نتایج جستجو برای: videogames
تعداد نتایج: 817 فیلتر نتایج به سال:
Videogames are highly technical software artifacts composed of a big amount of modules with complex relationships. Being interactive software, videogames are hard to test and QA becomes a nightmare. Even worst, correctness not only depends on software because levels must also fulfill the main goal: provide entertainment. This paper presents a way for automatic gameplay testing, and provides som...
Abstract This article starts with the observation that growth-oriented, techno-futurist narratives are predominant in climate change videogames. It then accounts for lack of variety by arguing these videogames privileged expressions premediation. Premediation cultivates a multiplicity future scenarios, while at same time delimiting them to suit presentist concerns, evoking sense inevitability a...
The use of videogames in healthcare interventions is gaining popularity, but there is still a gap in the understanding on how these types of interventions are used for the management of diabetes. The purpose of this review is to examine published research on the use of videogames for diabetes management. With the increased use of mobile technology, the review was expanded to understand whether ...
Although every era is met with the introduction of powerful technologies for entertainment and learning, videogames represent a new contribution binding the two and bearing the potential to create sustained engagement in a curricular drama where the player’s knowledgeable actions shape an unfolding fiction within a designed world. Although traditionally, stories involve an author, a performer, ...
The present study examined whether action videogames can improve multi-tasking in high workload environments. Two groups with no action videogame experience were pre-tested using the Multi-Attribute Task Battery (MATB). It consists of two primary tasks; tracking and fuel management, and two secondary tasks; systems monitoring and communication. One group served as a control group, while a secon...
This paper is part of an experimental approach aimed to raise a videogames classification. Being inspired by the methodology that Propp used for the classification of Russian fairy tales, we have identified recurrent diagrams within rules of videogames, that we called “Gameplay Bricks”. The combinations of these different bricks should allow us to represent a classification of all videogames in...
This study examines the effects of exposure to online videogame violence on Chinese adolescents' attitudes toward violence, empathy, and aggressive behavior. Results of bivariate analyses show that playing violent videogames on the Internet was associated with greater tolerance of violence, a lower emphatic attitude, and more aggressive behavior. Results of hierarchical regression analyses show...
Since the field of educational videogames or serious games is not limited to games that are specifically designed for educational purposes, videogames such as Minecraft have aroused the attention of teachers and researchers alike. To gain insights into the applicability of Minecraft, we reviewed the literature on use of the game in education and experimental research. We summarized the current ...
This study analyzes U.S. news media coverage of the second Gulf War, to determine how individuals used the term ‘videogame’ in reference to the war. By studying how the news media itself sought to praise or criticize coverage of the war as being un/like videogames, we can see how videogames continue to be constructed in popular media in troublesome ways. Analysis, for example, shows that use of...
In this paper, we present a novel approach toward revealing social identity phenomena in videogames using archetypal analysis (AA). Conventionally used as a dimensionality reduction technique for multivariate data, we demonstrate how AA can reveal social phenomena and inequity such as gender/race-related steretoyping and marginalization in videogame designs. We analyze characters and default at...
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