12,162 research outputs found

    The effects of graphical fidelity on player experience

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    Graphical assets in video games have become increasingly complex over the years, but little is known about their effect on player experience (PX). In this paper, we present results of a controlled study with 48 participants comparing how abstract and stylized graphics influence player experience in casual games. Our results show that high-fidelity graphics result in a more positive impression of the game. However, we also show that many effects are only present in the game with a more challenging mechanic. This shows that casual games can be compelling and enjoyable to play despite simplistic graphics, suggesting that small game developers and researchers need not focus on elaborate visuals to engage players. Copyright © 2013 ACM

    Bridging the gap: building better tools for game development

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    The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a possible solution. It is also about the processes of digital product development, and reflecting on the necessity for both design and development methods to work cohesively for meaningful results. Interaction Design is in essence the abstracting of key relations that matter to the contextual environment. The result of attempting to tie the Interaction Design principles, Game Design issues together with Software Development practices has led to the production of the User-Centred game engine, PlayBoard

    Serious Game Design Principles: The Impact of Game Design on Learning Outcomes

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    This dissertation examines the research question How do video game design principles affect learning outcomes in serious games? This research first develops a theoretical foundation concerning the meaning of the terms game and serious game . This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of design principles and a proposed serious game development process. These guidelines were researched and examined via the design and development process of several serious game prototypes and the examination of a large body of existing serious games. The end result is a practical procedure that is rooted in theory and quantitative experimentation

    Business concept design of an innovative product: partnership between Nmusic and Rovio Entertainment Ltd.

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    Field Lab in Entrepreneurial Innovative VenturesNmusic and Rovio Entertainment Ltd. identified a business opportunity that will merge the digital music and games industries. The growth of digital consumption, enabled by a wide access to technological devices, supports the market potential of this new product. This Work Project focuses on the new product design and development processes, mainly supported by a) gaming literature that explores critical features and players’ motivations, and b) market research that allows complementing the existent literature and identifying customer needs and their relative importance. Those needs were interpreted and translated into product characteristics in order to generate Angry Birds Music.NSBE - UN

    Interactivity, Ethical Behaviors, and Transmediation in Esports: An Analysis of Pokémon Through Uses and Gratifications Theory

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    Nintendo’s Pokémon is a family-friendly transmedia franchise that recently added esports to its diverse forms of entertainment. This thesis analyzes how the esports practices of Pokémon maintain an inclusive community along with the cultural values and ideology of its company. Elihu Katz et al.’s framing of uses and gratifications theory is used to analyze Pokémon esports practices and its transmediation because it emphasizes the importance of fulfillment and belonging for media consumers based on their needs. By examining Pokémon esports competitions through uses and gratifications theory, I argue Pokémon increases interactivity, promotes ethical behaviors, and expands its brand value across media to address its community’s specific needs. My research furthers the work of media studies scholars Yu-Ling Lin et al., Tanner Higgin, Henry Jenkins, and others. By examining how Pokémon’s gaming franchise is inclusive and accessible to players, the thesis broadens existing scholarship on the social, ethical, and entertainment aspects of esports

    (The Work of) Play in the Age of Electronic Reproduction

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    Electronic technologies have allowed for the mass (re)production of new media artifacts on a previously unachievable scale. While media across the board have been effected by the scope of such technology, videogames specifically provide an interesting and generative point of contact in the digital world. Videogames bridge gaps between the academic, political, and popular often unintentionally and unconsciously in ways that other new media artifacts and technologies cannot. But, while this is so, there seems to be a gap in discourse that brings together virtual and embodied experiences in order to create a more cohesive and holistic understanding of the role that videogames, play, and aesthetic experience have in an increasingly technologically mediated world. This project aims to build a foundation upon which to critically approach videogames, and new media more generally, through an understanding of the relationship between avant-garde aesthetics, electronic technologies, and massively reproducible play environments

    L337 Soccer Moms: Conceptions of Hardcore and Casual in the Digital Games Medium

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    As digital games have become increasingly significant in the entertainment media landscape, the terms “casual” and “hardcore” have become the primary ways to describe gaming audiences, genres, and gameplay. However, these terms are saturated with outdated stereotypes involving gender, age, and class. Focusing on industrial discourse, this thesis examines this dichotomy, emphasizing areas of discontinuity and overlap to question why these terms have become so ubiquitous in gaming discourse and what functions they fulfill for a variety of groups including the industry, advertisers, and audience members. Ultimately, I suggest that these terms need to be replaced in order to move beyond restrictive stereotypes, proposing a new framework for digital games that takes into consideration user motivation, personal investment, and historical specificity
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