نتایج جستجو برای: videogames
تعداد نتایج: 817 فیلتر نتایج به سال:
An examination of the contributions that can be made by the field of non-mechanistic cybernetics (as elaborated by Gregory Bateson and Anthony Wilden) to a theory of videogames that views them as complex open systems in dynamic relation to players. Bateson, observing animal play, suggests that the playful nip has a complex relation to the earnest bite. This paper contends that the relation of p...
We report on the first procedural generation jam, PROCJAM, an event designed to bring together artists, researchers and game developers to experiment with new techniques and applications for generating content for videogames. Much of the event’s resulting work has applications beyond videogames, however, and we believe the event may be a strong platform for engaging creators and programmers in ...
In this paper we describe a language-driven approach to the development of videogames. In our approach the development process starts with the design of a suitable domain-specific language for building games, along with an abstract syntax for the language and its operational semantics. Next an engine supporting the language is built. Finally games are built using the customized language and the...
Ethically notable games are those that provide opportunities for encouraging ethical reasoning and reflection. This chapter examines how games can encourage rational and emotional responses. By examining ethically notable videogames, I illustrate a few of the different design choices that can be used to encourage these responses and the effects they have on players. I also identify five challen...
objectives: balance disorder is one of the most common problems after stroke causes falling and fear of falling in some patients. the balance based video games are newly used in people with motor problems. it is very important to use different interventions for balance issues. the aim of this study is to determine the effectiveness of videogame on balance and fear of falling in one participant....
1. EXTENDED ABSTARCT From Anthony Niesz and Norman Holland’s early article “Interactive Fiction” [22], the ‘adventure game’ has persisted in academic research as a signifier for a specific type of videogames. The primary goal of the present dissertation is to distinguish these classic adventure games as an individual narrative form. This entails arguing for their ontologically and aesthetically...
The widely used e-learning technology is facing new challenges such as how to produce student-centered systems that can be adapted to the needs of each student. Those objectives should be met in a standard compliant way to simplify general adoption. In this context, educational videogames are proposed as an ideal medium to facilitate adaptation and tracking of the students’ performance for asse...
Many fields are interested in how videogames can generate emotion but most have a very limited conception of what emotional response includes. This paper presents a comprehensive model of emotional response to the singleplayer game based on two roles players occupy during gameplay and four different types of emotion. The emotion types are based on different ways players can interact with a vide...
What are the exact aspects of the videogame medium, the precise features or combinations of features that lend themselves to expressing ideas and meaning? To chart this out, I begin with an American legal case that serves as a foundation for the basic issues involved and then move on to show how this relates to some of the broader attitudes the world of videogame discourse. Based on this, I bre...
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