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Injustice Everywhere: Hemingway's Struggle with Race, Gender, and AestheticsRiobueno, Michael 01 January 2012 (has links)
The purpose of this study was to critically evaluate the aesthetic decisions and theoretical complexity of three of Ernest Hemingway’s most experimental texts: IN OUR TIME, TO HAVE AND HAVE NOT, and THE GARDEN OF EDEN, and to show that the usually maligned Hemingway was an author invested in the avant-garde and in analyzing and dissecting rigid societal rules, not championing them.
Through critical analysis this study examined how Hemingway makes specific aesthetic decisions in order to more clearly examine the disparity between whites and both women and racial minorities in America. The problems that Hemingway makes clear through his art are meant to have a profound effect upon the reader and encourage re-evaluation of societal rules, their purpose, and their fairness to those who are not white, male, and typically in a position of power. The findings demonstrate that Hemingway’s entire oeuvre is open to re-interpretation on the basis of a progressive view of the author.
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Optimizing Player Engagement Through Iterative Level Design in a Melee-Driven Competitive Party GameIeong, Kit Shing, Landley, Marcus, Lever, Adam, Strömberg, Henrik January 2024 (has links)
This study investigates how the layout and structure of battle arenas in a melee-driven multiplayer split-screen game influence player engagement. By iterating on two arenas, making informed design decisions based on data from weekly playtests. Data collection involved observations, interviews, and an automated C# data-collecting tool. Metrics focused on social interaction, success, participation, and area interaction, linked to enjoyment, immersion, and level of interaction. We conducted six playtests with eleven arena iterations. Key findings include a player preference for arenas where they experienced higher success rates, either through hit accuracy or wins; excessive spatial restrictions leading to player frustration and decreased enjoyment due to mobility difficulties; and a general preference for asymmetrical arenas, which were favored for their varied gameplay and strategic opportunities, despite slightly lower active combat participation. The final arena design was asymmetrical, featuring four distinct zones, each providing unique gameplay experiences and strategic opportunities. This study highlights how arena design can enhance player engagement by balancing spatial dynamics and strategic elements.
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