Novel games can come from novice game makers

2017 ◽  
Vol 25 (4) ◽  
pp. 250-252
Author(s):  
Mark Chen

Purpose This paper aims to describe how a novice to game design pushed theory about what makes a good game. Design/methodology/approach The game in question was developed in Twine for an introductory undergraduate course in interactive media. Findings It featured very little player agency, which ironically served to give players a richer experience. Originality/value That a novice could create something deeply personal that butted against conventional game design guidelines highlights the importance of opening game design up to as broad an audience as possible.

2017 ◽  
Vol 34 (10) ◽  
pp. 13-14
Author(s):  
David David ◽  
Albertus Agung ◽  
Yudy Tirana

Purpose The purpose of this paper is to develop and evaluate a procedural dungeon generation application that created a variant dungeon floor. Procedural dungeon generation makes it easy for a designer to design a level. The result shows that the algorithm can create a variant dungeon based on the parameter on the game. This game also has a high re-playability, thanks to the generation process. Design/methodology/approach Research methods include methods of data collection, design and implementation. Data collection was done through research literature, questionnaires and analyzing some similar applications. Designing game application using game design document and implementation was the done using the waterfall model and the unity game engine. Findings Procedural dungeon generation is important when designing the game. If done correctly, it will reduce the designer’s time to design the map especially in dungeon, where in the dungeon, there are many floors and each floor must be designed differently based on the difficulty level of the game. The application uses the combined algorithm to create a variant dungeon, where each algorithm has its own advantages that the designer can use to design the variety of the dungeon. It also opens more algorithms to be used when creating the dungeon. Originality/value This paper uses the combined algorithm for procedural dungeon generation, and the result shows that a player has high re-playability to the game.


Facilities ◽  
2019 ◽  
Vol 38 (3/4) ◽  
pp. 252-267
Author(s):  
Ahmed Hanafi Mokhtar

Purpose Practicing Muslims pray five times a day during specified periods. Hence, public buildings in many Muslim-majority countries tend to have prayer facilities. These facilities are typically gender-segregated. Unfortunately, for a long time, the main focus for the design of these facilities has been on the male facilities. As a result, many female users suffer from using facilities that are not safe, hygienic or comfortable. Part of the reason is the lack of guidelines that help designers provide a facility that satisfies the needs of female users. This paper aims to address this problem with a focus on prayer facilities that are in public buildings and not in mosques. Design/methodology/approach The paper offers design guidelines that are based on interviews with female users, analysis of well-designed female prayer facilities, observations of users’ behavior, feedback from users on previously developed guidelines that are shared with male prayer facilities, and relevant religious rulings. Findings The guidelines address the location of the facility, the zoning and circulation and the design considerations for the prayer space, as well as the reception area and the ablution space. It also recommends a design for an ablution unit that better fits female users. Finally, the paper analyzes an existing design for a female prayer facility in a shopping mall and shows how a change in the design based on this paper’s recommended guidelines can achieve better safety, hygiene and comfort for female users. Originality/value The paper focus is new and should trigger the discussion on this aspect of facilities design where needed.


2020 ◽  
Vol 37 (1) ◽  
pp. 25-27

Purpose This paper aims to review the latest management developments across the globe and pinpoint practical implications from cutting-edge research and case studies. Design/methodology/approach This briefing is prepared by an independent writer who adds their own impartial comments and places the articles in context. Findings This research paper concentrates on deploying advergames to engage customers in a brand’s ecosystem of products. The results urged advergame designers to pay attention to four concepts, in descending order of importance: game design, technical elements like multiplayer chat, player personalization, and brand/product-related factors such as integrating product comparisons into the game. To create maximum value from an advergame project, it’s recommended that forming an emotional connection between the player and the brand should be the ultimate aim for anyone working on advergames. Originality/value The briefing saves busy executives, strategists and researchers hours of reading time by selecting only the very best, most pertinent information and presenting it in a condensed and easy-to-digest format.


2017 ◽  
Vol 13 (4) ◽  
pp. 386-407
Author(s):  
Vlasios Kasapakis ◽  
Damianos Gavalas

Purpose Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. Design/methodology/approach This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa as a testbed, this study aims at validating the applicability of existing design guidelines across diverse game design approaches. Findings The compilation of Barbarossa user evaluation results confirmed the limited applicability of existing guidelines and provided evidence that developers should handle core game elements, taking into account the game play characteristics derived from their scenario. Originality/value Stepping upon those findings, the authors propose a revision of design guidelines relevant to control and challenge based on elaborate classification criteria for pervasive game prototypes.


2014 ◽  
Vol 35 (4/5) ◽  
pp. 329-344
Author(s):  
Chia-Ning Chiang ◽  
Hung-Te Wang ◽  
An-Chi Lin

Purpose – The purpose of this paper is to describe the multi-tiered framework supported by the NDLTD-Taiwan systems to achieve the collaboration and cooperation with universities and colleges in building electronic theses collection in Taiwan. Design/methodology/approach – The paper describes the outcomes of multi-tiered framework, its user roles, tasks, and thesis-specific workflow, as well as the function for simulating user roles. Findings – The framework is the result of supporting both the two-tiered and the three-tiered frameworks on the NDLTD-Taiwan systems platform. The design guidelines emerged out of the outcomes of task analysis. Practical implications – The multi-tiered design not only accommodates graduation procedures for member universities and colleges, but also supports bibliographic control and collections building. Originality/value – The paper shows that the multi-tiered design, which emerged out of the existing theses processes of member institutions, is inclusive. The framework allows member universities and colleges to choose an appropriate framework, either two-tiered or three-tiered, for managing their e-theses processes. In addition, role simulation allows the NCL administrator to reproduce problems encountered by the users to help troubleshooting.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
J. Tuomas Harviainen ◽  
Miikka J. Lehtonen ◽  
Sören Kock

PurposeThis article aims to examine instances of timeliness and temporality in information sharing conducted by members of the Finnish game design community. By doing so, it provides new knowledge into the ways in which organizational information practices may take place on an individual and interpersonal level, and the ways in which timeliness impact information sharing.Design/methodology/approachThe article is based on three sets of interviews, gathered in 2012–2014, 2017–2018 and 2018–2020.FindingsThe authors identify six themes of information sharing and show that time is strongly tied to the ways in which people in the Finnish game development industry share information outside of their own companies.Originality/valueThis type of information sharing has not been previously researched. This study brings forth new knowledge on how timeliness influence information sharing within creative industries.


2019 ◽  
Vol 27 (2) ◽  
pp. 118-124
Author(s):  
Stephen John Aguilar-Millan

Purpose The purpose of this paper is to examine the links between the practice of gaming and the practice of futures. Design/methodology/approach The approach is to isolate the steps involved in game design and compare them with the steps involved in designing a futures project. Findings The findings are that there are significant commonalities between the two processes. Research limitations/implications The implications are that gaming should be more widely used in the practice of futures. Originality/value The value of the piece lies in alerting practitioners to the option of using gaming as a futures tool.


2018 ◽  
Vol 24 (9) ◽  
pp. 1563-1571 ◽  
Author(s):  
Ali Khoshkhoo ◽  
Andres L. Carrano ◽  
David M. Blersch

Purpose The purpose of this paper is to elucidate the effect of part thickness and build orientation upon the type and magnitude of distortion in material jetting processes. Design/methodology/approach Specimens with high (10:1) aspect ratio were printed in two orientations (XY and YX) and three thickness values (1, 3 and 6 mm) and scanned with a white-light profilometer to quantify distortion. Findings The results of this paper indicate that 1-mm thick specimens always distorted following a wavy edge type, while thicker specimens (3- and 6-mm) always distorted following a reverse coil set. The factor thickness, when measured with the indices height of the highest peak (H) and profile radius (R), was shown to be statistically significant, with 3-mm specimens experiencing distortions of 57 and 51 per cent, respectively, more severe than those in 6-mm specimens. The thickness effect is attributed to the percentage of build layers that receive maximum energy exposure (61-72 per cent in 1-mm, 87-91 per cent in 3-mm and 93-95 per cent in 6-mm specimens). With respect to the thinner 1-mm specimens, the factor orientation was found to be statistically significant with distortion 114 per cent less severe in the YX orientation when measured by the H index. Originality/value This paper provides the first known description of build orientation and part thickness effects on dimensional distortion as a pervasive consequence of the curing process in photopolymerization and explores one of the most common defects encountered in additive manufacturing. In addition to the characterization of the type and magnitude of distortion, the contributions of this paper also include establishing the foundation for design guidelines aiming at minimizing distortion in material jetting.


2019 ◽  
Vol 22 (1) ◽  
pp. 5-8
Author(s):  
Ian Cummins

Purpose The purpose of this paper is to discuss the recent National Appropriate Adult Network (NAAN) report on the role of the appropriate adult. Design/methodology/approach This paper is based on the NAAN report and a review of relevant policy and research literature. Findings There to Help 2 highlights that there are still significant gaps in the provision of appropriate adult schemes across England and Wales. These gaps potentially place vulnerable adults at increased risk. Originality/value This paper is a review of recent research.


2019 ◽  
Vol 41 (4) ◽  
pp. 740-757 ◽  
Author(s):  
Sophie Hennekam ◽  
Subramaniam Ananthram ◽  
Steve McKenna

Purpose The purpose of this paper is to investigate how individuals perceive and react to the involuntary demotion of a co-worker in their organisation. Design/methodology/approach The authors draw on 46 semi-structured in-depth interviews (23 dyads) with co-workers of demoted individuals. Findings The findings suggest that an individual’s observation of the demotion of a co-worker has three stages: their perception of fairness, their emotional reaction and their behavioural reaction. The perception of fairness concerned issues of distributive, procedural, interpersonal and informational justice. The emotional responses identified were feelings of disappointment/disillusion, uncertainty, vulnerability and anger. Finally, the behavioural reactions triggered by their emotional responses included expressions of voice, loyalty, exit and adaptation. Originality/value Perceptions of (in)justice perpetrated on others stimulate emotional and behavioural responses, which impacts organisational functioning. Managers should therefore pay attention to the way a demotion is perceived, not only by those directly concerned, but also by co-workers as observers.


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