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Video Games, Design, and Aesthetic Experience
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
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Comparative Research of Chinese and American Game Mechanism Design [PDF]
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
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Design recommendations for active games
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
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Representation of mental illness in video games beyond stigmatization
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
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Designing Brutal Multiplayer Video Games [PDF]
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
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Semi-automatic construction of video game design prototypes with MaruGen
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
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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
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Healthy Gaming – Video Game Design to promote Health [PDF]
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
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Joyful Adventures and Frightening Places–Designing Emotion-Inducing Virtual Environments
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
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The Design Process of Educational Video Games in Cultural Heritage
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
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