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Break the Game: A Practice-Based Study of Breaking and Movement Design for Video Games

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Break the Game: A Practice-Based Study of Breaking and Movement Design for Video Games

Allen, JoDee (2015) Break the Game: A Practice-Based Study of Breaking and Movement Design for Video Games. Masters thesis, Concordia University.

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Abstract

As players go through a circular pattern of experiencing games they pass through: observation, interpretation, hypothesis making, decision-making then finally acting upon decisions. Their successes and failures help the player construct an understanding of the game world, and as a result increases their confidence in their ability to make informed decisions when faced with game play challenges. In order for a player to be emotionally absorbed by the game’s story they must be fully immersed in the action. In order to achieve this, all aspects of the game must reinforce the narrative design and sculpt a world in a way that makes the player feel as if they were living in the shoes of the character/avatar. When successfully applied this allows the player to have an emotional experience at which point they are more likely to fully invest in the story of the game through autonomous, authorial, and asynchronous play. This thesis proposes that the control scheme design for games with gesture interfaces which require a more global embodiment from the players should actively reinforce the narrative and in so doing reflect the feel of the game more completely.

Divisions:Concordia University
Concordia University > School of Graduate Studies
Item Type:Thesis (Masters)
Authors:Allen, JoDee
Institution:Concordia University
Degree Name:M.A.
Program:Individualized Program
Date:August 2015
Thesis Supervisor(s):Montanaro, Michael and Sha, Xin Wei
Keywords:breakdance, dance, movement, video games, gesture games, Kinect,
ID Code:980453
Deposited By: JODEE ALLEN
Deposited On:28 Oct 2015 14:30
Last Modified:18 Jan 2018 17:51
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