Results 21 to 30 of about 5,842 (174)

Playing the (International) Movie: Intermediality and the Appropriation of Symbolic Capital in Final Fight and the Beat ’em up Genre

open access: yesEludamos, 2018
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]

open access: yes, 2015
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]

open access: yes, 2015
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

THE CONTESTED CITY OF VENICE: Caring for Commodified Common Infrastructures in a Touristified Environment

open access: yesInternational Journal of Urban and Regional Research, EarlyView.
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]

open access: yes, 2018
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]

open access: yes, 2013
This paper looks at eco-design and low-tech fabrication in ...
Suau, Cristian
core   +2 more sources

The Ambidextrous Work of Video Game Development

open access: yesR&D Management, Volume 56, Issue 3, Page 519-529, June 2026.
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

open access: yesCity and Environment Interactions
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]

open access: yes, 2019
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]

open access: yes, 2015
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

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