Results 11 to 20 of about 3,111,469 (297)
Mapping the process of product innovation: Contextualising the 'black box' of computer and video games design [PDF]
The academic literature hitherto has mainly addressed the 'effects' of video games and not their creation. The thesis seeks to gain an understanding of the motivations behind the design choices in creating home computer and video games software in ...
Lake, E.M., Lake, Eric M.
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Validation of User Preferences and Effects of Personalized Gamification on Task Performance
Personalized gamification is the tailoring of gameful design elements to user preferences to improve engagement. However, studies of user preferences have so far relied on self-reported data only and few studies investigated the effects of personalized ...
Gustavo F. Tondello +3 more
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The paper reports research on computer science teachers’ readiness to develop computer didactic games and implement them into the educational process. Today’s teacher of computer science has to acquire and improve professional competencies in line with ...
Роман Семенович Гуревич +4 more
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A Classification of Scripting Systems for Entertainment and Serious Computer Games [PDF]
The technology base for modern computer games is usually provided by a game engine. Many game engines have built-in dedicated scripting languages that allow the development of complete games that are built using those engines, as well as extensive ...
Anderson, Eike F., Eike Falk Anderson
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The use of «serious gaming» in educational work with children [PDF]
This article discusses the foreign studies on the use of so-called «serious» computer games («Serious Games») in the educational work with children. Three main groups of these types of games are singled out: games aimed at increasing physical activity in
Klopotova E.E., Kuznetsova T.Y.
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“Are You in Your Body?!”. The Study of Biopolitical Interface Design
The article considers biopolitical design of interfaces in terms of computer games: the player's body is constructed with the help of a variety of technical instances that support gameplay (for instance, gamepads, haptic controllers, virtual reality ...
Alexander S. Lenkevich
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Testing Metaphorical Educational FPS Games
It is widely recognized that there is value in making use of modern Games Technology in Serious Games for educational purposes in the classroom and yet tools that enable teachers to construct such Educational Serious Games (ESGs) with minimal programming,
John R. Rankin +2 more
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Computer games have an important usage potential in the education of today’s digital student profile. Also computer teachers known as technology leaders in schools are the main stakeholders of this potential.
Hakkı BAĞCI, Ahmet Naci ÇOKLAR
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Impact of Computer Game on Incidence of Behavioral Disorders among Male Elementary School Students [PDF]
Introduction Behavioral disorders, are the most common and debilitating diseases that affect a variety of functions, especially on children's school performance, and create many problems for teachers, parents and children, and have negative effects on ...
Ebrahim Masoudnia, Elaheh Pourrahimian
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(Non) aggressive, (non) violent computer games - definitional challenges
The primary goal of this research endeavor is to delineate the challenges associated with classifying computer games as “aggressive or violent”. These terms are frequently invoked in media and public discourse, particularly concerning the influence of ...
Izabela Mikołajewska +1 more
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