Results 61 to 70 of about 922,367 (203)

How instability in virtual economies of mobile digital games drives and ruins profit [PDF]

open access: yesEAI Endorsed Transactions on Context-aware Systems and Applications, 2019
The digital gaming business has changed in the last years. Digital games are no longer just products. They developed into services. People play games not only on a stationary device, but on mobile devices, too.
P. Lohse
doaj   +1 more source

Me, us and them: evaluation of cooperation and competition in a location-based serious game design [PDF]

open access: yes, 2014
Introduction Parallel to the growing interest in the deployment of digital games as an instructional tool for educational and social purposes and their theoretical underpinning and viability (Egenfeldt-Nielsen, 2006), the social aspect of gaming itself ...
Beg, Imran, Van Looy, Jan
core   +1 more source

Gen X and Digital Games: Looking back to look forward [PDF]

open access: yes, 2018
Despite there being increased attention in recent years to older adults who actively play digital games, it seems that there has been comparatively minimal scholarly focus on the next generation of older adult gamers – Generation X gamers.
Brown, Julie A., Marston, Hannah R.
core   +1 more source

Digital Games’ Development Model [PDF]

open access: yesEAI Endorsed Transactions on Game-Based Learning, 2017
Nowadays technology follows us everywhere. However, it is often overlooked when dealing with social issues, despite how easily it might improve the life of countless handicapped individuals. In other words, small pieces of software, under the form of games, can help the individual remain focus and go through treatments and therapies effortlessly.
Tiago Cardoso, João Sousa, José Barata
openaire   +2 more sources

The Revitalization Concept of “Pramuka Penggalang” in The Digital Game Design [PDF]

open access: yes, 2019
The scout activity is a non-formal education in environments such as school and family. Generally, it held in the outdoors as an attractive place, challenging, creative, innovative, and fun.
Budiman, A. (Arief)   +1 more
core  

Motivating children to learn effectively: exploring the value of intrinsic integration in educational games [PDF]

open access: yes, 2011
The concept of intrinsic motivation lies at the heart of the user engagement created by digital games. Yet despite this, educational software has traditionally attempted to harness games as extrinsic motivation by using them as a sugar coating for ...
Ainsworth, Shaaron E, Habgood, MP Jacob
core   +1 more source

Technologie et design de jeu

open access: yesSciences du Jeu, 2015
Technology is at the heart of public discourse on game evolution—digital games, of course, but many sports as well. Yet, current game studies have not finely addressed the interactions between game design and technology.
Jonathan Lessard
doaj   +1 more source

Digital game addiction, anger and aggression among university students

open access: yesPhysical Education of Students
Background and Study Aim. The increasing prevalence of digital games and their potential impact on mental health highlight the need to identify protective mechanisms against possible negative effects.
Mehmet Altın
doaj   +1 more source

Studying Games in School: a Framework for Media Education [PDF]

open access: yes, 2005
This paper explores how media education principles can be extended to digital games, and whether the notion of ‘game literacy’ is an appropriate metaphor for thinking about the study of digital games in schools.
Pelletier, Caroline
core   +1 more source

Bridging the gap: building better tools for game development [PDF]

open access: yes, 2010
The following thesis is about questioning how we design game making tools, and how developers may build easier tools to use. It is about the highlighting the inadequacies of current game making programs as well as introducing Goal-Oriented Design as a ...
Tay, Daryl
core   +1 more source

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