Results 11 to 20 of about 2,159 (183)
M1 a-tDCS does not acutely enhance motor skill acquisition of a dexterous, timing-based videogame task in adults. [PDF]
Abstract Motor skill acquisition involves plastic changes across distributed neural networks, and anodal transcranial direct current stimulation (a‐tDCS) applied over primary motor cortex (M1) is often used to modulate excitability and potentially enhance learning.
Blake BO +5 more
europepmc +2 more sources
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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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
doaj +1 more source
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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Analyzing autostereoscopic environment configurations for the design of videogames [PDF]
Stereoscopic devices are becoming more popular every day. The 3D visualization that these displays ofer is being used by videogame designers to enhance the user’s game experience. Autostereoscopic monitors ofer the possibility of obtaining this 3D visualization without the need for extra device.
José Martínez Sotoca +3 more
openaire +2 more sources
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
doaj +1 more source
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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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
doaj +1 more source
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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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
openaire +1 more source

