Results 1 to 10 of about 35,024 (207)

Video Games, Design, and Aesthetic Experience

open access: yesRivista di Estetica, 2016
This paper places video games within the area of what I call “designed experiences”. Designed experiences are experiences – in the real world or via media – that are designed to elicit specific effects or affects. In previous work I have investigated how
James Paul Gee
doaj   +3 more sources

Comparative Research of Chinese and American Game Mechanism Design [PDF]

open access: yesSHS Web of Conferences, 2023
The video game industry is one of the most influential entertainment industries, which has been generating high revenue and developing rapidly in recent years. However, in recent years, social problems caused by video games have emerged in China.
Zhao Qingchuan, Wen Xiaojing
doaj   +1 more source

Design recommendations for active games

open access: yesFrontiers in Digital Health, 2022
Active gaming is a form of video gaming that requires full body motion or varying degrees of physical activity to play a game. While active gaming has regained momentum, the design and specific components of active games that make them engaging are ...
Pamela N. Martinez
doaj   +1 more source

Representation of mental illness in video games beyond stigmatization

open access: yesFrontiers in Human Dynamics, 2023
The representation of mental illness is part of many video games; however, it is often accompanied by stigmatization of and discrimination against those who are affected.
Ruth Kasdorf, Ruth Kasdorf
doaj   +1 more source

Designing Brutal Multiplayer Video Games [PDF]

open access: yesProceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Non-digital forms of play that allow players to direct brute force directly upon each other, such as martial arts, boxing and full contact team sports, are very popular. However, inter-player brutality has largely been unexplored as a feature of digital gaming.
Marshall, Joe   +2 more
openaire   +3 more sources

Semi-automatic construction of video game design prototypes with MaruGen

open access: yesRevista Facultad de Ingeniería Universidad de Antioquia, 2021
Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer
Italo Felipe Capasso-Ballesteros   +1 more
doaj   +1 more source

Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update

open access: yesComputers, 2020
The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the ...
Grégoire Cattan   +2 more
doaj   +1 more source

Healthy Gaming – Video Game Design to promote Health [PDF]

open access: yesApplied Clinical Informatics, 2011
Summary Background: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game.
E, Brox   +2 more
openaire   +2 more sources

Joyful Adventures and Frightening Places–Designing Emotion-Inducing Virtual Environments

open access: yesFrontiers in Virtual Reality, 2022
Virtual environments (VEs) can evoke and support emotions, as experienced when playing emotionally arousing games. We theoretically approach the design of fear and joy evoking VEs based on a literature review of empirical studies on virtual and real ...
Sophia C. Steinhaeusser   +4 more
doaj   +1 more source

The Design Process of Educational Video Games in Cultural Heritage

open access: yesDigital Presentation and Preservation of Cultural and Scientific Heritage, 2023
This paper presents a summary model of the design process of educational video games for CH . The model is based on the use of the Classification of Educational Video Games for Cultural Heritage (CH) and the Design Recommendations included in it ...
Yavor Dankov
doaj   +1 more source

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