196,351 research outputs found

    The Gamification of Modern Dating: A Feminist Analysis

    Get PDF
    My project gg is a digitally rendered 360° animation of a tech-filled bedroom, accompanied by a joystick that can be used to navigate the 3D space. A visual comparison between multimedia games and modern dating culture, the bedroom scene draws parallels between the prioritization of male perspectives in fine art and digital media and the social prioritization of “masculine” qualities like logic over emotional vulnerability in the initialization of interpersonal relationships. My project investigates human motivations for playing games, both in the literal and idiomatic sense, using stereotypically feminized colors and symbols, to reclaim the patriarchal world of gaming for individuals who don’t identify with a hetero-masculine technological space

    Underdogs and superheroes: Designing for new players in public space

    Get PDF
    We are exploring methods for participatory and public involvement of new 'players' in the design space. Underdogs & Superheroes involves a game-based methodology – a series of creative activities or games – in order to engage people experientially, creatively, and personally throughout the design process. We have found that games help engage users’ imaginations by representing reality without limiting expectations to what's possible here and now; engaging experiential and personal perspectives (the 'whole' person); and opening the creative process to hands-on user participation through low/no-tech materials and a widely-understood approach. The methods are currently being applied in the project Underdogs & Superheroes, which aims to evolve technological interventions for personal and community presence in local public spaces

    A three person poncho and a set of maracas:designing Ola De La Vida, a co-located social play computer game

    Get PDF
    Events that bring people together to play video games as a social experience are growing in popularity across the western world. Amongst these events are ‘play parties,’ temporary social play environments which create unique shared play experiences for attendees unlike anything they could experience elsewhere. This paper explores co-located play experience design and proposes that social play games can lead to the formation of temporary play communities. These communities may last for a single gameplay session, for a whole event, or beyond the event. The paper analyses games designed or enhanced by social play contexts and evaluates a social play game, Ola de la Vida. The research findings suggest that social play games can foster community through the design of game play within the game itself, through curation which enhances their social potential, and through design for ‘semi-spectatorship’, which blurs the boundaries between player and spectator thus widening the game’s magic circle

    Effectiveness if traditional games compared with technological games in classroom climate and student's performance in the EFL classroom : a quasi-experimental research

    Get PDF
    Tesis (PedagogĂ­a en InglĂ©s)The present study intended to corroborate the hypothesis that both technological and traditional games can help school students in their learning process and that traditional games unlike technological ones, also help in the creation of a better classroom climate. Through a quasi-experiment in three different educational settings, control groups and experimental ones were going to be measured both in students’ performance expressed in marks and in classroom climate measured with a sociometric test. Chile’s current national contingency has prevented this study to be concluded as expected. As an alternative outcome, the researchers carried out a perception study that compared student’s acceptance of both technological and traditional games. The result of this study shows that current students, who are digital natives, showed a slight preference for traditional games over the technological ones, defying the common belief that students only react positively to technology.El presente estudio pretende corroborar la hipĂłtesis de que tanto los juegos tecnolĂłgicos como los tradicionales pueden ayudar a los alumnos en su proceso de aprendizaje y que los juegos tradicionales a diferencia de los tecnolĂłgicos pueden ayudar, ademĂĄs en la creaciĂłn de un mejor clima de aula. A travĂ©s de un cuasi-experimento en tres diferentes establecimientos educacionales, en los grupo de control y experimentales se iba a medir tanto el rendimiento de los estudiantes expresado a travĂ©s de sus calificaciones, como el clima de aula medido a travĂ©s de un cuestionario sociomĂ©trico. La actual contingencia nacional de Chile ha impedido que este estudio concluya segĂșn lo previsto. Como alternativa, los investigadores llevaron a cabo un estudio de percepciĂłn que comparĂł la aceptaciĂłn de los estudiantes hacia los juegos tecnolĂłgicos y tradicionales. El resultado de este estudio muestra que los estudiantes, siendo nativos digitales. mostraron una ligera preferencia por los juegos tradicionales por sobre los tecnolĂłgicos, desafiando la creencia general de que los estudiantes solo reaccionan positivamente ante la tecnologĂ­a

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

    Get PDF
    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games

    Worlds at our fingertips:reading (in) <i>What Remains of Edith Finch</i>

    Get PDF
    Video games are works of written code which portray worlds and characters in action and facilitate an aesthetic and interpretive experience. Beyond this similarity to literary works, some video games deploy various design strategies which blend gameplay and literary elements to explicitly foreground a hybrid literary/ludic experience. We identify three such strategies: engaging with literary structures, forms and techniques; deploying text in an aesthetic rather than a functional way; and intertextuality. This paper aims to analyse how these design strategies are deployed in What Remains of Edith Finch (Giant Sparrow, 2017) to support a hybrid readerly/playerly experience. We argue that this type of design is particularly suited for walking simulators because they support interpretive play (Upton, 2015) through slowness, ambiguity (Muscat et al., 2016; Pinchbeck 2012), narrative and aesthetic aspirations (Carbo-Mascarell, 2016). Understanding walking sims as literary games (Ensslin, 2014) can shift the emphasis from their lack of ‘traditional’ gameplay complexity and focus instead on the opportunities that they afford for hybrid storytelling and for weaving literature and gameplay in innovative and playful ways
    • 

    corecore