1,398 research outputs found
Designing player agency experiences for environmental awareness gameplay
This study applies the creation of a survival-themed video game
called Little Farm Island. The goal of the game is to provide players with an
immersive and challenging survival experience that tests their
problem-solving skills and decision-making abilities. The game Little Farm
Island is set in a low poly environment with limited resources and features
character customization to enhance player immersion. The objective of this
project is to design and implement gameplay mechanics that can effectively
increase player engagement and enjoyment, evaluating the effectiveness of
these mechanics through playtesting and analysis based on survey data
gathered by players. Through the development process, various mechanics
were enforced and tested, including growing crops and open-world
exploration. The results of the playtesting showed the potential of this game
for promoting environmental awareness and problem-solving skills through
engaging gameplay. In addition, the game was found to provide players with
knowledge and skills that can be applied in real life, and the importance of
caring strategies for increasing player satisfaction and happiness through
meaningful gameplay experiences. This project demonstrates that is
possible to create an engaging and immersive survival game through the use
of well-implemented mechanics and character customization.O jogo Little Farm Island é ambientado em um ambiente low poly
com recursos limitados e conta com personalização de personagem para
aumentar an imersão do jogador. O objetivo deste projeto é implementar
mecânicas de jogo que aumentem efetivamente o seu engajamento e a
felicidade dos jogadores durante a jogabilidade, avaliando a eficácia dessas
mecânicas por meio de testes provenientes da sessão de jogo e a análise
com base em um questionário realizado para os jogadores do mesmo.
Durante o processo de desenvolvimento, várias mecânicas foram
implementadas e testadas, incluindo o cultivo de plantas e a exploração do
mundo aberto disponível no jogo. Os resultados dos testes mostraram o
potencial deste jogo para promover a conscientização ambiental e
habilidades de resolução de problemas por meio de jogabilidade cativante.
O jogo fornece aos jogadores conhecimentos e habilidades que podem ser
aplicados na vida real em meio de consciencialização ambiental, criando
estratégias úteis para futuros desenvolvedores de jogos usarem mecânicas e
experiências significativas construidas neste estudo. Demonstrando que é
possível criar um jogo de sobrevivência imersivo através do uso de
mecânicas bem estruturadas, exemplificando que a personalização do
personagem implementado para Little Farm Island cria um sentido de
imersão entre jogador e jogo positivamente
Utilizing a 3D game engine to develop a virtual design review system
A design review process is where information is exchanged between the designers and design reviewers to resolve any potential design related issues, and to ensure that the interests and goals of the owner are met. The effective execution of design review will minimize potential errors or conflicts, reduce the time for review, shorten the project life-cycle, allow for earlier occupancy, and ultimately translate into significant total project savings to the owner. However, the current methods of design review are still heavily relying on 2D paper-based format, sequential and lack central and integrated information base for efficient exchange and flow of information. There is thus a need for the use of a new medium that allow for 3D visualization of designs, collaboration among designers and design reviewers, and early and easy access to design review information. This paper documents the innovative utilization of a 3D game engine, the Torque Game Engine as the underlying tool and enabling technology for a design review system, the Virtual Design Review System for architectural designs. Two major elements are incorporated; 1) a 3D game engine as the driving tool for the development and implementation of design review processes, and 2) a virtual environment as the medium for design review, where visualization of design and design review information is based on sound principles of GUI design. The development of the VDRS involves two major phases; firstly, the creation of the assets and the assembly of the virtual environment, and secondly, the modification of existing functions or introducing new functionality through programming of the 3D game engine in order to support design review in a virtual environment. The features that are included in the VDRS are support for database, real-time collaboration across network, viewing and navigation modes, 3D object manipulation, parametric input, GUI, and organization for 3D objects
Collaborative visualization and virtual reality in construction projects
In the Colombian construction industry it is recognized as a general practice that di!erent designers deliver 2D drawings to the project construction team -- Some 3D modeling applications are used but only with commercial intentions, thus wasting visualization tools that facilitate the understanding of the project, that allow the coordination of plans between di!erent specialists, and that can prevent errors with high impact on costs in the construction phase of the project -- As a continuation of the project "immersive virtual reality for construction" developed by EAFIT University, the present work intends to demonstrate how a collaborative virtual environment can be helpful in order to improve visualization of construction projects and achieve the interaction of di!erent specialties, evaluating the impact of collaborative work in the design process of the same -- The end result of this research is an application created using freely available tools and a use case scenario on how this application can be used to perform review meetings by di!erent specialist in real time -- Initial test on the system has been made with civil engineering students showing that this virtual reality tool ease the burden of performing reviews where traditionally plans and sharing the same geographical space were neede
Agent Oriented Software Engineering (AOSE) Approach to Game Development Methodology
This thesis investigates existing game development methodologies, through the process of researching game and system development models. The results indicate that these methodologies are engineered to solve specific problems, and most are suitable only for specific game genres.
Different approaches to building games have been proposed in recent years. However, most of these methodologies focus on the design and implementation phase. This research aims to enhance game development methodologies by proposing a novel game development methodology, with the ability to function in generic game genres, thereby guiding game developers and designers from the start of the game development phase to the end of the implementation and testing phase.
On a positive note, aligning development practice with universal standards makes it far easier to incorporate extra team members at short notice. This increased the confidence when working in the same environment as super developers.
In the gaming industry, most game development proceeds directly from game design to the implementation phase, and the researcher observes that this is the only industry in which this occurs. It is a consequence of the game industry’s failure to integrate with modern development techniques.
The ultimate aim of this research to apply a new game development methodology using most game elements to enhance success. This development model will align with different game genres, and resolve the gap between industry and research area, so that game developers can focus on the important business of creating games.
The primary aim of Agent Oriented Agile Base (AOAB) game development methodology is to present game development techniques in sequential steps to facilitate game creation and close the gap in the existing game development methodologies.
Agent technology is used in complex domains such as e-commerce, health, manufacturing, games, etc. In this thesis we are interested in the game domain, which comprises a unique set of characteristics such as automata, collaboration etc. Our AOAB will be based on a predictive approach after adaptation of MaSE methodology, and an adaptive approach using Agile methodology.
To ensure proof of concept, AOAB game development methodology will be evaluated against industry principles, providing an industry case study to create a driving test game, which was the problem motivating this research. Furthermore, we conducted two workshops to introduce our methodology to both academic and industry participants. Finally, we prepared an academic experiment to use AOAB in the academic sector. We have analyzed the feedbacks and comments and concluded the strengths and weakness of the AOAB methodology. The research achievements are summarized and proposals for future work outlined
Tips for tips: A methodical approach towards better hint systems
Previous research on video game player assistance has focused on how to best design hints and
their potential impacts on player experience; however, to the best of our knowledge, no research
has been done on the impact of different hint selection systems on player experience. This dissertation
proposes a conceptual framework for designing and comparing hint systems as a core piece
of user centered design. This conceptual framework was applied to the development of ”Island”,
a first person knowledge-based exploration game, along with two approaches for hint selection:
randomly selecting hints or ordering hints by their covertness. Playtests were performed with 20
different participants and a statistical analysis was performed which showed that there is a relationship
between the hint selection system and gameplay features such as win rate, which validates our
conceptual framework. We believe our findings have the potential to impact the study of player
experience adaptation through hint selection, not only for games for fun, but also serious and educational
games.Estudos existentes em assistência a jogadores de videojogos focam-se em qual a melhor forma de
fazer o design de dicas e qual o seu potencial impacto na experiência dos jogadores. No entanto,
tanto quanto temos conhecimento, não existe investigação sobre o impacto de diferentes tipos de
sistemas de seleção de dicas na experiência dos jogadores. Esta dissertação propõe uma framework
conceptual para o design e comparação de sistemas de dicas como uma peça fundamental do design
centrado no utilizador. Esta framework conceptual foi aplicada ao desenvolvimento de ”Island”,
um jogo de exploração em primeira pessoa, baseado em conhecimento, juntamente com duas abordagens
de seleção de dicas: seleção aleatória ou uma ordenação por nível de quão ocultas estas são.
Foram realizados testes com participantes e, posteriormente, análises estatísticas que revelaram existir
uma relação entre o sistema de seleção de dicas e parâmetros do jogo, tais como a percentagem
de vitórias, que validam a nossa framework conceptual. Estes resultados podem ter um impacto
significativo no estudo da adaptação da experiência do jogador através da forma como a seleção de
dicas é realizada, não só para jogos para divertimento, mas também para jogos sérios e educativos
Video Game Art Reader
In computing, overclocking refers to the common practice of increasing the clock rate of a computer to exceed that certified by the manufacturer. The concept is seductive but overclocking may destroy your motherboard or system memory, even irreparably corrupt the hard drive. Volume 4 of the Video Game Art Reader (VGAR) proposes overclocking as a metaphor for how games are produced and experienced today, and the temporal compressions and expansions of the many historical lineages that have shaped game art and culture. Contributors reflect on the many ways in which overclocking can be read as a means of oppression but also a strategy to raise awareness of how inequities have shaped video games
Video Game Art Reader
This special edition of the VGA Reader, guest-edited by Christopher W. Totten and Enrica Lovaglio Costello, focuses on the connections between video games and architectural design. Each of the essays in this volume engages in critical investigations that reveal how game spaces evoke meaning, enhance game narratives, and explore unconventional themes
HyperBody: An Experimental VR Game Exploring the Cosmotechnics of Game Fandom through a Posthumanist Lens
Interdependencies among ACGN (Anime, Comics, Games, and Novels) communities in China, Hong Kong, and Taiwan are growing. However, game studies and fan studies remain distinct disciplines. This cross-disciplinary thesis bridges this gap by investigating "game-fandom" practices in VR production, defined as the fusion of game and fan studies within the ACGN context.
Drawing from Yuk Hui's "cosmotechnics" and Karen Barad's posthumanist perspective, this research reconsiders the relationship between cosmology, morality, and technology (Hui 2017). It employs "intra-action" to emphasise the indivisible, dynamic relations among specified objects (Barad 2007). Cultural practices in C-pop idol groups, Chinese BL (Boys' Love) novels, science fiction, and modding communities are analysed, illuminating the ACGN fandom's cultural, technological, and affective dimensions. This work features the creation, description, and evaluation of an experimental VR game, "HyperBody", which integrates the written thesis by reflecting game-fandom's cosmotechnics and intra-actions.
The thesis offers two significant contributions: "queer tuning", a theory illuminating new cultural, technological, and affective turns within fandom and computational art, and a "diffractive" approach, forming a methodological framework for posthuman performative contexts. This diffractive framework enables practical contributions such as creating and describing experimental VR productions using the sound engine. It also highlights a thorough evaluation approach reconciling quantitative and qualitative methods in VR production analysis, investigating affective experiences, and exploring how users engage creatively with queer VR gamespaces. These contributions foster interdisciplinary collaboration among VR, game design, architecture, and fandom studies, underscoring the inextricable link among ethics, ontology, and epistemology, culminating in a proposed ethico-onto-epistem-ological framework
Game design research: an introduction to theory & practice
Design research is an active academic field covering disciplines such as architecture, graphic, product, service, interaction, and systems design. Design research aims to understand not only the designed end products but also how design as an activity unfolds. The book demonstrates different approaches to design research in game design research
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