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Learning through roleplay and thesis (SE Compilation)

Learning through roleplay - A immersive adventure of gaming
by Hearts and Minds Media
 

Learning through roleplay - A immersive adventure of gaming

Collection of wiki articles along with tribute posters highlighting 30+ years of adventuring and learning through gaming and continuing through modern indie adventure games like rpg maker and ags engine.

Space Quest. Day of the Tentacle. Gabriel Knight. Monkey Island. To gamers of a certain age, the mere names evoke an entire world of gaming, now largely lost.

Graphic adventure games struggle to find success in today's market, but once upon a time they topped sales charts year after year. The genre shot to the top of computer gaming in the latter half of the 1980s, then suffered an equally precipitous fall a decade later. It shaped the fate of the largest companies in the gaming industry even as the games' crude color graphics served as the background for millions of childhood memories. It gave us Roger Wilco, Sam & Max, and the world of Myst. But few gamers today know the complete history of the genre, or how the classic Sierra and LucasArts titles of the late 1980s and early 1990s largely disappeared beneath the assault of first-person shooters.

Here's how we got from King's Quest to The Longest Journey and why it matters—and getting to the end of this particular story won't require the use of a text parser, demand that you combine two inscrutable inventory objects to solve a demented puzzle, or send you pixel-hunting across the screen.

 

Play as progress by Liz Deichler

Digital citizenship is a term that is continuing to be defined in the current era of constant
connectivity to the virtual world. Being a video game enthusiast and an educator, I have
seen the importance of understanding your footprint in this new realm as a student, and as
a human being. I believe digital citizenship is inextricably linked to the formation of
ethics, values, and morals in the online domain. This thesis takes the concept of character
education and ties it to that of the defining of a digital citizen to discover how participants
of the massively multi-player online role play game (MMORPG) Guild Wars 2 define
and enact digital citizenship.

The Zelda Dungeon Generator by Becky Lavender

Based on the undertaking of the given objectives, the project hypothesis states that:
Applying Dormans’ grammar based mission and map generation process to a 2D
action-adventure Zelda-Style game will yield a diverse array of functional dungeons, which
reflect the structure of their generated missions successfully.
This hypothesis focuses on the results of development rather than the process itself.
In order to determine whether the dungeons are diverse, functional, and reflect their mission structure, relevant information will be documented during the development process.
These qualities will then be further evaluated by performing a large number of tests and
analysing the results found

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