Academic literature on the topic 'Adventure games'
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Journal articles on the topic "Adventure games"
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.
Full textLessard, Jonathan. "AdventureBefore Adventure Games." Games and Culture 8, no. 3 (May 2013): 119–35. http://dx.doi.org/10.1177/1555412012473364.
Full textCosta, 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.
Full textJu, 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.
Full textKossuth, 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.
Full textVodola, Paul. "Adventure Games, Permutations, and Spreadsheets." College Mathematics Journal 28, no. 4 (September 1997): 301. http://dx.doi.org/10.2307/2687156.
Full textVodola, 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.
Full textMehm, 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.
Full textPrasetyo, 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.
Full textPrasetyo, 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.
Full textDissertations / Theses on the topic "Adventure games"
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.
Full textFernandez, 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.
Full textCommittee 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.
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.
Full textMoser, Robert B. Computer Science & 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.
Full textEkeroth, 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.
Full textI 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.
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.
Full textCOORDENAÇÃO 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.
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.
Full textBuckles, 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.
Full textWalter, 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.
Full textBuschbaum, Felix. "Virtual heroes in interactive worlds analytical narrative in detective adventure games." Marburg Tectum-Verl, 2008. http://d-nb.info/989296415/04.
Full textBooks on the topic "Adventure games"
Pokemon Gold/Silver: The Adventure Continues: Pathways to Adventure. Alameda, USA: Sybex, 2000.
Find full textJim, Grout, and Project Adventure Inc, eds. Back pocket adventure. Hamilton, MA: Project Adventure, Inc., 1998.
Find full textSkylanders, Spyro's adventure: Master Eon's official guide. New York: Grosset & Dunlap, 2012.
Find full textThe Quillan Games: Pendragon #7. New York: Simon & Schuster Books for Young Readers, 2006.
Find full textBook chapters on the topic "Adventure games"
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.
Full textGascoigne, 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.
Full textJohnson, 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.
Full textMendels, 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.
Full textJohnson, 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.
Full textWainman, 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.
Full textBundren, 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.
Full textChin, 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.
Full textJohnson, 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.
Full textMehm, 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.
Full textConference papers on the topic "Adventure games"
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.
Full textWinters, 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.
Full textXu, 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.
Full textSarinho, 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.
Full textFernández-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.
Full text"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.
Full textSommeregger, 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.
Full textPinho, 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.
Full textRajalingam, 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.
Full textJäger, 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.
Full textReports on the topic "Adventure games"
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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