Results 21 to 30 of about 5,842 (174)
Final Fight (Capcom 1989) is a famous example of a video game genre generally known as “beat ’em up” or “brawler,” a type of action game where the player character must fight a large number of enemies in unarmed combat or with melee weapons.
Pierantonio Zanotti
doaj +1 more source
Restless Dreams and Shattered Memories : Psychoanalysis and Silent Hill [PDF]
This paper applies psychoanalytic frameworks to the survival horror franchise Silent Hill, a series which is itself informed by psychoanalytic themes.
Kirkland, Ewan
core +4 more sources
Evaluating a public display installation with game and video to raise awareness of Attention Deficit Hyperactivity Disorder [PDF]
Networked Urban Screens offer new possibilities for public health education and awareness. An information video about Attention Deficit Hyperactivity Disorder (ADHD) was combined with a custom browser-based video game and successfully deployed on an ...
Craven, Michael P. +5 more
core +2 more sources
Abstract In this essay I reveal contested common infrastructures in the interplay between vanishing public infrastructures in Venice and lack of care by governmental actors in a city with a shrinking number of inhabitants. I examine care and commodified public infrastructures in heritage cities facing mass tourism and climate change effects by zooming ...
Cornelia Dlabaja
wiley +1 more source
The experiment of Community involvement in a project planning within the historical context of Rome city [PDF]
The PhD student proposes a method of community involvement in the planning and in the regeneration of historical centers, in support of the city’s accessibility and people’s well-being.
Bozza, Francesca
core +1 more source
Minimum game plans : eco-design and low-tech fabrication in studios [PDF]
This paper looks at eco-design and low-tech fabrication in ...
Suau, Cristian
core +2 more sources
The Ambidextrous Work of Video Game Development
ABSTRACT How do video game developers balance the pursuit of creative freedom with the demands of market responsiveness? Based on 62 in‐depth qualitative interviews with Swedish game developers, this article advances a theory of individual ambidexterity in the creative digital industries.
Björn Wikhamn, Wajda Wikhamn
wiley +1 more source
Tehran Playable: Leveraging Synthetic Urbanism and Gamified Co-Creation for adaptive city planning
Tehran is grappling with a host of unique urbanization challenges that require innovative spatial planning practices that transcend conventional top-down spatial planning.
Ehsan Dorostkar
doaj +1 more source
Virtual World-Weariness: On Delaying the Experiential Erosion of Digital Environments [PDF]
A common understanding of the role of a game developer includes establishing (or at least partially establishing) what is interactively and perceptually available in (video)game environments: what elements and behaviors those worlds include and allow ...
Gualeni, Stefano
core
Balanced Civilization Map Generation based on Open Data [PDF]
This work investigates how to incorporate real-world data into game content so that the content is playable and enjoyable while not misrepresenting the data. We propose a method for generating balanced Civilization maps based on Open Data, describing how
Barros, Gabriella, Togelius, Julian
core +1 more source

