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2014
Chu, Man-Wai, Holmes, David, Blimke, Simeon, Gouglas, Sean, Lucky, Shannon, Rockwell, Geoffrey, Gee, Domini
The videogame industry is a considerable market: in 2012, the industry was worth over $86 billion USD and about seventy-two percent of American households play videogames. It is unsurprising, then, that commercial and educational developers and/or researchers have sought to capitalise on...
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2012
Quamen, Harvey, Gouglas, Sean, Rockwell, Geoffrey, Smith, Victoria, Hoosein, Sophia
In his book Humanities Computing, in a chapter fittingly titled \"Discipline,\" Willard McCarty attempts to define the discipline of Humanities Computing by understanding what is happening within the discipline. According to McCarty it is through this understanding that \"we may get to the...
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2013
Gutierrez, Lucio, Gouglas, Sean, deJong, Erick, Uszkalo, Kirsten, Stroulia, Eleni, Henry, Calen, Lucky, Shannon, Rockwell, Geoffrey, Boechler, Patricia, Illovan, Mihaela
The Campus Mysteries project developed an augmented reality game platform called fAR-Play and a learning game called Campus Mysteries with the platform. This paper reports on the development of the platform, the development of the game, and a assessment of the playability of the game. We conclude...
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Computer Games and Canadaʼs Digital Economy: The Role of Universities in Promoting Innovation
Download2010-12-01
Gouglas, Sean, Della Rocca, Jason, Jenson, Jennifer, Kee, Kevin, Rockwell, Geoffrey, Schaeffer, Jonathan, Simon, Bart
This report describes the state of the computer gaming industry in Canada, the game design cycle, and a detailed discussion of the game development process with a specific focus on the Montreal game industry. This report also examines university courses and curricula in game design and game...
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2019-10-01
SSHRC IG awarded 2020: project addresses the need to understand the differences in employment experiences and outcomes for marginalised groups, particularly women, employed in the video game industry in North America. A a staggering number of women leave the video game industry within the first...
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2013
Rockwell, Geoffrey, Gouglas, Sean
Introduction: Universities face significant pressures to commercialize and license intellectual property (IP). With declining or stagnant government funding, research offices and education ministries have looked to software licensing and technology transfer as possible avenues to make up these...
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2017-01-25
SSHRC Awarded IDG 2017: The expansion of video games as a medium has precipitated a healthy indie game movement, and created opportunities for media artists to explore interactive art creation. However, audio and music in games is still primarily constrained to sound effects, dialog and emotive...