نتایج جستجو برای: traditional games

تعداد نتایج: 345725  

2007
Daniel Castro Silva Vasco Vinhas

Serious Games have acquired an unquestionable position in a wide domain of applications. An illustration of these timeless games is Battleship. Despite being recognized as a traditional pencil and paper game, there have been numerous commercial proposals under the form of both board and video games. The authors’ vision consisted in modelling Battleship in a computerized form, both logic and gra...

2003
Carsten Magerkurth Richard Stenzel Norbert Streitz Erich Neuhold

In this paper we present STARS, a platform for developing computer augmented board games that integrate mobile devices with an interactive table. The aim of STARS is to augment traditional board games with computing functionality, but without sacrificing the human-centered interaction dynamics of traditional tabletop games. STARS consists of a specialized hardware setup and an interaction frame...

2014
H. Lynn Horne-Moyer Brian H. Moyer Drew C. Messer Elizabeth S. Messer

Therapists and patients enjoy and benefit from interventions that use electronic games (EG) in health care and mental health settings, with a variety of diagnoses and therapeutic goals. We reviewed the use of electronic games designed specifically for a therapeutic purpose, electronic games for psychotherapy (EGP), also called serious games, and commercially produced games used as an adjunct to...

2013
Hector Muñoz-Avila Christian Bauckhage Michal Bída Clare Bates Congdon Graham Kendall

The incorporation of learning into commercial games can enrich the player experience, but may concern developers in terms of issues such as losing control of their game world. We explore a number of applied research and some fielded applications that point to the tremendous possibilities of machine learning research including game genres such as real-time strategy games, flight simulation games...

ژورنال: روانشناسی معاصر 2017

In recent years, there has been an increase in the playing of digital games in children, adolescents and adults worldwide. Not only has interest in digital games grown dramatically, but variations in the types of games in different fields have also occurred. An example is the emergence of three- and two-dimensional games. Based on this, the purpose of this study was to investigate the effect of...

Journal: :مدیریت ورزشی 0
مهربان پارسامهر دانشگاه یزد الهه حدت دانشگاه یزد

the aim of this research was to study those motivations underlying computer sport games in the youth. this study used a survey and cross – sectional method. the population consisted of 302 students of yazd university. the data were collected by the revised scale of computer sport games. results of the empirical test of the scale distributed among the participants in computer sport games showed ...

2012

Dalhousie Journal of Interdisciplinary Management Abstract: Gamification purports that the main appeal of video games are game mechanics. Gamification asserts that these mechanics, which include points, badges, levels, etc., can be excised from video games and used to motivate people to perform tasks outside the realm of traditional video games. This paper challenges these claims by arguing tha...

2015
Maciej Świechowski HyunSoo Park Jacek Mańdziuk Kyung-Joong Kim

The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a surve...

Journal: :PsychNology Journal 2013
Daniel M. Shafer

This study tested a model of enjoyment of video games focused on three important predictors; interactivity, realism and spatial presence. In a large, randomized experiment (N = 257), players of traditional console games were compared with their counterparts playing on mobile devices. The hypothesized model included perceived interactivity, perceived reality and spatial presence, with enjoyment ...

2011
Teruhisa Nakamura Nagisa Munekata Fumihiko Nakamura Tetsuo Ono Hitoshi Matsubara

A universal game, Daruma, has been developed that can be played by both healthy people and people with physical limitations. It is based on the Japanese variation of the traditional outdoor children’s game Red Light, Green Light. We devised two ways to play the game: one is by swinging an arm; the other is by tapping a desk with two fingers. Players can select either of these choices, enabling ...

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