This is a selection of academic writting I've done.
Managing Successful eSports, Masters Exegesis, 2013
In recent years, eSports has grown from an emerging field in gaming culture, to what has been described as a fundamental element in today’s youth culture (Wagner, “On the scientific relevance of eSport.”). However, the rapid and ever changing landscape of eSport brings about difficulties in establishing a framework for achieving success in eSports. This exegesis uses sports sociology theory as a framework to examine and outline factors which contribute to the success of eSports titles. It situates eSports not only within gaming culture, but traditional sports and explores where eSports is situated within a broader sports culture.
This research examines two case studies, League of Legends and World of Warcraft Arena, and analyses the key factors which contribute and detract from the revenue and viewership of these titles. By analysing these case studies, the paper aims to provide insights for eSport organisations to inform development and management of successful eSports titles. This paper situates eSports both within and outside of gaming culture, to define factors for success, and the implications of this growing field in the digital media age.
Remediation, Immediacy, and Hypermediacy within Video Game User Interfaces, Bachelor Thesis, 2011
Remediation (Bolter and Grusin, 1999), the concept concerning a medium being refashioned and adapted within another medium, is a popular theory in media studies, particularly areas focused on new media. Bolter and Grusin believe remediation is a part of all media. Remediation is a strong concept, but is it really applicable to games and the user interface? Or, is there a stronger model which can be used? Such as those developed by Fagerholt and Lorentzon in their masters thesis Beyond the HUD (2009)
I've also included a selection of essays I wrote as part of my bachelor degree which I feel still show my analytical and design ability.
Agency and Flow in Cinematic Sequences in Games, 2011
A 2000 word essay demonstrating the application of one or more psychological theories to analyse an area of game design.
This essay was an exploration at how controlling the level of agency the player retains during narrative sequences in games (particularly first person shooters) effects their engagement and how this is influenced by the concept of Flow.
Analysies were made of several different titles with varied levels of player control during narrative sequences from complete to none and at varying points on the projected flow progression of the game. This was then assessed from a user standpoint to attempt to find the ideal timing and level of agency to the player for a narrative sequence that will maintain player engagement.
Emergent Play in Portal, 2010
This 1500 word essay had a very broad brief simply asking for an analysis of critical design elements within a game title.
I looked at the mechanic design in Portal and how it is highly conducive to both formal and informal play.
Level Design and Teaching the Player in Mirrors Edge, 2010
An essay of 1500 words requiring an evaluation of a game level in terms of design theories. We were required to explain how the level handles tension, anticipation, fear and fun and use screenshots to assist explanation.
I developed an analysis of the level design within Mirrors Edge Level 1 and its means of teaching the player reinforced by colour theory.
Character Design Document "Zalerak: The Ivory Patriach", 2011
An exploration of character design process through an itterative, generated framwork culminating with the design of a character based within the existing game World of Warcraft. The design is revised and informed by research of the subject matter and then refined to a detailed design document which could easily be passed on to other members of a team for implementation.