"Some Assembly Required": Starting and Growing a Game Lab [Abstracts]
نویسندگان
چکیده
This panel will present case studies of four different game laboratories, exploring the uses of the lab as a research venue and as part of a game or digital media curriculum. The examples will focus on game labs in Humanities departments, where the use of laboratories as a resource is less common. OVERVIEW A game lab is an invaluable resource for games research, which can take many forms depending on its purpose. There are many functions it can fulfill: a venue for collaboration between disciplines, a resource to study games and players, as well as an environment to develop experimental games and foster innovation in game design. Setting up a game lab also demands a considerable effort. Depending on the intended purpose of the lab, there will be different technical needs, human resources and funds required. Integrating the game lab into the context of a department and within a curriculum is an additional challenge in justifying the creation of a game lab, particularly in the Humanities, where the use of laboratories as a resource is less frequent. This panel will share the stories of four labs, covering what has worked best for them and what has not worked. Each panelist will provide an overview of what they needed to put together their labs, how they have grown an identity for them, and how they have integrated them in their different institutional contexts. The goal is to discuss the value of a game lab, and to encourage the participation of attendants who have a game lab as part of their resources, or may be thinking of setting one up. The Experimental Game Lab (EGL) extends the mission of Georgia Tech's Digital Media Graduate Program by blending theory and practice to both investigate and extend the expressive capabilities of games, to foster critical analysis, and to better understand and influence the role of video games in culture. Both a research community and a facility, the EGL creates a locus for diverse disciplines to meet, collaborate and exchange ideas, including: critical theory and media studies; psychology and cognitive science, anthropology and sociology; human computer interaction; computer science and engineering; art, media production, design and architecture. Topics explored include persuasive and activist games, game and virtual space, augmented reality, tangible media, pervasive games, cognition and creativity, AI in narrative and games, the cultures of virtual worlds, platform studies, procedural aesthetics, and interactive narrative. The …
منابع مشابه
Making Optimal Decisions of Assembly Products in Supply Chain
The strategic pricing decisions of assembly products in assembly products supply chain are studied in this paper. Firstly, a two-stage assembly products supply chain model is developed. By building Nash game model, the Nash equilibrium solution of pricing strategy of supplier and assemblers is obtained. Next, a union decision model is built to analyze the optimal combination pricing strategy of...
متن کاملCOALITIONAL GAME WITH FUZZY PAYOFFS AND CREDIBILISTIC SHAPLEY VALUE
Coalitional game deals with situations that involve cooperations among players, and there are different solution concepts such as the core,the Shapley value and the kernel. In many situations, there is no way to predict the payoff functions except for the expert experiencesand subjective intuitions, which leads to the coalitional game with fuzzy payoffs. Within the framework of credibility theo...
متن کاملRandomized Self-Assembly
We use the abstract tile assembly model of Winfree [6], which models the aggregation of monomers called tiles that attach one at a time to a growing structure, starting from a single seed tile, in which bonds (“glues”) on the tile are specific (glues only stick to glues of the same type on other tiles) and cooperative (so that multiple weak glues are necessary to attach a tile). The general ide...
متن کاملSchool-Based Oral Health Promotion: A Thorough Review
Objectives Schools are considered as important platforms for oral health promotion worldwide. Oral diseases are preventable and any focus on schoolchildren can minimize suffering, reduce inequity, and create productive years of healthy adulthood later on. Hence, we need to explore oral health promotion methods conducted within the school systems in different countries. T...
متن کاملThe Beneficial or Harmful Effects of Computer Game Stress on Cognitive Functions of Players
Introduction: Video games are common cultural issues with great influence in all societies. One of the important cognitive effects of video games is on creating stress on video players. The present research objective was to study different types of stress in players based on video game styles. Methods: A total of 80 players, aged 18 to 30 years, played four types of video games; Ru...
متن کامل