Academic literature on the topic 'Adventure games'

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Journal articles on the topic "Adventure games"

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Greenberg, Raz. "The Animation of Gamers and the Gamers as Animators in Sierra On-Line’s Adventure Games." Animation 16, no. 1-2 (July 2021): 83–95. http://dx.doi.org/10.1177/17468477211025665.

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Produced throughout the 1980s using the company’s Adventure Game Interpreter engine, the digital adventure games created by American software publisher Sierra On-Line played an important and largely overlooked role in the development of animation as an integral part of the digital gaming experience. While the little historical and theoretical discussion of the company’s games of the era focuses on their genre, it ignores these games’ contribution to the relationship between the animated avatars and the gamers that control them – a relationship that, as argued in this article, in essence turns gamers into animators. If we consider Chris Pallant’s (2019) argument in ‘Video games and animation’ that animation is essential to the sense of immersion within a digital game, then the great freedom provided to the gamers in animating their avatars within Sierra On-Line’s adventure games paved the way to the same sense of immersion in digital. And, if we refer to Gonzalo Frasca’s (1999) divide of digital games to narrative-led or free-play (ludus versus paidea) in ‘Ludology meets narratology: Similitude and differences between (video) games and narrative’, then the company’s adventure games served as an important early example of balance between the two elements through the gamers’ ability to animate their avatars. Furthermore, Sierra On-Line’s adventure games have tapped into the traditional tension between the animator and the character it animated, as observed by Scott Bukatman in ‘The poetics of Slumberland: Animated spirits and the animated spirit (2012), when he challenged the traditional divide between animators, the characters they animate and the audience. All these contributions, as this articles aims to demonstrate, continue to influence the role of animation in digital games to this very day.
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Lessard, Jonathan. "AdventureBefore Adventure Games." Games and Culture 8, no. 3 (May 2013): 119–35. http://dx.doi.org/10.1177/1555412012473364.

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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (January 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
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Ju, Edward, and Christian Wagner. "Personal computer adventure games." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 28, no. 2 (April 1997): 78–92. http://dx.doi.org/10.1145/264701.264707.

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Kossuth, Karen C. "USING THE ADVENTURE FORMATS FOR CALI." CALICO Journal 3, no. 2 (January 14, 2013): 13–17. http://dx.doi.org/10.1558/cj.v3i2.13-17.

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Because adventure games can be highly interactive and so absorbing that users commonly spend hours in a session, they are well suited to CALI, as long as the level of language on the screen is low enough and as long as the parser can recognize naturally-formed commands. This article attributes the success of the adventure format to the Input Hypothesis and the Affective Filter Hypothesis and sets up criteria for instructional evaluation of foreign language adventures.
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Vodola, Paul. "Adventure Games, Permutations, and Spreadsheets." College Mathematics Journal 28, no. 4 (September 1997): 301. http://dx.doi.org/10.2307/2687156.

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Vodola, Paul. "Adventure Games, Permutations, and Spreadsheets." College Mathematics Journal 28, no. 4 (September 1997): 301–9. http://dx.doi.org/10.1080/07468342.1997.11973882.

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Mehm, Florian, Stefan Göbel, and Ralf Steinmetz. "An Authoring Tool for Educational Adventure Games." International Journal of Game-Based Learning 3, no. 1 (January 2013): 63–79. http://dx.doi.org/10.4018/ijgbl.2013010105.

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The genre of educational adventure games is a common and successful choice in game-based learning. The games combine captivating narratives that motivate players to continue playing with game mechanics that are conductive to learning: the gameplay is slow-paced, allowing players to learn at their own pace, and focused on puzzles that can be infused with educational content. While educational adventure games are well suited for learning in most settings, their creation is often challenging for non-technical experts. Furthermore, existing game editors do not account specifically for adaptive adventure games, which can maximize the learning effectiveness of the games by catering to the players’ needs. To address these two challenges, we present a game model for this genre and use this model to build an authoring tool that lowers the threshold for adventure game creation and supports adaptive educational games. The implementation of this concept was evaluated in several studies.
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Prasetyo, Muhammad Adhithyas, Chandra Gelar Pamungkas, and Gayuh Budi Luhur. "Game Design For an Environmental-themed 2D Adventure Mobile Game." International Journal of Research and Applied Technology 2, no. 2 (December 1, 2022): 49–57. http://dx.doi.org/10.34010/injuratech.v2i1.7950.

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Game is a game based on technology media, which is currently one of the entertainments today. The development of games has become a technology that can be felt, through computers to cellphones. One of the game media, namely mobile games, is an attraction for gamers (people who play games) now. Game makers are competing to make games interesting and useful for game lovers. The genres presented are also diverse, such as RPG, Open World, Horror, Puzzle, Sport, and others. At this time the design of the mobile game focuses on the slide type game, where the camera in the game moves right and left, and the illustrations presented are 2D. This game takes the topic of the environment, which through the game tries to invite players to preserve, learn, and understand about the environment, presented with the spices of RPG (Role Playing Game) games as well as a strong story presentation
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Prasetyo, Muhammad Adhithyas, Chandra Gelar Pamungkas, and Gayuh Budi Luhur. "Game Design For an Environmental-themed 2D Adventure Mobile Game." International Journal of Research and Applied Technology 2, no. 2 (December 1, 2022): 49–57. http://dx.doi.org/10.34010/injuratech.v2i2.7950.

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Game is a game based on technology media, which is currently one of the entertainments today. The development of games has become a technology that can be felt, through computers to cellphones. One of the game media, namely mobile games, is an attraction for gamers (people who play games) now. Game makers are competing to make games interesting and useful for game lovers. The genres presented are also diverse, such as RPG, Open World, Horror, Puzzle, Sport, and others. At this time the design of the mobile game focuses on the slide type game, where the camera in the game moves right and left, and the illustrations presented are 2D. This game takes the topic of the environment, which through the game tries to invite players to preserve, learn, and understand about the environment, presented with the spices of RPG (Role Playing Game) games as well as a strong story presentation
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Dissertations / Theses on the topic "Adventure games"

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Afram, Rabi. "Puzzle Design in Adventure Games." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1916.

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This thesis investigates the level of difficulty of puzzles in the adventure games and the implications thereof. The thesis contains an in-depth background, and a brief history about the genre. It brings up the main problem of the genre and looks into both the cause and effect that follows. To support this process, an analysis has been made of design documents and a survey was issued on the subject of adventure game puzzles.
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Fernandez, Vara Clara. "The tribulations of adventure games integrating story into simulation through performance/." Diss., Atlanta, Ga. : Georgia Institute of Technology, 2009. http://hdl.handle.net/1853/31756.

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Thesis (Ph.D)--Literature, Communication, and Culture, Georgia Institute of Technology, 2010.
Committee Chair: Murray, Janet H.; Committee Member: Bolter, Jay; Committee Member: Montfort, Nick; Committee Member: Nitsche, Michael; Committee Member: Pearce, Celia. Part of the SMARTech Electronic Thesis and Dissertation Collection.
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Jansson, Robin. "Silence in Adventure Games and Space." Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5033.

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As video games have evolved, the focus on impressive graphics and surround-sound has become increasingly prominent. Stepping away from their roots, video games have toned down the interaction and put the cinematic parts of the experience on the forefront. However, some games stand outside the norm, taking down the sound-level to a minimum, even going as far as removing text entirely. In my essay, I explore the functions of silence, specifically in two works: the computer game Machinarium, and 2001: A Space Odyssey, the film, along with the novel. By analyzing these works, I highlight how silence can have widely different effects on how the users experience the work. Employing different techniques, the authors manipulate the experience, using visuals as well as audio to increase the sense of immersion and connectedness to the characters on screen. In my essay, the close ties between video games and film is central, and it discusses how the former has been influenced by the latter. Comparing the use of silence to techniques found in literature, I discover surprisingly many similarities to the narrative techniques used there. My research shows that video games employing silence can, even while being influenced by more cinematic media, still retain its core essentials and provide an experience that encourages exploration and imagination of the individual user.
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Moser, Robert B. Computer Science &amp Engineering Faculty of Engineering UNSW. "A methodology for the design of educational computer adventure games." Awarded by:University of New South Wales. Computer Science and Engineering, 2000. http://handle.unsw.edu.au/1959.4/18613.

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This work undertakes a systematic study of various elements from differing fields which apply to the construction of computer-aided instructional systems. Drawing upon these works, the potential for instruction in computer adventure games is recognised, and previous work in the area analysed with respect to the theoretical findings. Based both on this theory and the germane advice of practicing game designers, a methodology for the design of educational computer adventure games is laid out in detail. The method described is then used to construct a sample game with basic programming skills as the pedagogical content, and this sample game is tested and the results examined. An informed approach to the design of computer-assisted instruction must begin with an understanding of how people acquire and store new information or skills. Cognitive psychology provides a number of conflicting models of the human information processing system, but these differing theories have a common basis which can be exploited in an attempt to make material more accessible. Instructional design describes a methodology for the analysis of pedagogical goals and demonstrates methods of learning support which can and should be incorporated into the new setting. In this field also is a judgement of different media, including computers, and their ability to provide the necessary elements of learning. By understanding the strengths and weaknesses of the medium the limits of what is possible within it can be catered to, and its failings augmented with supplemental materials. Both educational psychology and instructional design indicate benefits to learning from a correctly motivated learner, and the theory of engagement is therefore also scrutinised for elements helpful to the educational designer. The convergence of the knowledge gleaned from these various fields leads to one possible match to the desired criteria for computer-mediated instruction; the computerised fantasy adventure game. This being the case, other work in the field is examined for relevance, and it is found that a detailed methodology for the construction of such games does not exist. Existing material is combined with the aforementioned theoretical work and a survey of what is known about practical game design to create such a framework. It is proposed that through its use the systematic inclusion of educational content in an engaging environment will be facilitated. The hypothesis is examined, and an action research approach found to be called for. As such, the proposed methodology is used to create a sample game, and the process of its design used to inform the proposed methodology. The final form is described in detail, and the process of its application to the sample game elucidated. A prototype of the game is used with a number of test subjects to evaluate the game?s level of success at both engagement and the imparting of content material.
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Ekeroth, Christoffer. "A End-User Programming System For Creating Adventure Games." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-166549.

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In today’s always online, always connected world we consume more digital media than ever before. As part of this development, social media has blurred the line between producer and consumer, giving anyone with an Internet connection the opportunity to reach out to millions of users. While platforms such as Twitter, Facebook and Tumblr allow any- one to be the editor of their own news channel, some forms of expression are still out of reach for the everyday user. One such medium is com- puter games, which have always required—and still do—a high level of programming skill to create. As such, games is a channel that has traditionally been out of reach for the casual content creator. The goal of this thesis is to address this issue by making the cre- ation of text-based adventure game accessible to non-programmers, as part of an initiative from Paradox Interactive. More specifically, Para- dox Interactive had the goal of empowering their writing staff to create adventure games without requiring the assistance of programmers. Through interviews and workshops with writers and other stake- holders at Paradox Interactive a set of requirements were elicited, which were complemented by analyzing the works of Joe Dever, author of the influential Lone Wolf series of gamebooks. From these requirements a series of low-fidelity prototypes were developed, which were tested and iterated upon in collaboration with users of the system. After several iterations on the prototype a final design specification was developed, which was turned into a high-fidelity software prototype. Building upon the high-fidelity prototype, a working adventure game creation software was developed.
I dagens ständigt uppkopplade värld konsumerar vi digitala medier som aldrig tidigare. Som en del av den här utvecklingen har sociala me- dier löst upp gränsen mellan producent och konsument, vilket gjort det möjligt för vem som helst med en Internetuppkoppling att nå ut till miljontals andra användare. Medan plattformar som Twitter, Facebook och Tumblr har gjort det möjligt för vem som helst att bli redaktör för sin egen nyhetskanal finns det vissa uttrycksformer som fortfarande håller vanliga användare utestängda. Ett exempel är datorspel, vilka ställer stora krav på förkun- skaper inom programmering för att man ska kunna skapa dem. På grund av detta har skapandet av datorspel traditionellt sätt varit utom räckhåll för vardagsanvändaren. Målet med detta exjobb är att, på initiativ av företaget Paradox Interactive, råda bot på detta genom att göra skapandet av textbaserade äventyrspel tillgängligt för icke-programmerare. Mer specifikt har man  på Paradox Interactive velat skapa ett verktyg som skulle låta deras författare skapa äventyrsspel utan att behöva hjälp från programmerare. En kravspecifikation för verktyget togs fram genom intervjuer och workshops med författare och andra inblandade på Paradox Interactive, vilken kompletterades med en analys av Joe Devers Ensamma Vargen-böcker. Från kravspecifikationen togs sedan ett antal prototyper fram, vilka testades och utvecklades i samarbete med systemets användare. Efter ett flertal iterationer av prototoypen togs en slutgilitg speci- fikation fram, vilken låg till grund för en digital prototyp. Utifrån den digitala prototypen utvecklades sedan en slutgiltig version av mjukvaran.
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SOARES, MICHELE DOS SANTOS. "DESIGN OF 2D EDUCATIONAL GAMES OF ADVENTURE USING LUA." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2012. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=21809@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
O computador pode ser considerado um grande aliado no desenvolvimento cognitivo dos alunos, principalmente na medida que possibilita o desenvolvimento de um trabalho que se adapta a distintos ritmos de aprendizagem. No processo de ensinar matemática, por exemplo, um software educacional pode contribuir para a criação de um cenário que ofereça possibilidades para o aluno associar os conceitos matemáticos com as suas experiências cotidianas, sem perder aspectos lúdicos e motivação. Entretanto, um problema enfrentado por educadores na utilização de softwares educativos é a pouca flexibilidades dos sistemas disponíveis. Na maiorias dos jogos educativos disponíveis no mercado, pode-se apenas vivenciar conteúdos estáticos e estruturas rígidas. Um jogo educativo com conteúdos estáticos age em um conteúdo específico e, uma vez que o usuário aprende aqueles conteúdo, o jogo deixa de fornecer desafios ao jogado, perdendo toda a diversão. Numa tentativa de aliviar as consequências desses problema, essa dissertação apresenta um framework para o desenvolvimento de jogos educativos 2D no estilo aventura que facilita a definição de objetos e comportamentos por parte de educadores, a partir da integração de uma camada de scripts em linguagem Lua com um motor de jogos 2D.
The computer can be considered an ally the cognitive development of students, especially by enabling the development of a work that adapts itself to different learning rhytms. In the process of teching mathematics, for instance, educational software can contribute to create a scenario that offers opportunities for the students to associate mathematical concepts with his/her quotidian experiences, without losing losing funny aspects and motivation. Homewer, a problem faced by educators in the use of educational software is the limited flexibility of the avaliable sytems. In most of the educational games in the market, one can only experience static contents and rigid structures. An educational games with static contents acts within a specific context and once the use learns those contents the games fails to provide challenges to the player and loses all the fun. As an attempt to alliviate the consequences of those problems, this work presents a framework for the design of educational 2D games in the adventure style that facilities the definition of objects and behaviors by educators and artists, from the integration of a Lua script layer with a 2D game engine.
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Molley, Sean. "Ta Da! - The Text Adventure Design Assistant a Visual Tool for the Development of Adventure Games." TopSCHOLAR®, 1997. http://digitalcommons.wku.edu/theses/347.

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In this paper, I survey past and present tools available to text adventure game authors, and then describe a new product: the Text Adventure Design Assistant (TA DA!), a visual programming system for creating text adventure games. My system consists of two parts: an abstract framework which defines an archetypical game, and a user interface which allows for the construction of games in a visual manner by manipulating the elements of the abstract game to produce a concrete design. The two most popular contemporary programming languages for creating text adventure games, TADS and Inform, are compared and contrasted, and my abstract framework is adapted to both of these languages. The traditional pencil-and-paper design process used by adventure game authors is studied and its application to the development of TA DA! is described. Finally, the implications of TA DA! and similar advances in visual programming are discussed and I predict future trends in the design of both adventure games and other application domains based on this work.
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Buckles, Mary Ann. "Interactive fiction : the computer storygame adventure /." Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.

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Walter, Klaus. "Grenzen spielerischen Erzählens Spiel- und Erzählstrukturen in graphischen adventure games /." [S.l. : s.n.], 2001. http://deposit.ddb.de/cgi-bin/dokserv?idn=96412811X.

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Buschbaum, Felix. "Virtual heroes in interactive worlds analytical narrative in detective adventure games." Marburg Tectum-Verl, 2008. http://d-nb.info/989296415/04.

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Books on the topic "Adventure games"

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Catanese, P. W. Dragon games. New York: Aladdin, 2010.

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Catanese, P. W. Dragon games. New York: Aladdin, 2010.

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ill, Oswald Ash, ed. Mind games. New York: Feiwel and Friends, 2008.

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Computer adventure games secrets. Rocklin, CA: Prima Pub., 1994.

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Pokemon Gold/Silver: The Adventure Continues: Pathways to Adventure. Alameda, USA: Sybex, 2000.

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Jim, Grout, and Project Adventure Inc, eds. Back pocket adventure. Hamilton, MA: Project Adventure, Inc., 1998.

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Gross, Nigel. Lemmings adventure gamebook. London: Puffin, 1995.

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Skylanders, Spyro's adventure: Master Eon's official guide. New York: Grosset & Dunlap, 2012.

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The Quillan Games: Pendragon #7. New York: Simon & Schuster Books for Young Readers, 2006.

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Adventure gaming. New York: Crestwood House, 1992.

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Book chapters on the topic "Adventure games"

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Stemkoski, Lee. "Adventure Games." In Java Game Development with LibGDX, 271–96. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3324-5_12.

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Gascoigne, Serafim. "Adventure games." In Turtle Fun LOGO for the Spectrum 48K, 79–91. London: Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-08240-7_16.

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Johnson, Greg. "Adventure Outline." In Developing Creative Content for Games, 111–18. Boca Raton, FL : Taylor & Francis, 2019. | “A CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa plc”-- Title page.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-12.

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Mendels, Philip, and Joep Frens. "The Audio Adventurer: Design of a Portable Audio Adventure Game." In Fun and Games, 46–58. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-88322-7_5.

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Johnson, Greg. "Mapping Out Your Adventure." In Developing Creative Content for Games, 203–13. Boca Raton, FL : Taylor & Francis, 2019. | “A CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa plc”-- Title page.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-20.

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Wainman, Briony. "Choose Your Own Uni Adventure: An Orientation and Transition Game." In Serious Games, 250–54. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-45841-0_24.

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Bundren, Dawson, and Newton Lee. "Sonic Adventure 2, an Analysis." In Encyclopedia of Computer Graphics and Games, 1–2. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-08234-9_340-1.

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Chin, Robert. "Third-Person Shooter/Adventure Game Framework." In Beginning iOS 3D Unreal Games Development, 319–50. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4036-5_11.

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Johnson, Greg. "Turning Your Adventure into a Video Game." In Developing Creative Content for Games, 253–64. Boca Raton, FL : Taylor & Francis, 2019. | “A CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa plc”-- Title page.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9781315152554-25.

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Mehm, Florian, Stefan Göbel, and Ralf Steinmetz. "Authoring of Serious Adventure Games in StoryTec." In E-Learning and Games for Training, Education, Health and Sports, 144–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33466-5_16.

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Conference papers on the topic "Adventure games"

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Dormans, Joris. "Generating Emergent Physics for Action-Adventure Games." In the The third workshop. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2538528.2538535.

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Winters, Glenn Joseph, and Jichen Zhu. "Attention guiding principles in 3D adventure games." In ACM SIGGRAPH 2013 Posters. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503385.2503463.

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Xu, Yunqiu, Ling Chen, Meng Fang, Yang Wang, and Chengqi Zhang. "Deep Reinforcement Learning with Transformers for Text Adventure Games." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231622.

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Sarinho, Victor Travassos. "GEnEbook: A Game Engine to Provide Electronic Gamebooks for Adventure Games." In 2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2021. http://dx.doi.org/10.1109/sbgames54170.2021.00017.

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Fernández-Vara, Clara, and Alec Thomson. "Procedural Generation of Narrative Puzzles in Adventure Games." In the The third workshop. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2538528.2538538.

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"A New Multiplayer Environment for Creating Adventure Games." In International conference on Intelligent Systems, Data Mining and Information Technology. International Institute of Engineers, 2014. http://dx.doi.org/10.15242/iie.e0414081.

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Sommeregger, Paul, and Gudrun Kellner. "Brief Guidelines for Educational Adventure Games Creation (EAGC)." In 2012 IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012). IEEE, 2012. http://dx.doi.org/10.1109/digitel.2012.32.

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Pinho, Francisco, Rui Nobrega, and Rui Rodrigues. "Immersive Adventure Games Development using 360-degree video." In 2021 International Conference on Graphics and Interaction (ICGI). IEEE, 2021. http://dx.doi.org/10.1109/icgi54032.2021.9655280.

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Rajalingam, Vivan Raaj, and Spyridon Samothrakis. "Neuroevolution Strategies for Word Embedding Adaptation in Text Adventure Games." In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8847952.

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Jäger, Adrian, and Aristotelis Hadjakos. "Navigation in an Audio-only First Person Adventure Game." In The 23rd International Conference on Auditory Display. Arlington, Virginia: The International Community for Auditory Display, 2017. http://dx.doi.org/10.21785/icad2017.033.

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Abstract:
Navigation in audio-only first person adventure games is challenging since the user has to rely exclusively on his or her sense of hearing to localize game objects and navigate in the virtual world. In this paper we report on observations that we made during the iterative design process for such a game and the results of the final evaluation. In particular we argue to provide a sufficient number of unique sound sources since players do not use a mental map of the virtual place for navigating but instead move from sound source to sound source in a more linear fashion.
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Reports on the topic "Adventure games"

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Ismailova, L. Yu, S. V. Kosikov, V. S. Zaytsev, and I. O. Sleptsov. educational computer game THE ADVENTURES OF THE GUSARIK" OR THE BASIS OF THE THEORY OF THE STATE AND LAW (version 1.0). SIB-Expertise, July 2022. http://dx.doi.org/10.12731/er0577.04072022.

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Abstract:
TRAINING GAME IS DESIGNED TO OBTAIN NEW AND TEST EXISTING KNOWLEDGE IN THE FIELD OF ONE OF THE MOST IMPORTANT LEGAL DISCIPLINES - THEORY OF STATE AND LAW. GAME ALLOWS TO TEST ITS FORCES IN INTERACTIVE MODE IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS USING NUMEROUS COMMENTS AND CHECK THE RESULTS OF THEIR ASSIMILATION. GAME CHARACTER'S CLUES AND FACIAL EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND ALLOW YOU TO INDEPENDENTLY WORK ON TOPICS THAT CAUSED DIFFICULTIES IN THE CONTROL MODE. GAME CONTENT COMPLIES WITH THE PROGRAM OF THE STATE STANDARD IN THE SPECIALTY "LAW." THE MAIN GOAL OF THE GAME IS TO HELP IN HIGHLIGHTING THEORETICAL LEGAL STRUCTURES IN PRACTICAL SITUATIONS, TO DEVELOP THE SKILLS OF LEGAL ANALYSIS OF THE TEXT OF LEGAL NORMS AND LAW ENFORCEMENT DOCUMENTS, AND THEREBY TO INCREASE THE EFFECTIVENESS OF THE APPLICATION OF LAW.IN ADDITION, THE EDucational GAME WILL INTRODUCE PROFESSIONAL LEGAL TERMINOLOGY IN THIS FIELD. THE GAME "THEORY OF STATE AND LAW" CAN BE USEFUL FOR STUDENTS OF LAW UNIVERSITIES AND FACULTIES, PRACTICING LAWYERS AND EVERYONE WISHING TO IMPROVE THEIR QUALIFICATIONS IN THE FIELD OF LAW. CERTAIN SECTIONS OF THE GAME WILL BE USEFUL FOR TRAINING IN THE UNIVERSITY IN LEGAL SPECIALTIES.
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