Results 11 to 20 of about 27,668 (196)
Using Gameplay Patterns to Gamify Learning Experiences [PDF]
Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the ...
López, Ximena, Fabricatore, Carlo
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Correspondances et contrastes entre jeux traditionnels et jeux numériques
Progressively, a kind of paradox is created through the scientific literature related to the game and play fields. The number of works dedicated only to video games conceals gradually the works dedicated to traditional games, although there are always ...
Delphine Buzy-Christmann +3 more
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Przestrzeń w grze wideo Dark Souls jako narzędzie do kreowania światoopowieści
The aim of the article is to analyze how space in the video game “Dark Souls” affects various aspects of the interactive text, especially its plot and gameplay.
Michał Mróz
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Immersion and Gameplay Experience: A Contingency Framework [PDF]
The nature of the relationship between immersion and gameplay experience is investigated, focusing primarily on the literature related to flow. In particular, this paper proposes that immersion and gameplay experience are conceptually different, but ...
Liljedahl, Mats +5 more
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Critical Gameplay: Software Studies in Computer Gameplay [PDF]
The computer game software with which we interact on a daily basis not only entertains us, it trains us into specific patterns. Critical Gameplay is a design practice which endeavors to expose and redesign the patterns to which standard gameplay ...
Lindsay Grace +2 more
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La construcción de la soledad a través del gameplay en Silent Hill: Homecoming
Este trabajo contempla el desarrollo del tópico de la soledad a través del gameplay de Silent Hill: Homecoming. Para ello, se parte de los elementos endógenos del juego y se analiza su puesta en diégesis a través de su aplicación al mundo ficcional.
Laksmy Irigoyen Regueiro
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This article takes a deeper look at the notion of ludo-narrative dissonance (henceforth LND), a popular term that refers to the perceived clash between the ludic and the narrative aspects of games.
Paweł Grabarczyk, Bo Kampmann Walther
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Flow during individual and co-operative gameplay [PDF]
This study aims to further research in the field of video games by examining flow during individual and co-operative gameplay. Using a puzzle game called Droppit, we examined differences in flow based on two modes of play: single player vs.
Wyeth, Peta +7 more
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“Más grande, más rápido, mejor”: la representación de la Historia universal en Civilization IV
Civilization IV es un videojuego de estrategia muy popular que tiene como referente la Historia Universal. Habitualmente se ha hablado de su importante potencial divulgativo y pedagógico y, al mismo tiempo, se le ha acusado de representar la Historia a ...
Mercè Oliva Rota +2 more
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L’immersion fictionnelle au-delà de la narrativité
This article is intended to show how game components interact to favor the player’s fictional immersion. With the help of a ludonarrative approach and in light of Calleja’s holistic model of immersion as well as Ermi and Mäyrä’s SCI-Model, we intend to ...
Gabrielle Trépanier-Jobin +1 more
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