Ellman, Thomas
Designing interactive digital installation for human-human interaction in live music events
In the 21st century, there is a strong trend of the audience's personal technology-dependent behavior in live music events, specifically music concerts and music festivals. This project, <em>Interplaying, </em>investigates the way technology is used to encourage the audience's human-human interaction...
From 'Epic' to 'Epic Win': Play and performance as open-database storytelling in pre- and postliterate media
Reforming Formalism in Critical Games Studies
In my thesis I discuss single player digital games. I examine a family of views in critical game studies called ludocentric views, which are the most prevalent methods of analysis in academic games studies today. These views closely resemble formalist...
Tensions between design and logistics in the creation of a multi-media space
The Age of Gamification: Why the Recent Trend and Where Gamification is Heading
The relationship of preschool children and the media: a thorough investigation into the televised culture
The understanding of television and book media is necessary during the years of early childhood development especially as the presence of these particular media continue to advance. Children are growing up in-almost thrown into- a world that is global, competitive...
The relationship of preschool children and the media: a thorough investigation into the televised culture
The understanding of television and book media is necessary during the years of early childhood development especially as the presence of these particular media continue to advance. Children are growing up in-almost thrown into- a world that is global, competitive...
Words: Interacting With Propaganda
<em>Words </em>is a game based at its core on the idea that American citizens should have access to a form of media that gives them the power to interact with, and alter, political propaganda. Defined as information that is "especially...