Paper Abstracts

Tracking Availability of Early Game Genres

Christopher Burke, Adam Strantz, and Travis Faas: Miami University and Ball State University

Released games from older digital games generations can be difficult to find and play, a aspect that affects individuals interested in studying games as important cultural artifacts. This study aims to identify and track less accessible genres of games. Using the publicly available dataset on MobyGames, we marked availability of games on several different game platforms such as the Sony Playstation. In our analysis, we identified a type of game that is released with slight updates on a yearly or regular basis which we have termed ”periodic release” games. These games are less accessible than others released on their respective games platforms. We briefly argue that the traceability of the lineage of periodic release games is important for understanding the context, history, and lasting legacy and fervor that such games instill in their audiences.

The Ethics of Estimation

Paul Gestwicki: Ball State University

This essay explores the role of estimation in game production and education. Contemporary game development practices hinge on the rigorous and extensive use of estimation, and so one cannot effectively teach such standards without investing significant time on estimation. However, hinging a methodology on the efficacy of estimation is fraught with complications when one considers more carefully the nature of estimation. An alternative approach to software development could be taught by following the “No Estimates” approach that arose among agile software development communities in the last decade. There are reasons this approach would be promising, but following it would require a radical change in how teams are managed and how development practices are taught. The choice can be framed as an ethical dilemma that depends upon the telos of higher education: one who argues for career-readiness as the object of education would come to a different conclusion than one who follows a classical approach.

A Lens to Help Determine if Puzzle-Based or Escape Classroom Learning Is Appropriate for Your Learning Activity

Peter Jamieson: Miami University

Puzzle-based learning and escape room activities have gained popularity as gamification approaches in educational settings. However, implementing these activities requires significant time and resources, making it crucial to determine their suitability before implementation. This paper presents a framework lens for evaluating whether puzzle-based classroom learning is ideal for specific learning activities based on our experience. Drawing on our partially successful implementation of an escape room in a second-year circuit design course, we developed a lens that incorporates three key pedagogical elements: Bloom’s taxonomy of learning outcomes, backward course design principles from ”Understanding by Design,” and an assessment of course complexity. The framework helps educators systematically evaluate potential gamification efforts by examining learning outcomes, pedagogical logistics, and the cognitive complexity of the subject matter. Our case study demonstrates that high-complexity courses with challenging threshold concepts may not benefit from the additional cognitive load of escape rooms. This work provides educatorswith a practical tool to assess the cost-benefit ratio of implementing puzzle-based learning before investing significant time and resources in development.

An Engaging Approach to STEM Education: Case Studies from Video Game Glitches

Jon Craton: Anderson University

This work explores the use of classic video game glitches as multifaceted case studies to demonstrate key concepts in computer science and cybersecurity. The “Old Man Glitch” from Pok ́emon Red is used and evaluated as a learning instrument in an undergraduate computer science course. The case study received strong positive qualitative feedback, suggesting its potential to enhance student engagement and promote active learning through the diagnosis and exploitation of software vulnerabilities.