Results 11 to 20 of about 2,163 (182)
Design of a Videogame to Explore Morality [PDF]
A number of video games involve moral narratives or require the player to make moral decisions and research from psychologists has helped to understand the effects video game content can have on how individuals behave. Recent research has started to examine the role of morality in video games: however, there are many inconsistencies in the findings. We
Sarah Hodge +3 more
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Figures of the avatar: semi-autonomous agents, presence effects and interpellation in videogames
In this article, we analyse the strategies that allow non-player characters to create the illusion that they are autonomous agents in the service of complex videogame worlds.
Renée Bourassa, Fabien Richert
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Using frustration in the design of adaptive videogames [PDF]
In efforts to attract a wider audience, videogames are beginning to incorporate adaptive gameplay mechanics. Unlike the more traditional videogame, adaptive games can cater the gaming experience to the individual user and not just a particular group of users as with the former. Affective videogames, games that respond to the user's emotional state, may
Kiel Mark Gilleade, Alan J. Dix
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LEARNING WITH A NEWBORN BEE – DESIGN AND DEVELOPMENT OF A VIDEOGAME
In Europe, there are several challenges for beekeeping, such as low level of professionalism and the general public unfamiliarity with bees. Given the importance of beekeeping for rural development and of bees themselves for the preservation of biodiversity and the sustainability of the planet, knowledge promotion about bees and beekeeping is of utmost
Alves, Valter +8 more
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Encouragement in videogame interactions
This paper explores how participants encourage each other in videogame interactions in private settings. It aims to contribute to a better understanding of encouragement as multimodal practice in videogame interaction.
Heike Baldauf-Quilliatre +1 more
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Playability in Action Videogames: A Qualitative Design Model [PDF]
n the 1990s the videogame industry has managed to become the fastest growing segment of \ud the entertainment industry in America. However, only a very low number of videogame products \ud manage to cover the costs of production and generate earnings.
Carlo Fabricatore +2 more
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The ANGELINA Videogame Design System—Part II [PDF]
Automatically generating content for videogames has long been a staple of game development and the focus of much successful research. Such forays into content generation usually concern themselves with producing a specific game component, such as a level design.
Cook, M, Colton, S, Gow, J
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Story beats in videogames as value-driven choice-based unit operations
We present a framework of story beats, defined as microunits of dramatic action, as a tool for the ludonarrative analysis of videogames. First, we explain the Goal - Action - Reaction - Outcome model of the story beat.
Michał Mochocki, Raine Koskimaa
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When stating that “history is whatever historian do”, Antoine Prost looks at history as a “social practice (…) situated in time and space”, entertained by individuals “that present themselves as historians and are acknowledged as such”.
Julien A. Bazile
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User-Centred BCI Videogame Design [PDF]
This chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players).
Loup-Escande, Emilie +3 more
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