Showing 461 - 480 results of 881 for search '"game design"', query time: 0.14s Refine Results
  1. 461

    Psychological state monitoring via web gaming by Zhang, Wei

    Published 2024
    “…Moreover, the paper introduces the game design and development. Finally, it concludes with suggestions for future work.…”
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    Final Year Project (FYP)
  2. 462

    Stepping out of the magic circle : regulation of play/life boundary in MMORPG-mediated intimacy. by Huynh, Kim Phong., Lim, Si Wei.

    Published 2010
    “…The study holds implications for game design and romantic relationship development among the youth.…”
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    Final Year Project (FYP)
  3. 463

    Gamification: potentials and challenges in teaching and learning in science by Sanmugam, Mageswaran, Aris, Baharuddin, Mohammed, Hasnah, Mohd. Zaid, Norasykin, Abdullah, Zaleha

    Published 2014
    “…s lives. By using the game design elements in non-game contexts, gamification is created. …”
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    Conference or Workshop Item
  4. 464

    Study of artificial intelligence into checkers game using HTML and Javascript by Idzham, K. K., Khalishah, M. W. N., Steven, Y. W., Aminuddin, M. S. M. F., Syawani, H. N., Mohd. Zain, Azlan, Yusoff, Y.

    Published 2020
    “…In this paper, we described the game design for the game Checkers, which is developed by using an AI heuristic approach using HTML and JavaScript. …”
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    Conference or Workshop Item
  5. 465

    Gamification in e-library services by Adedokun, Folashade Oyinlola, Ahmad, Norasnita, Miskon, Suraya

    Published 2021
    “…Gamification refers to "the use of a pedagogical system developed within the game design but implemented within a non-game context" (Johnson, Adams,, Cummins, & Estrada, 2014). …”
    Article
  6. 466

    Increasing Transparency for Consumers Showing Probabilities of Virtual Items in Loot Boxes in Digital Games by Philipp Christian Lohse

    Published 2023-01-01
    “…There are yet adequate studies that explore consumer preferences concerning game design. This applies especially for the field of consumer preferences concerning the showing of probabilities of virtual items inside loot boxes. …”
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    Article
  7. 467

    Analysis and Use of the Emotional Context with Wearable Devices for Games and Intelligent Assistants by Grzegorz J. Nalepa, Krzysztof Kutt, Barbara Giżycka, Paweł Jemioło, Szymon Bobek

    Published 2019-05-01
    “…We present our original proposal of a conceptual design framework for games, called the affective game design patterns. As a proof-of-concept realization of this approach, we discuss some original game prototypes, which we have developed, involving emotion-based control and adaptation. …”
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    Article
  8. 468
  9. 469

    An Overview of Digital Games Research and Practice for Learning: A Need to have (L)MOOC for DGBL(L) (Research Article) by Farahman Farrokhi, Aylar Fallah Vazirabad

    Published 2021-06-01
    “…Unlike some traditional scientific approaches that focuses only on individual systems separately as a dipped in fashion approach, digital game requires a platform for understanding game genres, games’ use and various kind of games in order to define game design characteristics, theories of learning in digital era and to expand the characteristics and patterns of CALL application combined with linguametric perspective for digital games. …”
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    Article
  10. 470

    Does Scientific Evaluation Matter? Improving Digital Simulation Games by Design-Based Research by Sven Ivens, Monika Oberle

    Published 2020-09-01
    “…After each evaluation, major problems and critiques regarding the simulation game were discussed with the developers, and changes were implemented in the game design. The four most important problems, the processes by which they were improved and the reactions of the participants in the following evaluations are pointed out in the article. …”
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    Article
  11. 471

    Non-Playable Character (NPC) based on Behaviour Tree for Enhanced Immersive Experience in the Serious Game "Warik's Adventure" by Tandicha Marchelputra Siswoko, Hanny Haryanto, Khafiizh Hastuti, Ristia Kadiasti

    Published 2023-12-01
    “…This research contributes to the enhancement of serious game design by focusing on NPC behavior and immersive experiences, ultimately fostering more effective and engaging learning environments.…”
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    Article
  12. 472

    Examination of the Hexad User Types and their Relationships with Gender, Game Mode, and Gamification Experience in the Context of Open and Distance Learning by Dilek Şenocak, Köksal Büyük, Aras Bozkurt

    Published 2021-12-01
    “… Gamification, which is defined as the use of game design elements in non-game contexts, is put forward as a solution to low motivation and is suggested for the creation of a sustainable learning ecology in open and distance learning (ODL). …”
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    Article
  13. 473

    Gamification in psychological assessment in South Africa: A narrative review by Yaseerah Akoodie

    Published 2020-09-01
    “…Gamification is defined as the implementation of game design elements in real-world contexts for non-gaming purposes. …”
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    Article
  14. 474

    Digital Historicism: Archival Footage, Digital Interface, and Historiographic Effects in Call of Duty: World at War by Jaimie Rachel Baron

    Published 2010-11-01
    “…Indeed, I suggest that Call of Duty, while at the cutting edge of game design, imports and reinforces a conservative and even reactionary historiographic model into the emergent genre of digital history. …”
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    Article
  15. 475

    Gaming disorder: A summary of its characteristics and aetiology by Orsolya Király, Patrik Koncz, Mark D. Griffiths, Zsolt Demetrovics

    Published 2023-04-01
    “…Among gaming-related factors, we discuss online vs. offline videogames, the role of game genres, structural characteristics, game design elements, as well as some important monetization techniques. …”
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    Article
  16. 476

    GAMIFICATION AS A MEANS OF IMPROVING THE EFFICIENCY OF THE LEARNING PROCESS IN SECONDARY EDUCATION by Oksana Salata, Oleksandr Trukhan

    Published 2023-10-01
    “…The article presents the essence and advantages of gamification and its implementation in the educational process; the use of game design elements by teachers in the educational environment. …”
    Article
  17. 477
  18. 478

    Powerful elderly characters in video games: Flemeth of Dragon Age by Elisabeta Toma

    Published 2015-12-01
    “…In this article we turn our attention to a powerful elderly feminine character in an AAA game designed for entertainment without a serious mission, namely Flemeth from Dragon Age. …”
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    Article
  19. 479
  20. 480

    Pilot Study and Gamification Analysis of a Theory-based Exergame by Kaile Kubota, Elina Säteri, Tapani N. Joelsson, Tuomas Mäkilä, Sanna Salanterä, Anni Pakarinen

    Published 2022-09-01
    “…The exergame showcased theoretical strength, achieved using diverse gamification elements but its overall game design and usability can be further improved. The study concludes that health-related components of the purpose of intervention must be incorporated in parallel with the engaging design of the game, taking into utmost consideration the theories, evidence as well as the needs and perceptions of its target users. …”
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    Article