Hindsight: Exploring Sustainability and Historic Resource Management Through Interactive Gaming

Description

The purpose of this thesis is to contextualise Hindsight, a sustainability-focused historically based city-simulation and resource management game built by the author. The game and game engine were coded from scratch using the C# programming language and the Unity game

The purpose of this thesis is to contextualise Hindsight, a sustainability-focused historically based city-simulation and resource management game built by the author. The game and game engine were coded from scratch using the C# programming language and the Unity game development suite of tools. The game focuses on the management of the city of London in two time periods, London from 1850 and the other set in 2050. Both versions of the city are divided into 21 zones, each of which can be managed by the player through the construction, upgrading, or destruction of various buildings within the zone. The player must manage both the city’s resources and the resources of the environment upon which the city depends in order to bring about a more sustainable future and bring the 2050-era version of the city back from the brink of environmental devastation. Along the way, the player must address the cultural views of the society they are managing to ensure their reforms will be accepted and can also see those views slowly change over time. The goal of the game is to provide an interactive learning experience for both the historical element of London and the importance of making sustainable choices.

Date Created
2023-05
Agent

Todas! An Introduction to Mahjong through the Filipino Style of Play

Description

This project is a video game implementation of the Filipino ruleset of Mahjong for the purpose of increasing awareness of the Mahjong game and Filipino culture. The game, titled Todas!, is built from scratch using various free resources and contains

This project is a video game implementation of the Filipino ruleset of Mahjong for the purpose of increasing awareness of the Mahjong game and Filipino culture. The game, titled Todas!, is built from scratch using various free resources and contains a Tutorial for teaching players the basics of the game and a Multiplayer mode that enables remote gameplay for up to four people.

Date Created
2023-05
Agent

An Analysis of Accessible Design in the Game Industry

Description

Games have traditionally had a high barrier to entry because they necessitate unique input devices, fast reaction times, high motor skills, and more. There has recently been a push to change the design process of these games to include people

Games have traditionally had a high barrier to entry because they necessitate unique input devices, fast reaction times, high motor skills, and more. There has recently been a push to change the design process of these games to include people with disabilities so they can interact with the medium of games as well. This thesis examines the current guiding principles of accessible design, who they are being developed by, and how they might help guide future accessible design and development. Additionally, it will look at modern games with accessibility features and classify them in terms of the Game Accessibility Guidelines. Then, using an interview with a lead developer at a game studio as aid, there will be an examination into modern game industry practices and what might be holding developers or studios back when it comes to accessible design. Finally, further suggestions for these developers and studios will be made in order to help them and others improve in making their games more accessible to people with disabilities.

Date Created
2023-05
Agent

Lyons First Draft (Spring 2022)

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Description

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio, decided to make America's favorite pastime, baseball, virtual. Just like that, Blaseball was born. In this creative project, the Season Twelve version of Blaseball.com was subjected to analysis of its user interface and user experience elements by the author of this paper in the role of the researcher. The research questions posited by this project were as follows: - What user interface/user experience elements of the Season Twelve version of Blaseball.com were effective, and what elements detracted from the purpose of the site? - What recommendations could be made by the researcher to improve the user experience and allow for a more effective user experience of the Season Twelve version of Blaseball.com? To answer these questions, two deliverables were decided upon. The first was a research study consisting of a usability survey and interviews with web developers who worked on Blaseball or Blaseball-related projects. The second deliverable was an industry-level analysis of the Season Twelve version of Blaseball.com to be presented as a culmination of the research and work. Through this process, it had been discovered that while the site was simplistic and could easily direct users to other pages, as intended by the developers, UI elements on individual pages confused and misled users. As such, clarifications and a more in-depth UI were recommended.

Date Created
2022-05
Agent

Lyons Final Project (Spring 2022)

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Description

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio, decided to make America's favorite pastime, baseball, virtual. Just like that, Blaseball was born. In this creative project, the Season Twelve version of Blaseball.com was subjected to analysis of its user interface and user experience elements by the author of this paper in the role of the researcher. The research questions posited by this project were as follows: - What user interface/user experience elements of the Season Twelve version of Blaseball.com were effective, and what elements detracted from the purpose of the site? - What recommendations could be made by the researcher to improve the user experience and allow for a more effective user experience of the Season Twelve version of Blaseball.com? To answer these questions, two deliverables were decided upon. The first was a research study consisting of a usability survey and interviews with web developers who worked on Blaseball or Blaseball-related projects. The second deliverable was an industry-level analysis of the Season Twelve version of Blaseball.com to be presented as a culmination of the research and work. Through this process, it had been discovered that while the site was simplistic and could easily direct users to other pages, as intended by the developers, UI elements on individual pages confused and misled users. As such, clarifications and a more in-depth UI were recommended.

Date Created
2022-05
Agent

Lyons Usability Report (Spring 2022)

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Description

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio, decided to make America's favorite pastime, baseball, virtual. Just like that, Blaseball was born. In this creative project, the Season Twelve version of Blaseball.com was subjected to analysis of its user interface and user experience elements by the author of this paper in the role of the researcher. The research questions posited by this project were as follows: - What user interface/user experience elements of the Season Twelve version of Blaseball.com were effective, and what elements detracted from the purpose of the site? - What recommendations could be made by the researcher to improve the user experience and allow for a more effective user experience of the Season Twelve version of Blaseball.com? To answer these questions, two deliverables were decided upon. The first was a research study consisting of a usability survey and interviews with web developers who worked on Blaseball or Blaseball-related projects. The second deliverable was an industry-level analysis of the Season Twelve version of Blaseball.com to be presented as a culmination of the research and work. Through this process, it had been discovered that while the site was simplistic and could easily direct users to other pages, as intended by the developers, UI elements on individual pages confused and misled users. As such, clarifications and a more in-depth UI were recommended.

Date Created
2022-05
Agent

An Analysis and Exploration of the User Interface and User Experience Elements and
Design Principles Present in The Game Band’s Blaseball

Description
During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that

During the height of COVID-19 in the summer of 2020, most major sports leagues were shut down or postponed, to limit the spread of COVID-19. However, people still yearned for the community of cheering on their favorite team. To that end, The Game Band, a Los Angeles-based game development studio, decided to make America's favorite pastime, baseball, virtual. Just like that, Blaseball was born. In this creative project, the Season Twelve version of Blaseball.com was subjected to analysis of its user interface and user experience elements by the author of this paper in the role of the researcher. The research questions posited by this project were as follows: - What user interface/user experience elements of the Season Twelve version of Blaseball.com were effective, and what elements detracted from the purpose of the site? - What recommendations could be made by the researcher to improve the user experience and allow for a more effective user experience of the Season Twelve version of Blaseball.com? To answer these questions, two deliverables were decided upon. The first was a research study consisting of a usability survey and interviews with web developers who worked on Blaseball or Blaseball-related projects. The second deliverable was an industry-level analysis of the Season Twelve version of Blaseball.com to be presented as a culmination of the research and work. Through this process, it had been discovered that while the site was simplistic and could easily direct users to other pages, as intended by the developers, UI elements on individual pages confused and misled users. As such, clarifications and a more in-depth UI were recommended.
Date Created
2022-05
Agent

Facial Expression Recognition For Affective Video Games

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Description

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions

Affective video games are still a relatively new field of research and entertainment. Even
so, being a form of entertainment media, emotion plays a large role in video games as a whole.
This project seeks to gain an understanding of what emotions are most prominent during game
play. From there, a system will be created wherein the game will record the player’s facial
expressions and interpret those expressions as emotions, allowing the game to adjust its difficulty
to create a more tailored experience.
The first portion of this project, understanding the relationship between emotions and
games, was done by recording myself as I played three different games of different genres for
thirty minutes each. The same system that would be used in the later game I created to evaluate
emotions was used to evaluate these recordings.
After the data was interpreted, I created three different versions of the same game, based
on a template created by Stan’s Assets, which was a version of the arcade game Stacker. The
three versions of the game included one where no changes were made to the gameplay
experience, it simply recorded the player’s face and extrapolated emotions from that recording,
one where the speed increased in an attempt to maintain a certain level of positive emotions, and
a third where, in addition to increasing the speed of the game, it also decreased the speed in an
attempt to minimize negative emotions.
These tests, together, show that the emotional experience of a player is heavily dependent
on how tailored the game is towards that particular emotion. Additionally, in creating a system
meant to interact with these emotions, it is easier to create a one-dimensional system that focuses
on one emotion (or range of emotions) as opposed to a more complex system, as the system
begins to become unstable, and can lead to undesirable gameplay effects.

Date Created
2021-05
Agent

Exploring the Impact of a Haptic Glove on Immersion

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Description

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is

In this experiment, a haptic glove with vibratory motors on the fingertips was tested against the standard HTC Vive controller to see if the additional vibrations provided by the glove increased immersion in common gaming scenarios where haptic feedback is provided. Specifically, two scenarios were developed: an explosion scene containing a small and large explosion and a box interaction scene that allowed the participants to touch the box virtually with their hand. At the start of this project, it was hypothesized that the haptic glove would have a significant positive impact in at least one of these scenarios. Nine participants took place in the study and immersion was measured through a post-experiment questionnaire. Statistical analysis on the results showed that the haptic glove did have a significant impact on immersion in the box interaction scene, but not in the explosion scene. In the end, I conclude that since this haptic glove does not significantly increase immersion across all scenarios when compared to the standard Vive controller, it should not be used at a replacement in its current state.

Date Created
2021-05
Agent

Keep It In Your Scope: My First Independent Video Game

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Description
Gamification is used to provide an entertaining alternative to educate an individual on a topic that has proven to be difficult, confusing, or undesirable. This thesis describes the design of a video game whose goal was to provide a way

Gamification is used to provide an entertaining alternative to educate an individual on a topic that has proven to be difficult, confusing, or undesirable. This thesis describes the design of a video game whose goal was to provide a way for coders and non-coders to educate themselves on programming scopes while also being entertained in the process. Reaching the goal required using the puzzle genre to create a concept where programming scopes would serve as the primary mechanic while also using various other programming concepts to complement it. These concepts include variables, values, functions, programming statements, and conditions.
In order to ensure that the game worked both as an educational tool as well as an entertaining one, informal testers were used with various degrees of experience in both coding and video games. After reaching the end of the game, each of the testers demonstrated that they understood the programming concepts in their video game form. However, this understanding came after additional verbal help was supplied and illustrated that the tutorial section of the game would need to be re-worked in order to efficiently demonstrate each concept.
Date Created
2020-05
Agent