Academic literature on the topic 'Fantasy games – Design'

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Journal articles on the topic "Fantasy games – Design"

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Abrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (December 30, 2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.

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"In recent years, computer role-playing games have changed the way we spend our free time. Traditional games have been increasingly replaced by digitized productions, and technology has made it easier to access videogames on multiples devices. Online games bring users together in a fantasy world in which they design avatars, manifesting their creativity and employing gaming strategies. This study analyzed Romanian gamers’ behaviors and perceptions of massively multiplayer online role-playing games (henceforth MMORPGs); by employing focus groups and a survey, the authors aimed to map preferences and habits of users in terms of gender. We found that users are not likely to engage in stereotypical activities in creating and using their avatars within the games, nor do they design female avatars solely for visual pleasure, but rather for opportunistic reasons. Moreover, the research subjects did not think of choosing female avatars as a safeguard for advancing through in-game levels, but rather consider other variables, such as hard work, skills, or strategy, as important to succeed. Keywords: role-playing games, gaming behavior, gamer preferences, gender-swapping, avatar gender."
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Kirichenko, Vladislav V. "Fabula Nova Obscura Est: Possible Worlds in “Final Fantasy XIII-2”." Galactica Media: Journal of Media Studies 3, no. 4 (December 18, 2021): 68–90. http://dx.doi.org/10.46539/gmd.v3i4.201.

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Modern narratological researches are quite well developed and has long gone beyond the purely philological field. One of the applications of narratology is the study of computer games, the most relevant new medium. This paper is devoted to the issue of unusual narrative strategies used in games on the example of Final Fantasy XIII-2. The analysis is conducted via the possible-worlds method, which is currently in demand in modern humanities, but it is less known in Russia. The aim of the research is to determine the function of possible worlds existing in Final Fantasy XIII-2 for a better understanding of the game design. In the course of the work, the author examines the internal structure of the game world with the help of the theory of possible worlds, analyzes the narrative strategy, and makes a game scheme of possible worlds with accessibility links which let to see the deep internal structure of the narrative game world. In conclusion, it is clear that Final Fantasy XIII-2 contains a non-trivial narrative structure with multiple branches that is smoothed out by the gameplay and cinematic experience of the player, although such a composition of possible worlds represents a complex scheme of the game's macrocosm which demands a close attention to the narrative. The article is intended for various humanitarian specialists interested in the study of computer games.
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Yeni, Sabiha, and Kursat Cagiltay. "A heuristic evaluation to support the instructional and enjoyment aspects of a math game." Program 51, no. 4 (November 7, 2017): 406–23. http://dx.doi.org/10.1108/prog-07-2016-0050.

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Purpose The purpose of this paper is to provide information about the design principles of educational games in the context of an educational math game example to educational game developers and instructors. Especially, it tries to demonstrate the importance of the academic content-fantasy integration and entertainment factors of educational games from the viewpoint of the experts. For this purpose, as a sample, an educational math game was examined to see how successful is the academic aspect, fantasy aspect, academic-fantasy aspects integration and enjoyment aspect of the game. Good aspects of the game and aspects need improvement were summarized for guidance to game developers while producing educational games. Design/methodology/approach In this study, heuristic evaluation method was used for evaluating the educational math game. In the scope of this study, an example of modern educational computer game was examined by experts in this study. The integration of academic-fantasy context and enjoyment aspects of the game were analyzed deeply by using qualitative and quantitative data collection methods together. Findings According to Relevance Embedding Translation Adaptation Immersion and Naturalization rubric results, embedding element received the highest mean score. It showed that the academic content is well coupled with the fantasy/story content. According to GameFlow criteria, clear goals and feedback sections got the highest scores; on the contrary immersion section got the lowest score. Immersion element of the game should be improved. According to the interview findings, more than half of the participants stated that, in terms of academic content of game, players can actively be involved in learning process during the game. The story of the game and elements used in the game have counterpart in daily life. Didactic elements do not affect learners’ flow in the game. It is easy to learn and feedbacks are enough and useful. Originality/value This study offered suggestions to designers for developing good educational games which are well balanced with academic and fantasy context.
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Zuo, Tengjia, Jixiang Jiang, Erik Van der Spek, Max Birk, and Jun Hu. "Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children." Electronics 11, no. 15 (July 27, 2022): 2331. http://dx.doi.org/10.3390/electronics11152331.

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(1) Background: Augmented reality (AR) game-based learning, has received increased attention in recent years. Fantasy is a vital gaming feature that promotes engagement and immersion experience for children. However, situating learning with AR fantasy to engage learners and fit pedagogical contexts needs structured analysis of educational scenarios for different subjects. (2) Methods: We present a combined study using our own built AR games, MathMythosAR2 for mathematics learning, and FancyBookAR for English as second-language learning. For each game, we created a fantasy and a real-life narrative. We investigated player engagement and teachers’ scaffolding through qualitative and quantitative research with 62 participants aged from 7 to 11 years old. (3) Results: We discovered that fantasy narratives engage students in mathematics learning while disengaging them in second-language learning. Participants report a higher imagination with fantasy narratives and a higher analogy with real-life narratives. We found that teachers’ scaffolding for MathMythosAR2 focused on complex interactions, for FancyBookAR, focused on story interpretation and knowledge explanation. (4) Conclusions: It is recommended to mix fantasy and real-life settings, and use simple AR interaction and pedagogical agents that enable teachers’ scaffolding seamlessly. The design of AR fantasy should evaluate whether the story is intrinsically related to the learning subjects, as well as the requirements of explicit explanation.
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Maj, Krzysztof M. "Otwarty świat i narracja rozproszona w grze Elden Ring studia FromSoftware." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 33, no. 42 (July 3, 2023): 231–50. http://dx.doi.org/10.14746/i.2023.33.42.15.

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The article Open World and Dispersed Narrative in FromSoftware’s “Elden Ring” tackles a number of design issues associated with open world design in video games. Building upon Tim Ingold’s dis- crepancy of two distinct modes of exploring the reality (wayfaring and trail-following), the author proceeds with analysing how the categories in question might have influenced the design of Elden Ring’s ‘The Lands Between’, which is torn between two different ambitions. One is to create a high fantasy narrative in allotopia, whilst the other is to sustain the principles of procedural rhetoric typical for soulsborne games, well-known for leaning towards a dark fantasy design style both in terms of their aesthetics and narrative content. Consequently, the main goal of this analysis is to propose a potential way of avoiding such inconsequence in open world game design, which is termed here a “ludotopian dissonance”.
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Murray, Liam, and John Maher. "The Role of Fantasy in Video Games: A Reappraisal." Eludamos: Journal for Computer Game Culture 5, no. 1 (July 11, 2011): 45–57. http://dx.doi.org/10.7557/23.6126.

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The majority of videogames as they are currently constituted seem to display a mechanistic repetitiveness in conception, development and production. A creative shallowness in games, a lack of innovation, and a tendency to clone successful titles, are in part attributable to the hegemonic control exerted by game producers. This situation persists despite the intense frustration from the creative talent within the industry: “design documents are worked out by the marketing department; effectively as an artist or programmer you do what you’re told” (Wade 2007, p.687). This article approaches Fantasy as an underlying structuring element capable of energising the creative evolution of video games. Fantasy is interpreted as persisting throughout all game forms, and not confined to its own recognisable genre.
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Gunter, Glenda A., Robert F. Kenny, and Erik H. Vick. "Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games." Educational Technology Research and Development 56, no. 5-6 (October 16, 2007): 511–37. http://dx.doi.org/10.1007/s11423-007-9073-2.

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Liu 3, Guangquan, Azhari Md Hashim, and Norman Yusoff. "VISUAL PRESENTATION OF CYBERSPACE: ANALYZING THE PRODUCTION DESIGN OF THE FILM, FREE GUY." Journal of Information System and Technology Management 7, no. 29 (December 31, 2022): 136–43. http://dx.doi.org/10.35631/jistm.729012.

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Cyberspace is a virtual world in a computer network. With the continuous development of information technology and the continuous expansion of the boundary of art, more and more artists and designers focus their exploration on the visual presentation of cyberspace. Video games and sci-fi movies have become the testing ground for the visual image of cyberspace. The film Free Guy is a science fiction film based on video games. The film production designers designed a fantasy and colourful cyberspace for Free Guy, which has been widely praised for its visual presentation. Therefore, this study mainly analyzes the visual representation of cyberspace from the production design of the film Free Guy.
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Rossetti, Gregory. "Mandatory Metal Moments." Journal of Sound and Music in Games 4, no. 2 (2023): 24–45. http://dx.doi.org/10.1525/jsmg.2023.4.2.24.

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Through a series of case studies, this article presents a framework of common musical tropes originally only found in heavy metal music. The use of aggressive “double-kick” drum grooves, galloping bass lines, harmonized melodies, and overall fast tempi are all common elements of many styles of metal that first emerged in the 1980s. Video games developed alongside this musical genre; action, platforming, and role-playing games not only embraced these distinguishing characteristics of metal music, but these tropes are now expected in games of various genres. In addition, other extra-musical topics associated with heavy metal’s lyrical themes—such as references to the occult and fantasy—are common archetypes used to build the worlds of these video games. Studies have been conducted that examine the cultural similarities between these two cultures, the relationship of music genre with game genre and function, and the use of rock paired with sacred music specifically in battle themes. By analyzing the arrangements, treatment of melodic contours, rhythmic gestures, and harmonic progressions of these games, this article discusses and demonstrates how metal has disseminated into video game culture. There are strong connections between the fast-paced obstacles in Mega Man with the speed of Iron Maiden, the gothic horror stages of Castlevania and Baroque elegance of Yngwie Malmsteen, and how the themes from fantasy literature made their way into video game design and power metal. The worlds of these games are built on their music, but their music is built on a fusion of tropes used in heavy metal culture.
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Haggis, Mata. "Creator’s discussion of the growing focus on, and potential of, storytelling in video game design." Persona Studies 2, no. 1 (May 17, 2016): 20–25. http://dx.doi.org/10.21153/ps2016vol2no1art532.

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The video game industry, by its wider reputation, is not commonly regarded for its deep and thoughtful experiences. In its common media presence it is represented as frequently dealing with content that is excessively violent and usually expressing themes and genres that are otherworldly: science-fiction, horror, or fantasy. However, the broad reputation of video games’ reputation is not wholly deserved, partly due to an arthouse-esque movement growing rapidly alongside the larger, traditional releases. In the last decade, and five years especially, there have been an increasing number of games which tell personal stories that are either inspired by life or that are autobiographical and that defy that broader reputation. These games are often highly concerned with creating vivid and believable characters, telling personal stories, or conveying emotional experiences using interaction to enhance the narrative. This article discusses some of the key titles in this area, the debates in video game culture surrounding them, and some of the choices made in the development of the author's own narrative game experience 'Fragments of Him'.
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Dissertations / Theses on the topic "Fantasy games – Design"

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Laurel, Brenda. "Toward the design of a computer-based interactive fantasy system /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487265143146814.

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Larsson, Jonathan, and Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.

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Many modern single-player role-playing games offer the player a power fantasy where the experience is designed to make the players feel powerful right from the start, with enemies and challenges that scale to the player characters level and abilities. This study explores what happens with play when power fantasy is replaced with decentralization and especially how this decentralization affects the player’s experience of failure and death. To explore this, three experienced The Elder Scrolls V: Skyrim-players played the game with the modification Requiem - The Roleplaying Overhaul. After the participants had played at home for at least 8 hours they each participated in individual semi-structured interviews about their experiences. The interviews were transcribed and a grounded theory coding was performed. Finally the results were analyzed to find common themes. The study found that there was initial frustration due to expecting a power fantasy experience but once players adapted, the increased difficulty of decentralization was enjoyable as long as the player’s agency was not taken away and the world and its difficulty was logical. While the scope of the study is too small to draw generalizable conclusions it nevertheless shows that decentralized, difficult games work well for certain players. Future research is required on how to mitigate the effects of the initial obstacle.
Många moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
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Watson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.

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This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live. The game has gone through two commercial releases and in both cases it was cancelled after a short time. Fans have attempted to salvage the game by producing their own server software and content creation tools. Recently, Cyan released their own source code and development tools to the fan community, giving fans an official channel for creating new content. This work builds off of Pearce's (2009b) study of the culture of Uru players and emergent play, but adds the dimension of considering the culture of developers themselves. A primary goal of this study was to determine how the culture of a game developer like Cyan shapes the constraints of the designed "play ecosystem" (Pearce 2009b: 7), and how it shapes the processes by which fans can salvage aspects of the game to create new content. One finding is that the design of Uru's gameplay environment is rooted in the cultural practices, personal philosophical goals and individual personality traits of its developers. Fans were able to assert ownership over the Uru story-world and the means of production of new content by proactively applying technical and problem-solving skills--the same sorts of skills that players must apply to solving puzzles in Myst games. This fan action, coupled with Cyan's goal of making an open-ended world, has helped to propel the initiative to provide open-source tools for creating new content. When fans produce new content, they draw significantly from an existing shared cultural repertoire of cues and conventions. These conventions are supported both by the software affordances of the development environment and by cultural precedent--they are readily adapted to Myst-like narratives and are easily "read" by experienced players.
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Reitz, Austin J. "Realms of Màgia: Exploring Roleplaying Games as Interaction Design Systems." Kent State University Honors College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1557169231329083.

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Thomas, Bryant David. "New Retro: An Exploration of Modern Video Games With A Retro Aesthetic." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami1493401505332341.

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Andersson, Henrik. "Event scenes in role-playing games : A study about focus during event scenes versus gameplay." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254575.

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This thesis investigates the level of focus a player is displaying while playing a role-playing game. The thesis tries to answer the questions if the level of focus is different while a player is watching an event scene versus during gameplay and if there is a difference in the level of focus displayed by new players versus experience ones. To answer this question a playtest was performed in the role-playing game Final Fantasy XIII and the player’s reaction was recorded and documented. The result suggests that the level of focus a player is displaying is lower during event scenes than during gameplay.
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Bunyea, Leo Ryan. "Using Research Driven Design to Reimagine Systems of Gender in Final Fantasy XIV." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1355.

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This study explores gender modeling specifically in avatar creation tools through the MMORPG Final Fantasy XIV. The design of systems is often limited by the experiences of those who build them. In the video game industry; this means that systems are often designed by white, cisgender, heterosexual men. This demographic does not represent the wealth of people who play games and are subjected to these systems. The needs of marginalized communities, especially queer communities, in terms of affordances and representation tend to be overlooked or forgotten. This issue is apparent in avatar creation tools which define the types of bodies and identities that are allowable in the world of the game. Using Brenda Laurel’s research driven design tactics, modifications to Final Fantasy XIV’s current system were realized through a paper prototype and constant input from a group of self-identifying queer players. Both the feedback from these queer players and the modifications made to the prototype were condensed into a series of suggestions for the creators of these tools. Ultimately, I discovered that there are three key features which vastly improve the affordances of character creators for queer players; the inclusion of pronoun identification, the identification of gender identity, and the separation of both of these options from the character’s physical appearance. Designers who implement these findings in their work will contribute to creating environments that support queer identities.
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Gunther, Jan-Stefan. "The flexible, low-tech environment : a kit of simple architectural elements." Virtual Press, 2002. http://liblink.bsu.edu/uhtbin/catkey/1231349.

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This creative project focuses on the research, planning, design and field-testing of a kit of basic architectural elements that can be used to build simple spaces and small constructions. These elements are reusable, easy to handle, and allow for a nearly infinite number of configurations.The environment in which the system was developed is a setting of an improvisational outdoor theatre, called 'Live-Action-Role-playing-Games'- (LARP). Therefore the system does not provide a high quality indoor space, but rather focuses on the critical requirements of theatrical stages, such as flexibility, ease of erection and variety. Additionally, the system dealt with the pragmatic issues of affordability and cost-effectiveness.The design process commenced with great attention being paid to the very special requirements of LARP and attempting to test initial assumptions. It included two surveys of LARP participants and use of charrettes to incorporate users input into the design process. Prototype elements were then constructed and field-tested during a full-scale replication of an actual LARP-event over afour-day testing period.Following this an evaluation was made, lessons were learned, and the information gained was incorporated in to the final design.This document then records the entire design process and concludes with extensive documentation of the system.
Department of Architecture
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Books on the topic "Fantasy games – Design"

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Scherberger, Aiken, and Enzo Anile. Video games: Creating virtual fantasy. Princeton, N.J: Films for the Humanities & Sciences, 2005.

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Montola, Markus. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.

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Montola, Markus. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.

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Jaakko, Stenros, and Wærn Annika 1960-, eds. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.

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(Firm), Prima Games, ed. The art of Halo 3. Roseville, CA: Prima Games, 2008.

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Toth, Margo I. Game designer's manual. Broomfield, CO (P.O. Box 1182, Broomfield 80020): International Fantasy Gaming Society, 1988.

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Quinrose. Alice in the country of diamonds: Wonderful wonder world official visual fan book. [S.l.]: Yen Press, 2014.

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Copyright Paperback Collection (Library of Congress), ed. Fair game. New York: Tom Doherty Associates, LLC, 2012.

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Holleman, Patrick. Reverse Design: Final Fantasy VII. Taylor & Francis Group, 2018.

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Holleman, Patrick. Reverse Design: Final Fantasy VI. Taylor & Francis Group, 2018.

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Book chapters on the topic "Fantasy games – Design"

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Barcellos, Ekaterina Emmanuil Inglesis, Galdenoro Botura, Eric Inglesis Barcellos, Milton Koji Nakata, and Lívia Inglesis Barcellos. "Disruptive Games: Power and Control or Fantasy and Entertainment." In Advances in Human Factors in Wearable Technologies and Game Design, 355–65. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-94619-1_35.

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Lee, Jaejin, and Min Liu. "Design of Fantasy and Their Effect on Learning and Engagement in a Serious Game." In Advances in Game-Based Learning, 197–216. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0513-6.ch009.

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Researchers are interested in exploring the use of fantasy design in educational games to promote learning. This chapter first reviewed the literature on fantasy designs and relevant principles along with the studies examining the use of fantasy designs to enhance learning. An experiment was then conducted, in which two sets of fantasy designs were implemented in a serious game, to examine the effect of different types of fantasy (portrayal fantasy vs creative fantasy designs) on learning and game engagement. The results using multiple regressions showed that portrayal fantasy design was more effective both for enhancing learning and engagement. Students who used portrayal fantasy models showed better improvement in their content knowledge and scored better on game engagement. Visualization analysis showed the portrayal fantasy group spent more time in using the tool containing all fantasy designs than the creative group. Findings and future research directions are discussed.
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Savett, Susan Marie. "Virtual Psyche in Play and Tending the Collective Unconscious." In Exploring the Collective Unconscious in the Age of Digital Media, 156–79. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9891-8.ch006.

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Knowingly or unknowingly, games manifest archetypal forces from the unconscious. Through play and fantasy, unconscious content of the psyche is able to express its deep longings. Hypnogogic landscapes of videogames provide immersive realms in which players enact psychological dramas. Game designers reside on a unique axis from which their work with the imaginary realm can create profound psychic containers. At this pivotal point in our culture, digital games hold tremendous influence over the creation of new myths, lore, and possibilities. This chapter investigates archetypal psychology concepts of Carl Jung and James Hillman for insight into 21st century realm of virtual play and its relationship to the collective unconscious. It focuses on how games provide a means for bringing individual and cultural unconscious impulses into consciousness through personification, pathologizing and meaning making within virtual play. It aims to introduce an alternative lens to bridge psychological dynamics with the video game design.
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Perreault, Mildred F., and Gregory P. Perreault. "Mobile Gaming Strategic Communication and Fear of Missing Out (FoMO) in Fan Culture." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1661–77. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch080.

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This study examines a case study of the messages and strategies used in mobile game marketing and communication specifically of fans at the Final Fantasy Brave Exvius Fan Festa in December 2018. Through a lens of fear of missing out (FoMO) theory and understanding of fan communities, user-generated content, and public relations pseudo-events, this chapter seeks to understand the impressions of the fan community associated with the game. Through interviews and observations at the event as well as analysis of the online messages shared with individuals who played the games, the study seeks to explain the way players interact with the organization and its promotional materials. A discourse-analysis of the statements creates a window into the gameplay practices of these fans as well as an explanation of their relationship with in-game marketing and communication practices.
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Yildirim, Zahide, and Eylem Kilic. "Pre-Service Computer Teachers as 3D Educational Game Designers." In Handbook of Research on Effective Electronic Gaming in Education, 331–44. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch019.

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This chapter explores prospective computer teachers’ perceptions of and experiences in goal-based scenario (GBS) centered 3D educational game development process. Twenty-six pre-service computer teachers who enrolled in a Design, Development and Evaluation of Educational Software undergraduate course formed the sample of this case study, and they, in groups, developed GBS-centered 3D educational games. The data were collected through GBS evaluation checklists, interviews, and formative evaluations. The findings indicated that the pre-service teachers preferred GBS-centered educational games to traditional educational games. They declared that the most important feature of educational games was their contribution to motivation, attention, and retention. Although the majority of the groups developed their educational games in line with GBS, they had difficulty creating a realistic scenario and mission. Unlike what the literature indicates, one of the group’s formative evaluation results showed that while the second graders prefer realism, the sixth graders prefer more fantasy in the scenario.
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Easterday, Matthew W., Yanna Krupnikov, Colin Fitzpatrick, Salwa Barhumi, and Alexis Hope. "Political Agenda." In Civic Engagement and Politics, 361–90. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7669-3.ch018.

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Engaged citizenship requires understanding why different ideologies lead to different policy positions. However, we know little about political perspective taking. How might we use games to teach citizens political perspective taking? This paper describes a design research project to develop a cognitive game for political perspective taking. Study 1 describes a political perspective taking measure created through expert and novice task analysis. Study 2 surveyed 187 undergraduate students and found relatively poor political perspective taking ability. Study 3 tests an educational game for political perspective taking and found that the game was engaging but did not promote learning. Study 4 describes a technical exploration testing the feasibility of a cognitive game with intelligent tutoring for scaffolding complex reasoning on political perspectives. This work argues games can teach political perspective taking using: (a) moral foundations theory, (b) fantasy environments that ask players to predict policy positions, and (c) embedded intelligent tutors.
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Yayla, Neslihan. "Homo Aestheticus' Search for Violence." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1756–80. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch085.

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Homo-Aestheticus is a term that describes human art aesthetics and evolution under its effect. When we look at the artworks that came to our date million years ago, the similarities we encounter are the signs that our aesthetic preferences, understanding of beauty, and our tastes are a legacy from our ancestors. Aesthetic is not only an understanding adopted by our cultures; it has been with us for centuries. Similarly, violence appears as a concept that has been part of humanity for ages. It is an interdisciplinary concept that is center of attention of scientific fields particularly social sciences, art, sociology, psychology. As a result of digital developments, virtual reality, anonymous identities and together with the fantasy of the virtual world emerging with uncontrolled digital media eases presentation of the violence in digital medias. In video games, violence is presented to the player in an aesthetic way. This study aims to reveal how the aesthetics of violence in video game are received by the players and fill the gap in the literature.
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Bishop, Chris. "Conan the Barbarian (1970)." In Medievalist Comics and the American Century. University Press of Mississippi, 2016. http://dx.doi.org/10.14325/mississippi/9781496808509.003.0005.

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With the chapter on Conan the Barbarian, the focus of this study shifts away from the inter-translation of this earlier medievalism towards the establishment of the mythopoeic visions that dominate medievalist discourse today. Robert E. Howard’s pulp-fiction heroes were born out of his experiences in the flint-hard mining towns of Depression-era Texas and out of his desire, perhaps, to escape them. This chapter will contextualize that work within a greater analysis of fantasy literature, focusing in particular on the inter-relationship of Howard’s creations with those of J. R. R. Tolkien, and with the genesis of new and immersive fan experiences that included comic conventions, costume-play and fantasy role-playing games.
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Choi, Youngkeun. "A Study of the Moderating Effect of Social Distance on the Relationship Between Motivators and Game Engagement." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1043–54. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch049.

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The purpose of the present study was to examine the relationships between motivation factors and game engagement and explore the moderating effect of perceived social distance on those relationships. For this, the present study collected data from 228 college students in South Korean through a survey method and used hierarchical multiple regression analyses with three-steps to test the hypotheses. In the results, first, the more fantasy, diversion, or arousal participants pursue in gameplay, the more they are engaged in the game. Second, the positive relationship between arousal and game engagement is stronger for participants in high rather than low in social exclusion. However, social exclusion was found to have no significance in the relationship between other motivators and game engagement. For research contribution, this study is the first one to examine the integral model of motivation factors of engagement in the game platform and to investigate the moderating effect of perceived social distance in gameplay.
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"‘Limits of Genre, Limits of Fantasy’: Rethinking Computer Role-Playing Games." In Cultural Perspectives of Video Games: From Desiger to Player, 91–99. BRILL, 2012. http://dx.doi.org/10.1163/9781848881617_010.

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Conference papers on the topic "Fantasy games – Design"

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Vasilateanu, Andrei, Sebastian Wyrazic, and Bujor ionel Pavaloiu. "A SCIENCE FICTION SERIOUS GAME FOR LEARNING PROGRAMMING LANGUAGES." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-082.

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The paper presents a serious game, implemented as a software application, aimed towards beginner programmers with the purpose of teaching programming languages fundamentals. The application is a top-down 2D game combining elements from the shooter and strategy (particularly tower defense) genres, with high-level visual programming elements, giving it an educational component. The user creates the scripts in a visual manner, creating the flow of scripting elements then programming each element. Serious games are games which are designed and developed without having entertainment as their main purpose. Instead, their primary purpose is to educate, train, or inform their audience. The meaning of the term has evolved in the last few years and currently it is usually assumed that serious games are video games, rather than physical, non-digital games. Digital game-based learning is a subset of serious games having as a main purpose to educate the player through the use of video games. Video games manage to keep the players interested, even if they find themselves in challenging situations, and this is on account of the intrinsic motivation they achieve to maintain on the players. What makes learning an intrinsically motivating process is similar to what makes a video game intrinsically motivating, this being challenge, curiosity, fantasy and control. Contextualization, personalization, and choice improve the intrinsic motivation of a learner, thus increasing their degree of engagement in the learning process and ameliorating their learning performance. These three properties are often present in most video games. This compatibility between video games and learning makes integrating the one to the other an easier accomplishment. While some other serious games aimed at programming exist, such as RoboCode, CodeCombat, Kernel Panic, CoLoBoT, CeeBot, CodeSpells, there is still much room for innovation, and our application explores new features and modes of play, focusing more on the program structure and logic than on the syntax.
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Gao, Kai, Shuai Zheng, Dong Lyeor Lee, Dong Yeop Lee, and Hai Biao Huang. "Design Method of the Form of Fantasy Game Characters." In 3rd IEEE International Conference on Knowledge Innovation and Invention 2020 (IEEE ICKII 2020). WORLD SCIENTIFIC, 2021. http://dx.doi.org/10.1142/9789811238727_0027.

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Kowalski, Stewart, Eduard Von Seth, and Erjon Zoto. "C.S. Technopoly: A Megagame for Teaching and Learning Cybersecurity." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003724.

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In this paper we present our ongoing research where we are attempting to integrate sustainable development issues into a megagame designed to teach cybersecurity. There are several serious games that have been developed to teach and inform individuals about sustainability issues but none that deal specifically with both cybersecurity and sustainability issues. A Megagame is a multiplayer game with between 30-40 players who play in teams of 3-5 players that take on specific roles in dealing with complex problems that cover subject matters ranging from science fiction and heroic fantasy to political, economic, historical, and even cyber conflicts. We have built and tested a megagame entitled CS -Technopoly using the socio-technical framework of sustainability proposed by Geels and integrated it further with the Security by Consensus Model proposed by Kowalski. The intended learning objectives of the game, such as teaching adversarial and sustainable systems thinking by exposing the students to cyber threat intelligence reports and cyber security investments decision making, were tested by performing semi-structured interviews of a stratified sample of the participants. Preliminary results from 11 interviews from the two first trials of CS Technopoly indicate that the participating security experts found that C.S. Technopoly would be a useful tool for team building and improving collaboration between security departments and upper strategic management
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Fanning, Jon. "“Strategy just isn’t like that”. A case study on the use of a coopetitive game to experience the strategy roller coaster." In Ninth International Conference on Higher Education Advances. Valencia: Universitat Politècnica de València, 2023. http://dx.doi.org/10.4995/head23.2023.16255.

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This is a case study of teaching strategy based around a geo-political “fantasy” simulation to give students a taste of both theory and practise. It was designed as the public image of consultants offering little useful help has a basis in truth. Many do not have a firm grasp of the realities of “doing strategy”. They fail to understand that problems of implementation are not individual failings but inherent to the academic teaching of strategy. They either teach a rational approach to decision making or produce populist texts based on emotions and apparent first-hand knowledge without evidence. Both approaches suffer from a reality gap either by abandoning practice or academic rigour. The intention is to introduce students to the emotional roller coaster that is the strategy journey. Strategy is about relationships and conflicts, emotional interactions in a world of bounded rationality, and negotiating within and between participants.
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Epurescu, Elena oliviana. "EDUCATIONAL SOFTWARE." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-140.

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Getting used to the new technologies influences the intellectual forming in the following directions, like this: - Stimulating the interest towards the new - when a computer is operated, the interest and involvement is uninterrupted. The almost complete openness that computers offer eliminates the risk that the activity to become a routine. - Stimulating the imagination - usually, the contact with the computer world it is realized through games. The variety of the subjects approached by those stimulates the imagination of the players, all the more that this software is specially designed to develop one's fantasy, inventiveness, decision making skills and reflexes. - Developing logical thinking - The thinking wins in depth and speed. Knowing what to ask from the computer imposes a higher structuring of the thinking. - On the screen phenomena and processes can be simulated, especially the experiments that are hard to be replicated in real life. - The performance can be optimized by presenting on the computer a large variety of examples or associated models of a sequence. This leads to stimulating inventiveness, applicability, participation and anticipation of the one that learns. - The training of the young generation will be done in the spirit of self education. - Learning happens on a personal rhythm, without emotions or perturbations of the behaviors determined by the environmental factors. - The results and progresses made have an objective appreciation. The proposed objectives are referring to: identifying the opportunities in the market; creating an offer of products - educational software - according to the needs and requirements of the consumers; identifying the best resources of financing for activity development; using the balance sheet for informing, analyzing and forecasting the activities through calculating the main economical and financial indicators; At these, we add: communication, dedicated software use and applying the proper techniques skills.
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