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Game Scenes: Theorizing Digital Game Audiences
Games and Culture, 2010This article develops and expands on earlier work of the authors, which posits the idea of considering gamers as a (media) audience—enabling parallels to be drawn with wider literatures and debates on audience research and media fan cultures. In particular, drawing on some illustrative examples from qualitative research (funded by the British Academy)
Victoria K. Gosling, Garry Crawford
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GAMED: digital educational game development methodology
SIMULATION, 2015Development of a game in the form of software for game-based learning poses significant technical challenges for educators, researchers, game designers, and software engineers. The game development consists of a set of complex processes requiring multi-faceted knowledge in multiple disciplines such as digital graphic design, education, gaming ...
Serdar Aslan, Osman Balci
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Public, 2016
Abstract Provided are screenshots from the game Art Alive and concept art from the game Qalupalik.
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Abstract Provided are screenshots from the game Art Alive and concept art from the game Qalupalik.
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Disability Interactions in Digital Games
Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019Digital games are a hugely popular activity enjoyed for the diverse experiences and relationships that they offer players. In 2019, games are more accessible to an increasingly diverse audience of disabled players through both new gaming technology and in-game options that allow people to tune their experiences.
Holloway, Catherine +6 more
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Technology trees in digital gaming
Proceeding of the 16th International Academic MindTrek Conference, 2012Technology trees have been used in the digital game industry for over two decades. They are in very common use at least in strategy and role-playing games. However, the academic interest towards the matter seems to be almost nonexistent. Although the basic concept may be rather simple and well-understood as far as the industrial points of view are ...
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Digital Games Target Social Change
IEEE Computer Graphics and Applications, 2008The field of games aimed at social change is young and ripe with opportunity, and several recent announcements of corporate/public-sector partnerships to develop such games are further fueling hopes for its success. These games raise awareness of important social issues in two ways: through "engaging and meaningful game play" and innovative, successful,
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Digital Game Pedagogy: Teaching with Games
2016In this chapter we see how pedagogy connects with videogames by looking at games through the lens of several known and accepted instructional theories and models. Using the premise that “good” games already embody sound pedagogy we should have little trouble mapping instructional theories onto game designs even if the incorporation of those theories ...
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A Survey of Defensive Deception: Approaches Using Game Theory and Machine Learning
IEEE Communications Surveys and Tutorials, 2021Mu Zhu, Ahmed H Anwar, Zelin Wan
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An Introduction to Online Video Game QoS and QoE Influencing Factors
IEEE Communications Surveys and Tutorials, 2022Florian Metzger +2 more
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