Results 11 to 20 of about 8,946 (260)
Valeur narrative des mécaniques ludiques et corporéité du joueur
Anchored in contemporary scientific research about video games narrativity and tackling current considerations in the field of Narrative Design, his paper presents a research-creation project that explores the idea of a narrative value of the game ...
Hélène Sellier
doaj +1 more source
BackgroundGames for health are a promising approach to health promotion. Their success depends on achieving both experiential (game) and instrumental (health) objectives. There is little to guide game for health (G4H) designers in
Michael C Robertson +5 more
doaj +1 more source
Neurobiological mechanisms underlying internet gaming disorder [PDF]
This review summarizes studies on the neurobiological correlates of internet gaming disorder (IGD), presently the most direct approach to analyzing the impact of digital technology and the internet on brain mechanisms. Brain imaging studies have shown that IGD shares, to a large extent, neurobiological alterations that are typical for other addictions,
Weinstein, Aviv, Lejoyeux, Michel
openaire +2 more sources
Following the work on meaningful mechanics, we propose, in this article, to account for the experiential dimension of game mechanics. We develop a research method from the affective and semiotic effects produced by the interaction between the game and ...
Homo Ludens
doaj +1 more source
Data-Driven games in computational mechanics
We resort to game theory in order to formulate Data-Driven methods for solid mechanics in which stress and strain players pursue different objectives. The objective of the stress player is to minimize the discrepancy to a material data set, whereas the objective of the strain player is to ensure the admissibility of the mechanical state, in the sense ...
K. Weinberg +3 more
openaire +4 more sources
Analysis of the Characteristics of Digital Content with High Freedom in Interactive AVG Games [PDF]
With the growth of the female economy, many games have emerged in recent years that specifically focus on female players as their main customer group.
Wang Siyu
doaj +1 more source
Hyper-Ludicity, Contra-Ludicity, and the Digital Game
This article identifies and interrogates a primary design principle that exists across digital game genres and formats, articulated as ludicity. The article uses specific examples across videogame genres to communicate a spectrum of ludicity with two ...
Steven Conway
doaj +1 more source
Teaching Students About Plagiarism Using a Serious Game (Plagi-Warfare): Design and Evaluation Study
BackgroundEducational games have been proven to support the teaching of various concepts across disciplines. Plagiarism is a major problem among undergraduate and postgraduate students at universities. ObjectiveIn this
Abejide Ade-Ibijola +6 more
doaj +1 more source
Development and testing of the Prev’Quedas game for older adults in the community: a descriptive study [PDF]
Objectives: to develop and test a board game for fall prevention in older adults in the community. Methods: a descriptive study, carried out through the use of game design elements (narrative, mechanics, aesthetics and technology), the Health Promotion ...
Jamylle Lucas Diniz +7 more
doaj +1 more source
External Assistance Techniques That Target Core Game Tasks for Balancing Game Difficulty
Game balancing is a time consuming and complex requirement in game design, where game mechanics and other aspects of a game are tweaked to provide the right level of challenge and play experience.
Jawad Jandali Refai +3 more
doaj +1 more source

