1

Blom, J. (2023) ‘Video Game Characters and Transmedia Storytelling: The Dynamic Game Character’ Amsterdam University Press https://doi.org/10.2307/jj.7249516 

Joleen Blom’s book on Video Game Characters and Transmedia Storytelling is divided into six chapters which introduce and explain the concept of the dynamic game character as opposed to the modern notion of character with a cohesive storyline across multiple media. Joleen Blom compares the Japanese and Western’s approaches to character’s identity in modern history and uses a series of examples from popular franchises to describe and define the dynamic game character as a multitude of identities of which only one is manifested through the player’s interaction.  

Dr Joleen Blom has led extensive research on the subject matter, and I found her research useful to understand and analyze character design also in relation to other aspects of game design such as environment art and the role of the supporting cast as a world building tool. 

2

Bear Yu, E. (2023) ‘Lost in a Dream: Queering time and space in Yume Nikki,’ Press Start, 9(1). http://press-start.gla.ac.uk  

Elliot Bear Yu’s article focuses on the narrative, gameplay, and environment design of the game Yume Nikki. The research paper delves into how the game explores a new gameplay design from the queer perspective by challenging the concept of linearity and chrono normativity. The game does not provide any time keeping functions, does not challenge the player with missions and does not give any rewards, but favors wondering and failure, creating a feeling of disorientation that is experienced by many queer people. This gameplay style directly challenges the standard linear level design by not providing any indication (directionless) about the path while leaving the player with unfun, unhappy experiences as the game advances. The wondering is central to the gameplay style and the lack of events that can kill the player, leaves the player with chances to reflect on concepts such as failure and frustration.  

I find this research important as it gives examples of an alternative video game design that can be implemented in future projects. It provides a fresh perspective on how video games can be implemented using a distinct set of rules that varies from the classic gameplay design. 

3

Pasqualotto, A. et al. (2022) ‘Video game design for learning to learn,’ International Journal of Human-computer Interaction,’ 39(11), pp. 2211–2228. https://doi.org/10.1080/10447318.2022.2110684

The focus of the article about Video Game Design for Learning to Learn is on the ability of video games to be used as learning tools. Angela Pasqualotto et al. found three distinct challenges for games to be effective pedagogical resources: Keeping the learner motivated through time, aligning learners’ attention with the desired learning outcomes, and training for transfer. Additionally, the authors underlined five characteristics an action video game should have to be a successful learning tool.  

I find this research relevant and interesting because of my work background in higher education and my interest in video game development. Also, I enjoy games that stimulate learning and provide information that can be applied to real life scenarios. The article provides useful information that I can apply or keep in mind when developing a game. 

4

Forsyth, H. (2022) ‘Building a virtual Roman city: teaching history through video game design,’ 

Harrison Forsyth research article on teaching history through video game design, documents a pedagogical experiment where students were tasked to produce an historically accurate representation of a Roman building in 3D, which students would have to present to the class as a virtual reality experience. The assessment is based on the concept of constructionism, where students are actively involved in the production of their learning material and conduct their own research to learn about the subject, building upon what is thought during the class. The result showed whether students were able to use the 3D software and integrate the research content into the final design, demonstrating knowledge about the subject.  

I find this research interesting because it involves using virtual reality in the humanities field for higher education students, giving examples on how this technology can be used to implement teaching and learning, as well as showing feedback about what could be improved for using this technology in higher education settings. 

5

Chapinal-Heras, D. et al. (2023) ‘Photogrammetry and 3D modelling in university teaching. A case study applied to the history degree,’ The Journal of Classics Teaching, 24(48), pp. 133–142. https://doi.org/10.1017/s2058631023000429

Chapinal-Heras et al’s research paper on Photogrammetry and 3D modelling in university teaching provides useful information on how 3D modelling, photogrammetry and 3D printing can be used for teaching in higher education. Students have been tasked to scan 3D objects provided by the academics, refine the model, research the topic, and 3D print the scanned object. The authors shared useful information about the software and platforms used to achieve the goals they set for the practicum as well as provide students’ feedback and ways to implement further research.  

I consider this study particularly interesting as I have experience with scanning objects with photogrammetry and I have delivered training to work colleagues on this topic. It is important to me to see this kind of high-quality research in higher education as it gives me concrete reproducible examples of how this technology can be used in this context. 

6

Groß, F. et al. (2023) ‘From coastal geomorphometry to virtual environments,’ Frontiers in Marine Science, 10. https://doi.org/10.3389/fmars.2023.1229489

Groß, F. et al.‘s study shows how the Epic’s Unreal Engine 5 game engine can be used by academics in the field of Earth sciences to recreate real world environments using photogrammetry and heightmaps of specific locations to make accurate visualizations of changes that may occur due to weather phenomena such as climate change. The research shows a blueprint system that blends layers for the terrain and procedurally spawns vegetation according to the terrain layer. The aim was to reproduce realistic immersive environments for effective communication outside the academia’s boundaries and reproduce digitally less accessible areas of landscape.  

The simulation of real-world environments is fundamentally linked to realism and immersive experiences, which can be some of the most important aspects of video games. Also, knowing how this technology can be used effectively outside the gaming experience can be particularly useful to engage with other disciplines that are not usually related to gaming such as geology. 

7

Roettl, J. and Terlutter, R. (2018) ‘The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements?,’ PLOS ONE, 13(7), p. e0200724. https://doi.org/10.1371/journal.pone.0200724

This study on 2D, 3D and virtual reality game media sheds light on how software can impact the user experience based on the videogame’s format and evaluates the pros and cons of inserting brand placement in a jump and run video game. The players played an identical ‘jump’n’run style video game in one of the formats available (2D, 3D, VR) and were assessed by using the following categories: presence, arousal, attitude, and brand memory retention. The study is relevant for game developers, marketers, and researchers because it pinpoints the differences between videogame format empirically and shows interesting results on memory retention for brand placement.  

The video game market is fast developing and research like this can help to show how to integrate games and marketing as well as shows how different media affect users in diverse ways with varying results. Counterintuitively, results showed that immersion and technological advancement did not enhance the player’s evaluation of the game. 

8

Totten, C.W. (2017) Level design: Processes and Experiences. CRC Press. 10.1201/9781315313412 

Christopher W. Totten’s book on level design is a collection of essays from multiple artists with various backgrounds, from industry veterans, teachers, architects, writers and more. The research provides qualified authoritative testimonies for students and instructors to learn about the topic of level design. The primary goal of the book is sharing level design methods between sectors of the industry that can benefit the wider game developer community. Included are stories on learning how to make level design for games such as Resident Evil and Yakuza, level typologies examples, procedural content generation implementations, playtesting methodologies and considerations.  

This book is a must read for any game developer who wants to learn more about creating levels for videogames from experienced professionals. I find this resource particularly useful, and I selected it because it provides practical examples of AAA quality level design for multiple types of games, from single player to MMORPG. 

9

Yu, B. (2023) ‘Understanding new colors in urban environments: Deciphering colors as semiotic resources,’ Color Research and Application, 48(5), pp. 567–577. https://doi.org/10.1002/col.22871

Beichen Yu research on the use of colors in urban environments proposes a way to look at colors as semiotic resources. The research based on Gunther Kress and Theo van Leeuwen’s social semiotic model of color, developed a model to identify and explain ‘grammars of colors’ in environmental color design. The author highlights how colors have changed dramatically in urban environments and shows a trend toward saturated colors and new tonal expressions in urban and landscape design which are socially motivated. The social semiotic approach is effective at explaining the significance of the social dimension of colors in urban environment and how they affect social communication. 

The connection between architecture, color, and video game level design makes this research relevant when designing maps and crafting immersive environments. Level design uses color theory extensively, and finding research that can expand on the semiotic of color and the meaning of color based on context can be helpful for creating environment maps. 

10

Rogers, S. (2014) Level up!: The Guide to Great Video Game Design. 2nd Edn. John Wiley & Sons. https://go.exlibris.link/qWh7VZnl 

Scott Rogers’ book on video game design is composed of a series of chapters resuming Rogers’ experience in video game development. The book is aimed at professionals, students, and video game lovers who want to learn about the history of video games, and how to make and produce video games. The author provides useful examples on video game’s gameplay, narrative, storytelling, enemy types, game mechanics, level and character archetypes, music and much more. The conversational approach and the hand drawn sketches of the author make the book accessible, engaging, and easy to follow.  

This book provides valuable information from an experienced level designer and industry veteran. His expertise, knowledge, theoretical and practical examples can be useful and helpful to create successful and engaging video games. I find the section particularly useful regarding video game themes, but this is one of those books that I will return to when I feel like I need inspiration when designing a video game. 

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