and Marie-Laure Ryan in understanding the path in videogames. It also draws upon the more recent theoretical discussions of figures such as Jesper Juul, Lev Manovich, Frans Mäyrä and James Newman in order to explore the player’s experience along these paths in the gameworld. By defining a vocabulary of routes through space, the thesis uses the maze in particular as a way of understanding the paths of videogames. The research starts by examining our cultural understanding of the maze within videogames. Various mazes around the UK were walked in order to understand their design and how this may translate into the virtual world of the videogame. The thesis examines the uses of real world mazes through the work of Penelope Doob, and Herman Kern to discuss how the videogame may rework our cultural understanding of the maze due to its increasingly ubiquitous nature. This enables a discussion of maze-paths found within many videogames that are not necessarily categorised by what is often discussed as the maze genre of games. A morphology of maze-paths is devised through comparing the mazes of the real world and the virtual mazes of the videogame. This is achieved by breaking down the maze into separate path types and shows how these paths may link to one another. The thesis argues that the paths of the videogame are generated by the player’s actions. Therefore the focus of this thesis is on the player’s experience along these paths and the objects found at points on them. In acknowledging how to overcome obstacles along the path it is also possible to understand the role of the path in the player’s learning and mastery of the gameworld. This leads to discussions of different types of play experienced by the player in the videogame. Play is separated into what I term purposeful play, being the activities intended by the designer, and appropriated play which is the play formed out of the player’s exploration of the game system. These two terms help to understand player’s incentives for playing along the ruled paths of the gameworld as well as exploring the game’s system further to find new types of play outside of the pre-determined rules. As this thesis is concerned with videogames involving the player’s avatar having a direct relationship with the path, the research also investigates what happens when certain devices break these paths. It was discovered that warp devices reconstruct both temporal and narrative elements within the gamespace, and cause the player’s avatar to temporarily move on tracks through the gameworld. In defining a vocabulary of movement through space on a fixed track, as opposed to a player-determined path, there is a further understanding of the player experience related to each type of route taken in the game. Through an understanding of the maze and defining a vocabulary of maze-paths, tracks and objects found along them, this thesis adds a new contribution to knowledge. It also acknowledges the importance of different types of play within videogames and how these can shape the player experience along the paths of the game

    A homecoming festival: the application of the dialogic concepts of addressivity and the awareness of participation to an aesthetics of computer-mediated textual art

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    A thesis submitted to the University of Bedfordshire, in partial fulfilment ofthe requirements of the degree of Doctor of Philosophy (PhD)The recent history of computer-mediated textual art has witnessed a controversy surrounding the aesthetics of these texts. The practice-based research described by this thesis responds to this controversy by posing the question - Is there an aesthetic of computer-mediated textual art that can be used as the basis for a positive evaluation of contemporary practice? In exploring answers to this question, it poses three further questions that investigate the role played by materiality, participation and earlier claims for emancipation in the formation of an evaluation. This thesis develops its answer to these questions by turning first to the work of Bakhtin and the Bakhtin Circle to provide a generalised, architectonic model of meaning-making which serves as a conceptual framework for understanding computer-mediated textual art. This model describes meaning-making as a participative event between particularised individuals, which is defined, in part, by the addressivity oftheir shared utterance. This thesis then draws on the work of Ken Hirschkop to argue that the addressivity of print-mediated utterances contributed to the obscuring of participation of the reader-participant in the event of meaning-making during the period ofthe national culture of print. It also argues that this obscuring of participation had an effect on the development of democratic consciousness during this period. This thesis extends the concepts of the utterance and addressivity to describe computer-mediated textual art. It describes the historical context and the variety of aesthetic interests underpinning contemporary practice. It then argues that a sub-set of these texts exhibit a mode of addressivity that is different from the norms of the national culture of print. It draws on these differences to develop the original contribution ofthis thesis by describing an axiology (a theory of value) of computer-mediated textual art predicated on role played by their addressivity in raising awareness ofthe participation of the reader-participant in meaning-making. This thesis then illustrates the theoretical assessments derived from these questions through practice. It details the methodology employed in this research programme. It then describes the motivations for this research, the course of study, the preparatory practice and provides a social evaluation ofthe technology deployed. It argues for a 'contingent' model of practice in which the design process is framed as a reflective experiment. It then provides an analysis ofthe design process of the computer-mediated textual art work 'Homecoming' to illustrate the arguments made in thesis. This thesis concludes by placing the new axiology into the wider cultural context by arguing that it provides a valuable but non-exhaustive, nonexclusive evaluation ofthese works

    TOWARDS A MODEL FOR ARTIFICIAL AESTHETICS - Contributions to the Study of Creative Practices in Procedural and Computational Systems

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    Este trabalho propõe o desenvolvimento de um modelo analítico e da terminologia a ele associada para o estudo de artefactos estéticos computacionais. Reconhecendo a presença e uso crescentes dos media computacionais, começamos por estudar como através da remediação eles transformam quantitativamente os media precedentes, e como as suas propriedades procedimentais e computacionais os afectam qualitativamente. Para perceber o potencial criativo e a especificidade dos media computacionais, desenvolvemos um modelo para a sua prática, crítica e análise. Como ponto de partida recorremos à tipologia desenvolvida por Espen Aarseth para o estudo de cibertextos, avaliando a sua adequação à análise de peças ergódicas visuais e audiovisuais, adaptando-a e expandindo-a com novas variáveis e respectivos valores. O modelo é testado através da análise de um conjunto de peças que representam diversas abordagens à criação procedimental e diversas áreas de actividade criativa contemporânea. É posteriormente desenvolvida uma análise de controlo para avaliar a usabilidade e utilidade do modelo, a sua capacidade para a elaboração de classificações objectivas e o rigor da análise. Demonstramos a adequação parcial do modelo de Aarseth para o estudo de artefactos não textuais e expandimo-lo para melhor descrever as peças estudadas. Concluímos que o modelo apresentado produz boas descrições das peças, agrupando-as logicamente, reflectindo afinidades estilísticas e procedimentais entre sistemas que, se estudados com base nas suas propriedades sensoriais ou nas suas estruturas de superfície provavelmente não revelariam muitas semelhanças. As afinidades reveladas pelo modelo são estruturais e procedimentais, e atestam a importância das características computacionais para a apreciação estética das obras. Verificamos a nossa conjectura inicial sobre a importância da procedimentalidade não só nas fases de desenvolvimento e implementação das obras mas também como base conceptual e estética na criação e apreciação artísticas, como um prazer estético

    Development of male social justice allies of women in college: A case study investigation of possibilities for change

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    College students have been socialized within a patriarchal, male dominated system and have accumulated many life experiences prior to arriving on campus. These experiences could present challenges in communication, may limit the students\u27 ability to develop intimate and meaningful relationships with others, and create struggles during and after college, personally and professionally, for students, their peers and community. This descriptive, embedded, multiple-case study was conducted to explore the effect a half-semester course titled Gender Justice has on male college students\u27 perceptions, beliefs, and actions regarding gender role assignments and their ability to be social justice allies of women. The course provided students the opportunity to critically analyze what they believe about gender roles, how these beliefs support or limit interpersonal relationships, and how future relationships might be affected. Interviews were conducted with students enrolled in the course and after successfully completing the course. Students\u27 course assignments were analyzed along with information from interviews with course facilitators to determine how the course affected students. Findings indicate that students can develop an awareness of social injustice, an understanding of inequity, and the skills to become social justice allies of women. Barriers remain that discourage these ally actions in covert and overt ways. The cost and consequence of being a social justice ally of women may be personally too great. However, the participants in this study did gain an understanding of the costs and consequences of acknowledging new awareness and responding in ways to support equity and social justice
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