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1

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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2

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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3

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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6

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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7

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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8

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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9

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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11

Hausknecht, Matthew, Prithviraj Ammanabrolu, Marc-Alexandre Côté, and Xingdi Yuan. "Interactive Fiction Games: A Colossal Adventure." Proceedings of the AAAI Conference on Artificial Intelligence 34, no. 05 (April 3, 2020): 7903–10. http://dx.doi.org/10.1609/aaai.v34i05.6297.

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A hallmark of human intelligence is the ability to understand and communicate with language. Interactive Fiction games are fully text-based simulation environments where a player issues text commands to effect change in the environment and progress through the story. We argue that IF games are an excellent testbed for studying language-based autonomous agents. In particular, IF games combine challenges of combinatorial action spaces, language understanding, and commonsense reasoning. To facilitate rapid development of language-based agents, we introduce Jericho, a learning environment for man-made IF games and conduct a comprehensive study of text-agents across a rich set of games, highlighting directions in which agents can improve.
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12

Gotca, Rodica. "The textual adventure game as a form of ergodic literature." Akademos, no. 3(62) (December 2022): 111–20. http://dx.doi.org/10.52673/18570461.22.3-66.13.

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In this article we present the textual adventure game as a form of digital ergodic literature, outlining a series of definitions for it and analyzing, from the perspective of the study of literature, the structure of texts in different types of games. We present the adventure text games of programmers W. Crowter and D. Woods, as an innovative form of hypermedia capable of providing subjective experiences, as do traditional narrative structures called literature. The studies of E. Aarseth, K. Veale, O. Laas, etc., analyze the structural patterns of adventure text games and present them stratified (in 4 levels) or systematized (core and shells), emphasizing the literary character of this ergodic form. The games analyzed in this article, DOOM, Quake, ARGs, harmoniously combine playfulness and literature. Is outlined the idea that the study of the adventure text game is possible according to the grids applied to literary texts, to which an adaptation is necessary according to its ergodic character.
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Hidasari, Fitriana Puspa, and Hari Amirullah Rachman. "PENGEMBANGAN MODEL PERMAINAN ADVENTURE UNTUK MENINGKATKAN KINESTETIK ANAK USIA DINI." Jurnal Pedagogi Olahraga dan Kesehatan 1, no. 2 (June 16, 2015): 75–85. http://dx.doi.org/10.21831/jpok.v1i2.56.

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Penelitian ini bertujuan untuk menghasilkan model permainan adventure untuk meningkatkan kinestetik anak usia dini. Dalam penelitian pengembangan ini, langkah-langkah yang harus ditempuh meliputi: (1) studi pendahuluan, (2) perencanaan, (3) mengembangkan produk awal, (4) ujicoba awal, (5) revisi untuk menyusun produk utama, (6) uji coba lapangan utama, (7) revisi untuk menyusun produk operasional, (8) uji coba produk operasional, (9) revisi produk final, dan (10) diseminasi dan implementasi produk. Hasil akhir dari penelitian ini adalah sebuah produk berupa model permainan adventure untuk meningkatkan kemampuan kinestetik anak usia dini. Model permainan adventure untuk meningkatkan kemampuan kinestetik anak usia dini dikemas kedalam sebuah buku manual dan didampingi dengan Digital Versatile Disc (DVD). Pada akhir tahap penelitian dapat ditarik kesimpulan bahwa model permainan adventure untuk meningkatkan kemampuan kinestetik anak usia dini sangat baik dan efektif. Sehingga model permainan layak digunakan.Kata Kunci: Pengembangan, model, adventure, kinestetik, anak usia dini (4-6 Tahun) THE DEVELOPMENT OF A MODEL OF ADVENTURE GAME TO IMPROVE CHILDREN’S KINESTETIC IN EARLY AGEAbstractThis study aims to produce a model of Adventure games to improve children’s kinestetic in early age. In this developmental research, the steps that must be followedare: (1) Introduction study, (2) Planning, (3) Improving the first pruduct, (4) The first trial, (5) Revision for arranging the main product, (6) The trial of the main field, (7) Revisionof oprational product, (8) The trial of operational product, (9) Revision of final product, and (10) The dissemination and the implementation of product. The final result of this research a product like adventure games model to improve kinestetic ability children in early age. Adventure games model to improve kinestetic ability of children in early age is cased up in a manual book and accompanied with Digital Versatile disc (DVD). In the last step of the research, it can be concluded that adventure games model to improve kinestetic ability of early age childeren has very good and effective, so that ready tu use.Keywords: Improvement, model, adventure, kinestetic, earlyage childeren (4-6 years old)
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14

Groppo, Pedro. "Narrative ludology: intermediality in adventure games." Em Tese 18, no. 3 (December 31, 2012): 96. http://dx.doi.org/10.17851/1982-0739.18.3.96-108.

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<p>This paper proposes to discuss how adventure games, a subgenre of video games, have become a new medium that manages to combine elements from literature, comics, and movies in order to present highly complex interactive narratives of their own. The phenomenon of intermediality within this plurimedial medium is discussed using Irina Rajewsky’s definitions of medial transposition, media combination and intermedial reference.</p>
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15

Baltra, Armando. "Language Learning through Computer Adventure Games." Simulation & Gaming 21, no. 4 (December 1990): 445–52. http://dx.doi.org/10.1177/104687819002100408.

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16

Taylor, Macey. "Simulations and Adventure Games in CALL." Simulation & Gaming 21, no. 4 (December 1990): 461–66. http://dx.doi.org/10.1177/104687819002100411.

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17

Maarif, Vadlya, Hidayat M. Nur, and Fitrian Chandrayoga. "Game Edukasi Hafalan Surat Pendek Al-Qur’an The Adventure Of Ali." Indonesian Journal on Software Engineering (IJSE) 6, no. 1 (June 8, 2020): 105–15. http://dx.doi.org/10.31294/ijse.v6i1.8059.

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Abstract: Games at this time become a very popular thing, even early childhood have played games using an Android smartphone. But children tend to play games excessively, that causing concerns for parent about the negative effects of games that affect their children. Therefore the game "The Adventure of Ali" was created which is a game with an educative concept and is a game as a learning media or educational game. Education itself is very broad in scope, ranging from formal and non-formal education. Memorizing short Al-Qur'an surah is an education that is classified as non-formal, which is non-formal education sometimes tends to be excluded from formal education. So from that the game is made for memorizing short Al-Qur'an surah media, in the form of puzzles in the game. “The Adventure of Ali“ is an educational game for memorizing short Al-Qur'an surah that is packaged in adventure and puzzle games that will make children learn without realizing he is learning.Keywords: Games Education, Adventure, Puzzles, Memorizing Short Al-Qur'an Surah, Children, ParentsAbstrak: Game pada saat ini menjadi hal yang sangat popular, bahkan anak-anak usia dini-pun sudah bermain game menggunakan telepon pintar Android. Tapi anak-anak cenderung bermain game dengan berlebihan sehingga menimbulkan kekhawatiran bagi orang tua terhadap efek negatif dari game yang berdampak pada anaknya. Oleh sebab itu dibuatlah game “The Adventure of Ali” yang merupakan game dengan konsep edukatif dan merupakan game sebagai media pembelajaran atau game edukasi. Edukasi sendiri sangatlah luas cakupannya, mulai dari edukasi formal dan non-formal. Menghafal surat pendek Al-Qur’an merupakan suatu edukasi yang tergolong non-formal, yang dimana edukasi non-formal terkadang cenderung tersisih dibandung edukasi formal. Maka dari itu game dibuat untuk media hafalan surat pendek Al-Qur’an berupa puzzle yang ada dalam game. “The Adventure of Ali” merupakan game edukasi hafalan surat pendek Al-Qur’an yang dikemas dalam game petualangan dan puzzle yang akan membuat anak belajar tanpa menyadari dirinya sedang belajar.Kata kunci: Game Edukasi, Petualangan, Puzzle, Hafalan Surat Pendek Al-Qur’an, Anak-Anak, Orang Tua
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Klaehn, Jeffery. "‘I love this, I wish I could make this’: Talking digital adventure games with Mark Yohalem." Journal of Fandom Studies 9, no. 2 (June 1, 2021): 177–89. http://dx.doi.org/10.1386/jfs_00040_7.

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A conversation with attorney and game developer Mark Yohalem about his passion for point-and-click adventure games, and how his experiences as a player and fan inspired him to pursue game writing, to co-found Wormwood Studios (with artist Victor Pflug and programmer James Spanos) and, in 2010, to develop Primordia, a classical point-and-click adventure game that has sold roughly a quarter-million copies. Additional topics discussed include the potential of digital games to encourage empathy and connection; gaming fan communities; suitability of games for storytelling; gaming journalism, reviews and analysis; and games and creative work in relation to connection, participation and engagement.
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Saito, Kumiko. "From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games." Arts 10, no. 3 (June 25, 2021): 42. http://dx.doi.org/10.3390/arts10030042.

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Video games are powerful narrative media that continue to evolve. Romance games in Japan, which began as text-based adventure games and are today known as bishōjo games and otome games, form a powerful textual corpus for literary and media studies. They adopt conventional literary narrative strategies and explore new narrative forms formulated by an interface with computer-generated texts and audiovisual fetishism, thereby challenging the assumptions about the modern textual values of storytelling. The article first examines differences between visual novels that feature female characters for a male audience and romance adventure games that feature male characters for a female audience. Through the comparison, the article investigates how notions of romantic love and relationship have transformed from the modern identity politics based on freedom and the autonomous self to the decentered model of mediation and interaction in the contemporary era.
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Tkach, John R. "Bytes for Brights Adventure Games that Teach." Gifted Child Today Magazine 9, no. 6 (November 1986): 50–52. http://dx.doi.org/10.1177/107621758600900617.

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Lickhardt, Maren. "Game Logic in the TV Series The Walking Dead: On Transmedial Plot Structures and Character Layouts." Open Cultural Studies 1, no. 1 (December 20, 2017): 359–68. http://dx.doi.org/10.1515/culture-2017-0033.

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Abstract This paper discusses plot structures and characters of the The Walking Dead TV series which can be traced back to the influence of computer games and gameplay. It shall prove that the series’ narration as a transmedial phenomenon is characterised by ludic logic, although interactive aspects are omitted due to the intermedial change from games to a TV series. The characters’ twin layout as both civilised and archaic, the permanent necessity to make live-or-death decisions, as well as the struggle for survival, simulate aspects of adventure games in particular. The long duration of the series and its repetitive structure rely on PC gamers’ habits.
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Carroll, James L., and Paul M. Carolin. "Relationship between Game Playing and Personality." Psychological Reports 64, no. 3 (June 1989): 705–6. http://dx.doi.org/10.2466/pr0.1989.64.3.705.

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The relationship between personality variables and involvement in adventure games (such as Dungeons and Dragons) has been equivocal with both negative and positive correlates being reported. 75 college students were evaluated with the 16 PF. No differences were found between heavy and light involvement gamers; both groups' scores were similar to the 16 PF standardization population.
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Vignesh, Thillai, Renukadevi Mahadevan, and Sandeep Padantaya Harish. "Adherence to Kinect Adventure Games in Individuals with Parkinson’s Disease – An Experimental Study from Mysore, India." Journal of Evolution of Medical and Dental Sciences 10, no. 33 (August 16, 2021): 2754–60. http://dx.doi.org/10.14260/jemds/2021/562.

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BACKGROUND Individuals with Parkinson’s disease (PD) experience reduced balance ability and are prone to fall. As the disease advances with age, the traditional forms of physiotherapy are prone to fail in long-term exercise intervention as patients lose interest in performing the exercises. The use of virtual reality game technology consists of tasks in virtual environments that combine physical and cognitive demands in a fun and motivating manner which leads to adherence in a long-term exercise intervention. The objectives of the study were to know the adherence of Kinect adventure games in individuals with PD by attendance percentage of prescribed sessions and analyse the impact of balance after the games in them. METHODS An experimental study with pre-post design in which 11 individuals were selected, with a mean age of 67.8 years. Home-based balance exercises were given three days a week up to 6 weeks (18 sessions). Kinect adventure games were implemented for another six weeks. Adherence was measured by attendance percentage in terms of the frequency of sessions completed. The secondary outcome measure was to assess balance. Participants were evaluated before intervention and post-intervention using BESTest. Descriptive statistics were used to compare the BESTest scores of pre and post-intervention. RESULTS The adherence percentage of Kinect adventure game therapy was 38 %. The adherence percentage of home-based balance exercises was only 9 %. The best scores improved in home-based balance exercise compared to Kinect adventure game therapy. CONCLUSIONS The participants with Parkinson’s disease did not adhere to Kinect adventure game therapy. For the attended sessions the balance improved for home-based balance exercise compared to Kinect game therapy. KEY WORDS Exercise Barrier, Adherence, Balance Training, Virtual Reality, Video Games
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Nosachev, Pavel G. "GAME OCCULTURE: WESTERN ESOTERICISM AND ADVENTURE COMPUTER GAMES." Study of Religion, no. 2 (2018): 131–39. http://dx.doi.org/10.22250/2072-8662.2018.2.131-139.

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The article discusses the possible perspectives of interdisciplinary research, standing on the border of the study of culture and religion. The author proposes to illustrate the specificity of such interdisciplinary character on the example of manifestation of Western esotericism in adventure computer games of the 90s. In the first part of the article main occulture myths are identified with the help of methodological frame of the part is C. Partridge’s theory of occulture. The author comes to the conclusion that the occulture makes the plot of games commercially successful. In the second part of the article the author refers to the theory of circulation of cultural product, developed by the Birmingham school of culture studies, in order to understand how from a research point of view, it is possible to use the knowledge of the deep occult influence on the industry of adventure games. The article discusses in detail the three phases of circulation: production, consumption and identity. The author concludes that occult plots and elements of computer games are secondary in relation to movies and literature, but this secondary character also provides them with the commercial success determined by recognition and justification of expectations of players.
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Maier, Veit, and Alexandra Budke. "Developing Geographical Narratives: Pupils Create Digital Text Adventures with Twine." European Journal of Investigation in Health, Psychology and Education 10, no. 4 (December 3, 2020): 1106–31. http://dx.doi.org/10.3390/ejihpe10040078.

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Applying geographical knowledge in new contexts is a creative and difficult task for school pupils. However, creating text adventures with the open-source tool Twine may be one way to apply geographic knowledge, but there is currently no research that confirms this. We attempted to determine how pupils in small groups constructed text adventures in geography lessons, focused on the topic “Tourism in Myanmar: threat or opportunity”. We recorded the construction processes of 14 pupils audibly, organized into six teams, and analyzed their games. We found that the different text adventure construction activities between the groups had minimal differences. The groups predominantly asked questions and expressed ideas that used meta-conversation for organization and used agreements. These and other text adventure construction activities can help to specify a model of collaborative creativity. In addition, successful groups wrote geographical narratives with adverbs to emphasize the psychological proximity, rhetorical questions and feelings in their stories, and used more words than the others. The results suggest a focus of future research should be on developing a model for integrating geographical narrative skills into geography lessons and intensifying research about collaborative creativity.
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Hernández-Pérez, Manuel. "Jane Jensen: Gabriel Knight, adventure games, hidden objects." Journal of Gender Studies 28, no. 4 (March 21, 2019): 492–94. http://dx.doi.org/10.1080/09589236.2019.1594111.

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Cha, Myung-Hee. "A Study on the Analytical Method of Digital Games – Focusing on Adventure Games." Journal of Digital Art Engineering and Multimedia 4, no. 1 (June 30, 2017): 69–84. http://dx.doi.org/10.29056/idaem.2017.06.07.

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Russell, Glenn. "Implications of Context-Based Software Development for Education." Australian Journal of Education 38, no. 2 (August 1994): 157–73. http://dx.doi.org/10.1177/000494419403800206.

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Criteria for the selection of a computer adventure game were established following an investigation into students' use of computer adventure games in a secondary school. The development of one piece of educational software, based on these criteria, is described. The importance of improving educators' abilities to select appropriate software by the identification of appropriate criteria in a context-based evaluation is stressed in a time of devolution and fiscal restraint.
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Qaffas, Alaa A. "An Operational Study of Video Games’ Genres." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 15 (September 11, 2020): 175. http://dx.doi.org/10.3991/ijim.v14i15.16691.

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This paper presents a study of the most successful games during the last 34 last years (1986 – 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, shooter, platform, puzzle, strategy, hack and slash/beat 'em up, real time strategy, turn-based strategy, point-and-click, indie, racing, sport, fighting, arcade and simulator). These genres are then compares to show which genres are more attractive for players. As a result, we observed that 6 genres among the 16 represent the most ranked games (adventure, RPG, shooter, platform, puzzle, and strategy). They represent 0.83 of the successful games. This allowed us to recommend to combining the others genres with the 6 selected genres. Also, we analyzed the evolution of the 16 games genres during the last 34 years. We observed that some genres have a great success until the past decades, but they haven’t a success in this decade. Game designers and researchers in the field of games may rethink about how to add attractive elements in the genres non-successful in this decade. Also, we observed that some genres like the indie games haven’t a great success in the past decades, but they have an important increased success in this decade. This may encourage the decision makers and the game designer to invest on these genres.
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Minovic, Miroslav, Velimir Štavljanin, Miloš Milovanovic, and Dušan Starcevic. "Adventure Game Learning Platform." International Journal of Knowledge Society Research 1, no. 1 (January 2010): 12–21. http://dx.doi.org/10.4018/jksr.2010010102.

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Educational games display great potential as an active form of knowledge transfer. This research field is young, but some patterns in educational game development can be recognized. In this paper, the authors present a new approach to educational game development that overcomes some downsides of more traditional systems. The paper provides the opportunity to create an educational adventure game by using specialized software tool as well as integrating knowledge in that specific game instance. As a result of that process, game definition is created as a form of XML document. On the other side, a web-based interpreter is used to present the adventure game to user in runtime. XML format provides us with platform independency. By use of this tool, the educator gains the ability to create an educational game without programming knowledge, and to reuse some previously created knowledge.
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Irianto, Bagus Tegar Dwi, Septi Andryana, and Aris Gunaryati. "Penerapan Algoritma A-Star Dalam Mencari Jalur Tercepat dan Pergerakan NonPlayer Character Pada Game Petualangan Labirin Tech-Edu." JURNAL MEDIA INFORMATIKA BUDIDARMA 5, no. 3 (July 31, 2021): 953. http://dx.doi.org/10.30865/mib.v5i3.3094.

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Games are a means of entertainment that are in electronic media such as smartphones that are made as attractive as possible so that players get inner satisfaction. The development of the game industry is growing quite fast from mobile to desktop. There are many categories of games such as action, strategy, sports, shooter, adventure and simulation. Adventure games are one category of games where players are trained to think in order to complete the game. There are many things that need to be considered, such as visuals on maps or interactions with NPCs (NonPlayer Character), by utilizing technology now learning can be delivered through a game. The characteristics of entertaining games and interesting visual activities will make learning more attractive. Making games will of course use algorithms as features or systems in game making. The a-star algorithm is one that is widely used in making maze games. The a-star algorithm can be applied to the help of the fastest path or movement of the NPC. The purpose of the research is to make a maze educational game using the a-star algorithm as the fastest path search and NPC movement. The test results on games on seven devices got the results that they were successfully run, in CPU usage on mobile devices a minimum of 7% and a maximum of 57%. CPU usage on desktop devices is a minimum of 2% and a maximum of 33%.
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Millamena, Kian, Alvin Kwan, and Nicolei Panlilio. "University Students’ Video Gaming - Reasons, Preferences, and Behavioural Effects." European Conference on Games Based Learning 16, no. 1 (September 29, 2022): 732–41. http://dx.doi.org/10.34190/ecgbl.16.1.856.

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Research on players’ reasons for video gaming, their video game preferences, and the behavioural effects of video gaming on the players tends to study those issues separately. This study attempts to explore all those issues collectively with the aim of facilitating game designers to develop appealing educational games for university students without inflicting negative behavioural impacts on the students. Relevant data from 100 undergraduates were collected from an online survey. Cluster analysis of the eight major reasons for playing video games resulted in grouping the respondents into five clusters. The cluster that rated peer effect as the major reason for playing is male-dominated whereas the cluster that rated family influence as the major reason is female-dominated. A similar analysis of the respondents’ video game genre preferences reveals that the cluster favouring fighting and battle games is male-dominated, whereas the cluster favouring family entertainment games is female-dominated. Both genders enjoy playing challenging adventure-strategy games. Most respondents perceived that their cognitive functioning had improved through video gaming, but no conclusion can be drawn as to whether video gaming can improve their social and psychological functioning. Except for poor sleeping habits, most respondents had not experienced any significant negative effects from playing video games. No statistical evidence supports that playing violent video games would induce aggressive behaviours. As games that involve a high demand for players’ motor skills may not be a good choice for educational games and violent games may induce poor sleep quality, it is concluded that challenging adventure games and strategy games are suitable educational game genres for undergraduate students.
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Hammes, Ryan. "Orienteering with Adventure Education: New Games for the 21stCentury." Strategies 20, no. 5 (May 2007): 7–13. http://dx.doi.org/10.1080/08924562.2007.10590733.

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34

Veugen, Connie. "Here be Dragons: Voorgeschiedenis en ontstaan van adventure games." TMG Journal for Media History 7, no. 2 (December 17, 2014): 77. http://dx.doi.org/10.18146/tmg.200.

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Nadhif, Muhammad Husnun. "The impact of the walking dead video game on students' reading comprehension on narrative text." Journal of Research on English and Language Learning (J-REaLL) 2, no. 2 (July 9, 2021): 125. http://dx.doi.org/10.33474/j-reall.v2i2.11324.

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With the development of technology every time, the development of media for learning is also overgrowing. Many new media are popping up especially digital-based media, ranging from images, audio, and video. All of that media has been widely used by teachers to get students excited about what they will learn in class. However, the longer these media feel boring for students, the teachers also have to twist their brains to find new media, one of which is video games. Several studies have looked into the influence of adventure video games on learning English; however, few studies have looked into the effect of adventure games on learning English. This study aimed to see how video games affected students' reading comprehension of narrative text. The study consisted of 50 students from SMA Negeri 1 Kebomas Gresik in tenth grade. X-IPS 1 and X-IPS 2 were the class examples. The impact of video games can be reflected in the multiple-choice scores of students. The author used a quantitative procedure and quasi-experimental design as the analysis methodology with a purposive sampling approach. A multiple-choice test was used as the testing tool. The findings in this study explain that video games do not significantly impact students but only increase the motivation of students to learn and entertain students only
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Galván-Pérez, Laura, Tania Ouariachi, M. ª. Pozo-Llorente, and José Gutiérrez-Pérez. "Outstanding Videogames on Water: A Quality Assessment Review Based on Evidence of Narrative, Gameplay and Educational Criteria." Water 10, no. 10 (October 9, 2018): 1404. http://dx.doi.org/10.3390/w10101404.

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Videogames have become educational, communicative and social tools among the young, favouring the acquisition of skills, abilities and values, encompassing an endless number of themes, and helping them to experience and to face, in the first person, a great diversity of environmental situations and ecology problems. Thus, the present article aims: (a) to evaluate a sample of 20 educational videogames about water, making use of some empirical criteria of quality; and (b) to design, validate and apply an integrated quality indicator of educational videogames on water, based on the aspects of narrative, gameplay and education, which allows us to obtain a ranking. The findings reflect a ranking of games allowing us to suggest that the nature of the game (simulation, adventures, platforms or questions) does not determine the quality of the game, although generally simulations and adventure games are placed in a range of medium- or high-quality, as well as those games that pursue objectives related to the design and management of a territory in a sustainable way. The paper provides teachers with quality criteria based on narrative and gameplay that complement and enrich the pedagogical dimension.
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Habibulloh, Mohammad, and Agus Sifaunajah. "IMPLEMENTATION OF FOUR BASIC PHYSICAL LAWS IN THE ADVENTURE GAME "ESCAPE LAND"." JARES (Journal of Academic Research and Sciences) 4, no. 1 (March 31, 2019): 43–54. http://dx.doi.org/10.35457/jares.v4i1.689.

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There is no doubt that games are a big part of the technology that is experiencing rapid development. Many people think that games are only entertainment in their spare time, but during the development of technology, games are also included in the category of learning media. Games are often used as simulation media in large companies and developing companies, not only on a company scale but in education they can also use games as an alternative media for limited learning facilities, as well as tools and materials owned by these educational institutions. In this study, the author will try to make a game that functions not only as an entertainment medium but also as learning for all people, especially students in the field of science to improve skills in the field of physics. The game that the author wants to make, elements in the game are not fixated by learning like in class in general, but the author provides a challenge in the game in the form of exciting adventures so that the game players consciously or unconsciously can learn the physics of the science-packed in the game.
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Poirier-Poulin, Samuel. "Adventure Games: Playing the Outsider, Aaron A. Reed, John T. Murray and Anastasia Salter (2020)." Journal of Gaming & Virtual Worlds 14, no. 3 (October 1, 2022): 340–44. http://dx.doi.org/10.1386/jgvw_00067_5.

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Winarni, Dyah Setyanigrum, Janatun Naimah, and Yeni Widiyawati. "PENGEMBANGAN GAME EDUKASI SCIENCE ADVENTURE UNTUK MENINGKATKAN KETERAMPILANPEMECAHAN MASALAH SISWA." Jurnal Pendidikan Sains Indonesia 7, no. 2 (June 16, 2020): 91–100. http://dx.doi.org/10.24815/jpsi.v7i2.14462.

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Games edukasi menciptakan suasana menyenangkan dalam pembelajaran IPA. Penelitian ini bertujuan untuk mengembangkan game Science Adventure untuk meningkatkan keterampilan pemecahan masalah. Penelitian ini menggunakan metode Research and Development (RD) yang mengadaptasi model 4D-Thiagarajan yakni Define, Design, and Develop. Subjek penelitian ini yaitu siswa kelas VII D SMP N 13 Semarang (N=32). Teknik analisis data yang digunakan yaitu kuantitatif-deskriptif, berupa rerata skor validasi. Hasil penelitian menunjukan tingkat kelayakan game science adventure yang telah dikembangkan sebesar 92,5% pada aspek materi; dan 95,25% pada aspek media sedangkan berdasarkan tes keterampilan memecahkan masalah, didapatkan ketuntasan klasikal 100% (sangat baik) dengan rata-rata nilai siswa 82,8. Hal ini menunjukkan bahwa media game science adventure layak dan dapat meningkatkan keterampilan pemecahan masalah.
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Muliyati, D., N. Wahdaniyah, and F. Bakri. "Development of Educational Adventure Game on Fluid Physics Material." Journal of Physics: Conference Series 2019, no. 1 (October 1, 2021): 012062. http://dx.doi.org/10.1088/1742-6596/2019/1/012062.

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Abstract An educational game is a form of technological progress that can be implemented in the field of education. This article describes the results of research on the development of educational games that can be used as an alternative mentoring for students. The method used in this research is the Research and Development (R&D) method with the ADDIE approach, which includes five stages, namely Analysis, Design, Development, Implementation, and Evaluation. An HTML5-based educational game has been created using Articulate Storyline 3. This educational game contains a person’s journey with the background of applying static and dynamic fluids and has several levels containing fluid for the next round. Material experts and media experts have validated the educational games produced. Experts provide a comprehensive opinion on all aspects assessed.
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Jo, Min-Sun, and Eun-Hye Chung. "An Analysis on Posthuman Features of Open-World Adventure Games." Journal of Korea Game Society 19, no. 2 (April 30, 2019): 83–94. http://dx.doi.org/10.7583/jkgs.2019.19.2.83.

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Vilmi, Ruth, and Lauri Malmi. "Learning english by creating, writing and playing WWW adventure games." Educational Technology Research and Development 44, no. 3 (September 1996): 109–18. http://dx.doi.org/10.1007/bf02300432.

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43

Johnson, Paul. "Playtesting tabletop roleplaying with first and second year Korean EFL university students." Ludic Language Pedagogy 3 (May 14, 2021): 83–92. http://dx.doi.org/10.55853/llp_v3pg7.

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How can EFL students, who rarely get the chance to use their L2 outside of the classroom, prepare for the unpredictable environment that is real-life language use? Dice, of course! Use tabletop roleplaying games to take your students on an adventure. #tabletoproleplaying
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Booth, Paul. "Board, game, and media." Convergence: The International Journal of Research into New Media Technologies 22, no. 6 (July 8, 2016): 647–60. http://dx.doi.org/10.1177/1354856514561828.

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Interactive media board games reflect a changing media culture. Converging media text and technology with game play mechanics and rules, these board games exist as a hybrid form of game and media. In this article, I examine interactive paratextual board games – games based on media products that utilize other forms of media to produce random or immersive experiences. While previous discussions of media franchising investigates game paratexts through industrial and economic shifts, I explicate aesthetic, ludic, and textual concerns of cult franchises through an analysis of three interactive board games, namely, Isaac Asimov’s Robot VCR Mystery Game, the Star Trek: The Next Generation Interactive VCR Board Game, and the Indiana Jones DVD Adventure Game. Ultimately, I argue that these interactive paratextual board games manifest, reflect, and augment early convergence culture characteristics, revealing that interactive board games exemplify contemporary new media characteristics.
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Marin, Nadja. "Huni kuin: Yube Baitana - An anthropological game adventure." Multimodality & Society 1, no. 4 (November 16, 2021): 474–81. http://dx.doi.org/10.1177/26349795211062087.

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The article presents the development process of the video game Huni Kuin: Yube Baitana (The ways of the boa constrictor) created by a group of Brazilian anthropologists with a Huni Kuin indigenous community from Acre, Brazil. Understood from a perspective in which video games must be taken seriously, a reflection is made on how the game Huni Kuin: Yube Baitana is inserted in the discussions and productions arising from multimodal anthropology.
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Linek, Stephanie B., Birgit Marte, and Dietrich Albert. "Background Music in Educational Games." International Journal of Game-Based Learning 1, no. 3 (July 2011): 53–64. http://dx.doi.org/10.4018/ijgbl.2011070104.

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Most game-designers likely stick to the assumption that background music is a design feature for fostering fun and game play. From a psychological point of view, these (intuitive) aspects act upon the intrinsic motivation and the flow experience of players. However, from a pure cognitive perspective on instructional design, background music could also be considered to be redundant information, which distracts from learning. The presented study investigated the influence of background music (present vs. not present) within an educational adventure game on motivational (intrinsic motivation, experienced flow) and cognitive variables (cognitive load, learning success). The results suggest a high motivational potential of background music. However, neither positive nor negative effects on learning were detected. Thus, background music can be considered as a motivating design element of educational games without negative side-effects on learning.
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Veugen, Connie, and Felipe Quérette. "Thinking out of the box (and back in the plane). Concepts of space and spatial representation in two classic adventure games." Eludamos: Journal for Computer Game Culture 2, no. 2 (September 21, 2008): 215–39. http://dx.doi.org/10.7557/23.5983.

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In this article we examine location, space and spatial representation in two classic adventure games belonging to the same game series: Gabriel Knight Sins of the Fathers, a one screen at a time point-and-click adventure and Gabriel Knight Blood of the Sacred Blood of the Damned, a 3D game. Our aim was to see if the changes in the audiovisual representation of the gamespace in the 3D game would affect gameplay or whether gameplay and representation are independent entities, as some researches have proposed. What we found was that location and space are experienced differently in the 3D game. Furthermore we found that players of the game series had to learn a new visual grammar to bring the 3D game to a successful end. We will therefore propose that gameplay and the representation of gamespace are linked; perhaps even to such an extent that some types of games benefit from a particular audiovisual representation.
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Andriyat Krisdiawan, Rio, and Darsanto. "PENERAPAN MODEL PENGEMBANGAN GAMEGDLC (GAME DEVELOPMENT LIFE CYCLE )DALAM MEMBANGUN GAME PLATFORM BERBASIS MOBILE." TEKNOKOM 2, no. 1 (March 27, 2019): 31–40. http://dx.doi.org/10.31943/teknokom.v2i1.33.

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Permainan atau yang sering disebut games merupakan salah satu aktivitas yang sering dilakukan olehkebanyakan orang dalam mencari hiburan dan kesenangan. Perkembangan games dari masa kemasa semakinberagam jenis dan aktivitasnya. Mulai dari games tradisonal yang dilakukan secara konvensional sampaidengan games yang dilakukan dengan teknologi.Dilihat dari perkembangan teknologi, games bukan lagisebagai aktivitas yang sulit untuk dimainkan, games dapat dimainkan dimana saja melalui perangkatteknologi apapun.Perkembangan games selain dari teknologi, juga sangat berkembang dari segi jenis/genredari games itu sendiri, yang menyesuaikan dengan kebutuhan pengguna/player. Berbagai genre game punmuncul, seperti genre action, adventure, RPG, simulasi, strategi dan lainnya.Pada penelitian kali ini penelitiberfokus kepada subgenre games action yaitu platform games. Beberapa platform games yang terkenal yaituMario bros, Jumping Flash, Donkey Kong. Games yang ringan tetapi memiliki unsur kesenangan danmenantang bagi yang memainkannya. Peneliti merasa tertarik dalam meneliti bagaimana membangun sebuahgame platform dengan teknik pengembangan game GDLC (Game Development Life Cycle), dengan modelperancangan game menggunakan model UML(Unifield Modeling Language). Game yang akandikembangkan yaitu game platform yang merupakan subgenre dari genre actiongames yang dapat dijalankanpada perangkat mobile phone berbasis android.
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Gozali, Gunawan Putra. "Motion Detection Implementation on a Game Using Raspberry Pi." SISFORMA 3, no. 2 (February 14, 2017): 58. http://dx.doi.org/10.24167/sisforma.v3i2.856.

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Along with the development of advanced gaming technology, we can play the game with so many tools or platforms such as console games, PC games, mobile games and handheld games. The disadvantage of those games is the difficulty to connect additional sensors to the PC computer. Large power requirements will also be a constraint. Besides, the size of the PC could be a weakness that makes it difficult to carry and play anytime. Raspberry is a small computer that can be added with motion detection sensors. By using the raspberry, the researchers managed to create a game "Crows Adventure" that uses motion detection sensor as the controller. Some of the sensors used in the game is UDS Sensor ( Ultrasonic Sensor disctance ) and touch sensors are applied to smarthphone to control the game. This allows the use of sensors in making more varied games by using raspberry devices.
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Rizki, Iqbal Ainur, Hanandita Veda Saphira, Yusril Alfarizy, Aulia Dwi Saputri, Riski Ramadani, and Nadi Suprapto. "Adventuring Physics: Integration of Adventure Game and Augmented Reality Based on Android in Physics Learning." International Journal of Interactive Mobile Technologies (iJIM) 17, no. 01 (January 10, 2023): 4–21. http://dx.doi.org/10.3991/ijim.v17i01.35211.

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One of the difficulties in physics learning is the low motivation to learn because physics materials are considered complex, boring, and abstract for students. Therefore, this research developed an Augmented Reality (AR)-integrated game application "Adventuring Physics" based on android that can create more fun physics learning and provide concept visualization on abstract materials so that they become easier for students to understand. This study aims to develop a valid and practical application of Adventuring Physics games on physics learning. This research uses Research and Development (R&D) design to develop the application. This application has two main features: 'play games' and 'augmented reality'. Furthermore, the game's concept in this application is adapted to the physics materials. Meanwhile, the AR feature in this application can create visualizations in the form of 3D image projections of the material. The results of the validity assessment show that this application is declared valid, feasible, and reliable. In addition, the results of the practicality assessment show that this application is very practical. Thus, the app is worth applying in physics learning. This research has implications as an application of Adventuring Physics that can motivate students to learn physics, apply digital technology in education, and apply it to physics learning.
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