Nicholas Caldwell
Biographic Data
| ID | 933441 |
|---|---|
| NAME | Nicholas Caldwell |
| GIVEN NAMES | Nicholas |
| FAMILY NAME | Caldwell |
| SIGNATURE | CALDWELL N |
| AFFILIATIONS | University of Suffolk |
| ORCID | 0000-0003-0597-0113 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2004 |
| LATEST PUBLICATION YEAR | 2023 |
| H-INDEX | 1 |
A Transfiguration Paradigm for Quest Design
Quest design is an important design aspect of video games. The current approach to quest design is dominated by a task-orientated paradigm in which a quest is viewed as a series of tasks to be completed as part of the narrative structure of the game. This paper presents an alternative paradigm that shifts away from the predominant task-based approach to quest design. Based on a study of existing quest models, a dual quest framework of singular an…
Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games
This paper argues for a more specific formal methodology for the textual analysis of individual game genres. In doing so, it advances a set of formal analytical tools and a theoretical framework for the analysis of turn-based computer strategy games. The analytical tools extend the useful work of Steven Poole, who suggests a Peircian semiotic approach to the study of games as formal systems. The theoretical framework draws upon postmodern cultura…
Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games
This paper argues for a more specific formal methodology for the textual analysis of individual game genres. In doing so, it advances a set of formal analytical tools and a theoretical framework for the analysis of turn-based computer strategy games. The analytical tools extend the useful work of Steven Poole, who suggests a Peircian semiotic approach to the study of games as formal systems. The theoretical framework draws upon postmodern cultura…
Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games
This paper argues for a more specific formal methodology for the textual analysis of individual game genres. In doing so, it advances a set of formal analytical tools and a theoretical framework for the analysis of turn-based computer strategy games. The analytical tools extend the useful work of Steven Poole, who suggests a Peircian semiotic approach to the study of games as formal systems. The theoretical framework draws upon postmodern cultura…
A Transfiguration Paradigm for Quest Design
Quest design is an important design aspect of video games. The current approach to quest design is dominated by a task-orientated paradigm in which a quest is viewed as a series of tasks to be completed as part of the narrative structure of the game. This paper presents an alternative paradigm that shifts away from the predominant task-based approach to quest design. Based on a study of existing quest models, a dual quest framework of singular an…
Artificial Intelligence in Games (2 works) · Computer Science (2 works) · Digital Games and Media (2 works) · Engineering (2 works) · Human–computer interaction (2 works) · Art (1 work) · Character (mathematics (1 work) · Cognitive science (1 work) · Dual (grammatical number (1 work) · Educational Games and Gamification (1 work)