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Journal articles on the topic 'Art game'

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1

Gintere, Ieva. "ART SPACE: AN EXPERIMENTAL DIGITAL ART GAME." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 20, 2020): 649. http://dx.doi.org/10.17770/sie2020vol5.4817.

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The article examines the discourse concerning modern game theory and suggests a new method of research and knowledge transfer in the field of digital art game creation. The method is embodied in the new game Art Space that utilizes current research results in the field of contemporary aesthetics. Art Space is an experimental digital game that is being created in collaboration between researcher, Dr.art. Ieva Gintere (Vidzeme University of Applied Sciences, Latvia) and the game artist, Mag.art. Kristaps Biters (Liepāja University, Latvia) within the framework of a post-doctoral project. The con
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Hoekema, Jim. "Art game." Interactions 24, no. 3 (2017): 26–35. http://dx.doi.org/10.1145/3064812.

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Gintere, Ieva. "A NEW DIGITAL ART GAME: THE ART OF THE FUTURE." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 4 (May 21, 2019): 346. http://dx.doi.org/10.17770/sie2019vol4.3674.

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The task of this study is to create an innovative digital art game of contemporary aesthetics on the basis of research. Research implies the analysis of digital art games and the historical background of their aesthetics, as well as their classification following the stylistic trends. Digital games have a great potential to integrate people into fields that would otherwise not meet their interest. The new game would develop the creative skills of players and teach them the current trends in digital art. The game would project the inheritance of art from the age of modernism into the digital wo
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Nguyen, C. Thi. "Games and the Art of Agency." Philosophical Review 128, no. 4 (2019): 423–62. http://dx.doi.org/10.1215/00318108-7697863.

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Games may seem like a waste of time, where we struggle under artificial rules for arbitrary goals. The author suggests that the rules and goals of games are not arbitrary at all. They are a way of specifying particular modes of agency. This is what make games a distinctive art form. Game designers designate goals and abilities for the player; they shape the agential skeleton which the player will inhabit during the game. Game designers work in the medium of agency. Game-playing, then, illuminates a distinctive human capacity. We can take on ends temporarily for the sake of the experience of pu
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Vitytė, Birutė. "Possibilities of the Application of Digital Games in the Implementation of the Curriculum of Arts Subject." Pedagogika 123, no. 3 (2016): 120–38. http://dx.doi.org/10.15823/p.2016.37.

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Digital games that involve entertainment, relaxation and technology are very attractive to modern students, while the traditional learning/teaching methods are inefficient and unattractive to them due to the change in learning habits. Surveys testify the successful incorporation of digital games into the curricula of Nature, Mathematics, Foreign Languages and other subjects and allow assuming that they might also be incorporated into the curriculum of the subject of Arts; therefore, this article investigates and reveals the possibilities of the application of digital games in the implementatio
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Szymański, Michał. "Computer Games in Art History. Traditional architecture and painting presented in virtual reality." E-methodology 5, no. 5 (2019): 84–99. http://dx.doi.org/10.15503/emet.v5i5.449.

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Aim. The aim of the research is to show the applications of art reception in computer games. Moreover it is important to show the game as a visual object worth to analysis for art historian, because of complex structure and relations with traditional artistic media like architecture and painting. Many disciplines, like ludology, narratology and culture study research computer games, but we can see a large lack in the state of research in visual aspects of games, which should be supplemented.
 Methods. The subject of study are five games belonging to different game genres. The first, Assas
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Durusoy, Murat. "In-Game Photography: Creating New Realities through Video Game Photography." Membrana Journal of Photography, Vol. 3, no. 1 (2018): 42–47. http://dx.doi.org/10.47659/m4.042.art.

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Computers and photography has had a long and complicated relationship throughout the years. As image processing and manipulating capabilities advanced on the computer front, photography re-birthed itself with digital cameras and digital imaging techniques. Development of interconnected social sharing networks like Instagram and Twitter feeds the photographers’/users’ thirst to show off their momentaneous “been there/seen that – capture the moment/share the moment” instincts. One other unlikely front emerged as an image processing power of the consumer electronics improved is “video game worlds
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Hananto, Brian Alvin, and Jennifer Audiah. "ANALISA VISUAL DARI ELEMEN PERMAINAN KARTU ‘THE ART OF BATIK’." Jurnal Bahasa Rupa 2, no. 2 (2019): 136–45. http://dx.doi.org/10.31598/bahasarupa.v2i2.367.

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Card games have become a common object that is used not only for playing but also to inform and teach several things through its gameplay. ‘The Art of Batik’ was a card game designed by Adhit WP, illustrated by M. Bahroen and published by Hompimpa! Games. The card game wanted to teach its players about a simplified process and steps of producing Batik with its gameplay. Unfortunately, the game is considered hard to understand and it fails to inform the intended messages to its players. The author tries to study more about the issue and the game’s element and rules, the author also examines the
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Novikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 1 (2018): 54–63. http://dx.doi.org/10.17816/vgik10154-63.

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Abstract: According to recent research, video games are recognized as a new kind of art in the 21st century. Is it possible to distinguish the concepts of "entertainment" and "art" when dealing with this phenomenon? The purpose of this article is to analyze the significance of the game in contemporary society, to characterize the dominant features of "personal management" of a work of art, and to consider the influence of game aesthetics on the language of up-to-date cinema. The digital age, new technologies, computer modeling, and virtual aesthetics modernized the classical thesis of "life as
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Novikov, Vasily N. "Aesthetics of Interactivity: Between Game and Film. To Watch or to Play?" Journal of Flm Arts and Film Studies 10, no. 2 (2018): 50–60. http://dx.doi.org/10.17816/vgik10250-60.

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According to recent research, video games are recognized as a new kind of art of the 21st century. Is it possible to distinguish the concepts of entertainment and art when dealing with this phenomenon? The purpose of this article is to analyze the significance of the game in contemporary society, to characterize the dominant features of personal management of a work of art, and to consider the influence of game aesthetics on the language of up-to-date cinema. The digital age, new technologies, computer modeling and virtual aesthetics modernized the classical thesis of the life as a game into a
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11

Sung, Jung Hwan, and Huibeom Yu. "Abusive Game Design Pattern as a Game Art Form." Advanced Science Letters 22, no. 11 (2016): 3537–40. http://dx.doi.org/10.1166/asl.2016.7913.

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Aditya, Christian. "The Development Of Visual Aspects In Video Games Over The Years." ULTIMART Jurnal Komunikasi Visual 7, no. 2 (2016): 18–22. http://dx.doi.org/10.31937/ultimart.v7i2.385.

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This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such
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Rowe, M. W. "The Definition of ‘Game’." Philosophy 67, no. 262 (1992): 467–79. http://dx.doi.org/10.1017/s0031819100040663.

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Besides its intrinsic interest, the definition of ‘game’ is important for three reasons. Firstly, in Wittgenstein's Philosophical Investigations ‘game’ is the paradigm family resemblance concept. If he is wrong in thinking that ‘game’ cannot be defined, then the persuasive force of his argument against definition generally will be considerably weakened. This, in its turn, will have important consequences for our understanding of concepts and philosophical method. Secondly, Wittgenstein's later writings are full of analogies drawn from games—chess alone is mentioned scores of times—and a proper
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García Martínez, Alba. "Games as an Art Medium: Critical Art Game Exhibitions in the Twenty-first Century." International Journal of New Media, Technology and the Arts 15, no. 1 (2020): 21–39. http://dx.doi.org/10.18848/2326-9987/cgp/v15i01/21-39.

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Simamora, Lita Martauli, and Mesran Mesran. "Aplikasi Game Flatfrom Art Lewat Construct 2 Dengan Menggunakan Metode Quadtree." JURIKOM (Jurnal Riset Komputer) 7, no. 2 (2020): 269. http://dx.doi.org/10.30865/jurikom.v7i2.2103.

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The use of media as a learning tool is appropriate and interesting in the introduction of traffic signs to increase knowledge. Traffic game application is a media that is run on an android smartphone as a means to recognize and learn the types of traffic signs. The research method in designing a traffic sign game is Quad-Tree which collision collision / collision of two different objects in the game area by dividing the arena of the same size game if there are two or more objects in the same area so divide the area again into four equal sized parts until no objects are in the same area. Provid
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Davis, Jessica Hoffmann. "Unsung heroes: Reconceptualizing a video game as a work of art." Visual Inquiry 10, no. 1 (2021): 141–47. http://dx.doi.org/10.1386/vi_00030_1.

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A veteran arts educator’s entrance into the heretofore unknown world of video games, from encountering the community of players to daring a first-hand experience playing Red Dead Redemption 2. Buoyed by her desire to see her actor son’s performance in the game, the author plays to the end and emerges with an understanding of the game as a work of art.
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Rizali, Muhammad, Zainal Warhat, and Edwar Zebua. "PENGARUH ELEMEN-ELEMEN DESAIN KOMUNIKASI VISUAL (DKV) BOX ART GAME TERHADAP STORY LINE BERDASARKAN PERSEPSI GAMERS PADA VIDEO GAME POPULER DI INDONESIA." Gorga : Jurnal Seni Rupa 8, no. 2 (2019): 295. http://dx.doi.org/10.24114/gr.v8i2.14700.

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AbstrakTujuan penelitian ini adalah untuk mengetahui pengaruh parsial dan simultan elemen gambar, elemen huruf, dan elemen warna DKV desain Box Art Game pada story line video game. Jenis penelitian ini adalah survey eksplanasi. Instrumen dalam penelitian ini menggunakan kuesioner dengan jumlah sampel sebanyak 151 responden gamer yang diperoleh secara on line melalui media sosial face book. Teknik pengambilan sampel menggunakan acak sederhana dengan cara mengupload kuesioner ke jaringan grup media sosial gamer face book. Teknik analisis data yang digunakan dalam penelitian ini adalah analisis r
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18

Apperley, Thomas H. "The body of the gamer: game art and gestural excess." Digital Creativity 24, no. 2 (2013): 145–56. http://dx.doi.org/10.1080/14626268.2013.808967.

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19

Gee, James Paul. "Why Game Studies Now? Video Games: A New Art Form." Games and Culture 1, no. 1 (2006): 58–61. http://dx.doi.org/10.1177/1555412005281788.

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20

이혜영 and LEEWONHYONG. "The Digital game art considerative to flow element of game." Journal of Korea Design Knowledge ll, no. 26 (2013): 231–38. http://dx.doi.org/10.17246/jkdk.2013..26.022.

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21

Portocarrero, Maria Luísa. "Dance as art and therapeutic game." Revista Filosófica de Coimbra 27, no. 53 (2018): 49–64. http://dx.doi.org/10.14195/0872-0851_53_2.

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22

Hawk Polk, Dyani White. "The Long Game." Arts 9, no. 2 (2020): 67. http://dx.doi.org/10.3390/arts9020067.

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We are pleased and honored to include the keynote address delivered by award-winning Sičáŋǧu Lakota artist, Dyani White Hawk Polk at the Native American Art Studies Association Conference (NAASA) on 2 October 2019. The NAASA is the leading professional and scholarly organization supporting and promoting the study and exchange of ideas related to Indigenous arts in the United States and Canada. At the organization’s biennial conference in Minneapolis, Minnesota, and while standing on Dakota traditional lands, Dyani White Hawk Polk delivered her important address, “The Long Game.” In it, she mov
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Hartono, Meilani, Andri Guna Santoso, Crisantus Lebu Raya, Budi Yulianto, and Suwarno Suwarno. "Audio Visual Media Components in Educational Game for Elementary Students." ComTech: Computer, Mathematics and Engineering Applications 7, no. 4 (2016): 255. http://dx.doi.org/10.21512/comtech.v7i4.2515.

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The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC) that consists of requirement, design, development, testing, and implementation phase. Data collection methods
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24

Wood, Kelli, and David S. Carter. "Art and technology: archiving video games for humanities research in university libraries." Art Libraries Journal 43, no. 4 (2018): 185–95. http://dx.doi.org/10.1017/alj.2018.29.

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AbstractOver the past half-century video games have become a significant part of our cultural environment, in part, by leading advances in both technology and artistic innovation. In recent years librarians and researchers have recognized these games as cultural objects that require collection and curation. Developing and maintaining collections of this fast moving and somewhat ephemeral media, however, poses challenges due to constantly advancing technology and a corresponding lack of consistent terminology. This article addresses the literature and critical issues surrounding collections of
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Kinkley, Jonathan. "Art Thief: An Educational Computer Game Model for Art Historical Instruction." Leonardo 42, no. 2 (2009): 133–37. http://dx.doi.org/10.1162/leon.2009.42.2.133.

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Cognitive research has revealed learning techniques more effective than those utilized by the traditional art history lecture survey course. Informed by these insights, the author and fellow graduate researchers at the University of Illinois at Chicago designed a “serious” computer game demo, Art Thief, as a potential model for a learning tool that incorporates content from art history. The game design implements constructed learning, simulated cooperation and problem solving in a first-person, immersive, goal-oriented mystery set within a virtual art museum.
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Frias, Jordi Angelo Timón, and Antonio Carlos Vargas. "Game-Art: considerações sobre a presença de grafitti em games digitais." DAPesquisa 9, no. 12 (2018): 58–74. http://dx.doi.org/10.5965/1808312909122014058.

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RALIBI, RAYMOND. "PERANCANGAN MOBILE GAME BERDASARKAN PERMAINAN RAKYAT “DODOMBAAN” UNTUK MEMBANGUN INTERAKSI SOSIAL ANTAR PEMAIN." Serat Rupa Journal of Design 1, no. 2 (2018): 343. http://dx.doi.org/10.28932/srjd.v1i2.457.

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ABSTRACT“Dodombaan” is an old and popular folk-game amongst children in West Java, although nowadays it becomes rarely played as many children are in favor of playing digital games. Scholars believe that this folk-game actually provides an opportunity for children to develop a sense of social-sensitiveness, as children interactively play with each other. Having exposed to children interests on digital games and the social benefit of Sundanese folk-game, the study sets to design and develop a digital-game based on Sundanese folk-game of dodombaan. This design-study started by collecting and ana
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Jurgens, David, and Roberto Navigli. "It’s All Fun and Games until Someone Annotates: Video Games with a Purpose for Linguistic Annotation." Transactions of the Association for Computational Linguistics 2 (December 2014): 449–64. http://dx.doi.org/10.1162/tacl_a_00195.

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Annotated data is prerequisite for many NLP applications. Acquiring large-scale annotated corpora is a major bottleneck, requiring significant time and resources. Recent work has proposed turning annotation into a game to increase its appeal and lower its cost; however, current games are largely text-based and closely resemble traditional annotation tasks. We propose a new linguistic annotation paradigm that produces annotations from playing graphical video games. The effectiveness of this design is demonstrated using two video games: one to create a mapping from WordNet senses to images, and
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Dannenberg, Ross, and Josh Davenport. "Top 10 video game cases (US): how video game litigation in the US has evolved since the advent of Pong." Interactive Entertainment Law Review 1, no. 2 (2018): 89–102. http://dx.doi.org/10.4337/ielr.2018.02.02.

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Video game litigation in the United States is neither new nor infrequent, and video game developers can learn valuable lessons from cases won, and lost, by others before them. This article examines the evolution of United States intellectual property law from historically narrow roots to classifying video games as an art form deserving broad free speech protection. This article examines seminal cases in a variety of IP areas, including not only copyrights, but also reverse engineering, derivative works, patents, trademarks, rights of publicity, the Digital Millennium Copyright Act, contracts,
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Jennifer Audiah and Brian Alvin Hananto. "REDESAIN VISUAL PERMAINAN KARTU ‘THE ART OF BATIK’." Jurnal Bahasa Rupa 3, no. 1 (2019): 09–21. http://dx.doi.org/10.31598/bahasarupa.v3i1.392.

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Previously, the author had done a study towards ‘The Art of Batik’ board game in terms of graphic design, especially in the aspect of information grouping and visual hierarchy. From that study, it is found that some game component there was too much information that wasn’t properly visualized and there was lack of visual hierarchy. This drives the author to conduct a redesign in response to the findings that were previously found. This paper will discuss the redesign of the 'The Art of Batik' card game that was made by the authors. The paper will describe the steps and design considerations th
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Schiffel, S., and M. Thielscher. "Representing and Reasoning About the Rules of General Games With Imperfect Information." Journal of Artificial Intelligence Research 49 (February 14, 2014): 171–206. http://dx.doi.org/10.1613/jair.4115.

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A general game player is a system that can play previously unknown games just by being given their rules. For this purpose, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism to communicate game rules to players. In this paper, we address a fundamental limitation of state-of-the-art methods and systems for General Game Playing, namely, their being confined to deterministic games with complete information about the game state. We develop a simple yet expressive extension of standard GDL that allows for formalising the rules of arbitrary fin
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Laso, Pau Waelder. "Games of Pain: Pain as Haptic Stimulation in Computer-Game—Based Media Art." Leonardo 40, no. 3 (2007): 238–42. http://dx.doi.org/10.1162/leon.2007.40.3.238.

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The text describes several media-art projects that introduce pain as a form of interaction within the context of a two-player game: PainStation (2001–2003) and LegShocker (2002) by Tilman Reiff and Volker Morawe, Tekken Torture (2001) by C-Level and Tazer Tag (2005) by Randy Sarafan. By presenting these examples and briefly analyzing the nature of pain and games, this text offers an overview of the implications of incorporating pain into a computer game and presents an approach to the motivations that lead players to perceive a painful experience as fun and addictive.
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Whitson, Jennifer R. "Voodoo software and boundary objects in game development: How developers collaborate and conflict with game engines and art tools." New Media & Society 20, no. 7 (2017): 2315–32. http://dx.doi.org/10.1177/1461444817715020.

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This article describes how game developers successfully ‘pull off’ game development, collaborating in the absence of consensus and working with recalcitrant and wilful technologies, shedding light on the games we play and those that make them, but also how we can be forced to work together by the platforms we choose to use. The concept of ‘boundary objects’ is exported from Science and Technology Studies (STS) to highlight the vital coordinating role of game development software. Rather than a mutely obedient tool, game software such as Unity 3D is depicted by developers as exhibiting magical,
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Parberry, Ian, Max B. Kazemzadeh, and Timothy Roden. "The art and science of game programming." ACM SIGCSE Bulletin 38, no. 1 (2006): 510–14. http://dx.doi.org/10.1145/1124706.1121500.

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Stackel, Leslie. "Learning the art of the ‘inner game’;." Employment Relations Today 13, no. 1 (1986): 83–87. http://dx.doi.org/10.1002/ert.3910130111.

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Buelens, Nathalie, and Victor Ginsburgh. "Revisiting Baumol's ‘art as floating crap game’." European Economic Review 37, no. 7 (1993): 1351–71. http://dx.doi.org/10.1016/0014-2921(93)90060-n.

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Westecott, Emma. "Game sketching: Exploring approaches to research-creation for games." Virtual Creativity 10, no. 1 (2020): 11–26. http://dx.doi.org/10.1386/vcr_00014_1.

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Digital games are a critical form in which makers express models of play that create meaning beyond entertainment. Game culture is pervasive and amidst a wider technological context that invites all our active participation provides one setting for creative self-expression. Games collapse the distance between makers and players in a uniquely active manner and whilst this paper centers on possibilities for game making, all players co-create their own gameplay experience, which holds potential for enacting individual agency. Based on experience introducing game design and development education a
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Parker, J. R., and John Heerema. "Audio Interaction in Computer Mediated Games." International Journal of Computer Games Technology 2008 (2008): 1–8. http://dx.doi.org/10.1155/2008/178923.

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The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.
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van Damme, Eric. "On the State of the Art in Game Theory: An Interview with Robert Aumann." Games and Economic Behavior 24, no. 1-2 (1998): 181–210. http://dx.doi.org/10.1006/game.1997.0612.

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Di Paola, F., L. Inzerillo, and Y. Alognaa. "A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 421–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-421-2019.

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<p><strong>Abstract.</strong> In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Act
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Egri-Nagy, Attila, and Antti Törmänen. "The Game Is Not over Yet—Go in the Post-AlphaGo Era." Philosophies 5, no. 4 (2020): 37. http://dx.doi.org/10.3390/philosophies5040037.

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The game of Go was the last great challenge for artificial intelligence in abstract board games. AlphaGo was the first system to reach supremacy, and subsequent implementations further improved the state of the art. As in chess, the fall of the human world champion did not lead to the end of the game. Now, we have renewed interest in the game due to new questions that emerged in this development. How far are we from perfect play? Can humans catch up? How compressible is Go knowledge? What is the computational complexity of a perfect player? How much energy is really needed to play the game opt
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Vella, Daniel. "The Ludic Muse: The Form of Games as Art." CounterText 2, no. 1 (2016): 66–84. http://dx.doi.org/10.3366/count.2016.0040.

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Taking as its basis Nancy's essay ‘Why Are There Several Arts And Not Just One?’, this paper makes a case for understanding games as constituting art works bearing a specifically ludic form. It draws on aesthetic theory and philosophy – particularly Kant, Heidegger, Gadamer, and Nancy – in order to theorise the particular aesthetic potential inherent to this form, and the challenges it poses to existing concepts of art and aesthetic engagement. The paper will argue that the player's relation to a game, in contrast to the aesthetic relation as theorised in post-Kantian aesthetics, invokes an ac
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Osborne, Evelyn. "Adult Reflections on a Childhood Kissing Game." Children's Folklore Review 39 (August 9, 2018): 28–61. http://dx.doi.org/10.14434/cfr.2018.vol39.0.25375.

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Beyond simple nostalgia, how do the games we play as children affect us as adults? Which hidden rhyming lessons are ripe for mature understanding? Using McLoed and Wright’s “happy childhood narrative” this article examines singing game, “King William was King George’s Son” and its use by two adult sisters for nostalgia, memory recall, historical lessons, enculturation, connecting with others of their generation, and creating new art.
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Wang, Zhixiao, and Won-Hyung Lee. "Interactive Camera Game: The Application of Color Reduction in Game and Media Art." TECHART: Journal of Arts and Imaging Science 5, no. 2 (2018): 23–27. http://dx.doi.org/10.15323/techart.2018.05.5.2.23.

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Caserman, Polona, Katrin Hoffmann, Philipp Müller, et al. "Quality Criteria for Serious Games: Serious Part, Game Part, and Balance." JMIR Serious Games 8, no. 3 (2020): e19037. http://dx.doi.org/10.2196/19037.

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Serious games are digital games that have an additional goal beyond entertainment. Recently, many studies have explored different quality criteria for serious games, including effectiveness and attractiveness. Unfortunately, the double mission of serious games, that is, simultaneous achievement of intended effects (serious part) and entertainment (game part), is not adequately considered in these studies. This paper aims to identify essential quality criteria for serious games. The fundamental goal of our research is to identify important factors of serious games and to adapt the existing prin
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Rahayu, Nina. "Meningkatkan kreativitas seni melalui permainan kolase ampas kelapa anak usia dini di paud al-faiz kota Langsa." At- Tarbawi 12, no. 1 (2020): 1–15. http://dx.doi.org/10.32505/tarbawi.v12i1.2055.

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The problem on this study is that it is still lack of child creativity particularly inthe arts. This can be seen from children who are not yet able to discriminatecolor and name color precisely as well as the use of less supportive game mediain the development of child creativity. The purpose of the study was To figure outhow to increase child art creativity through coconut amply collage games. Thetype of research used is qualitatively descriptive. Paud Al-Faiz's child researchsubject Paya Bujok Tunong Langsa numbered 10 group B children and researchobjects increased creativity through coconut
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Sampoerna, Jansen, Wirawan Istiono, and Alethea Suryadibrata. "Virtual Reality Game for Introducing Pencak Silat." International Journal of Interactive Mobile Technologies (iJIM) 15, no. 01 (2021): 199. http://dx.doi.org/10.3991/ijim.v15i01.17679.

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The culture of the Indonesians is truly diverse and widely known by worldwide community. One of the cultures is the martial art called pencak silat. Pencak silat is considered as a martial art because each movement includes art. There are many Indonesians pay less attention to this martial art. Therefore, in this paper, we try to create a media to introduce pencak silat. One of the media that can be used is a rhythm game with virtual reality technology. Virtual reality rhythm game is played by hitting the incoming object in accordance of the song being played. Player can hit that object by usi
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Martins, Raiane Santos, Filipe Raulino, Aquiles Burlamaqui, and Akynara Burlamaqui. "SGDDEdu: A Model of Short Game Design Document for Digital Educational Games." International Journal of Innovation Education and Research 7, no. 2 (2019): 167–80. http://dx.doi.org/10.31686/ijier.vol7.iss2.1335.

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The use of games in education has become an increasingly present practice in contemporary society. For so-called "digital natives", learning through electronic games becomes more significant. Digital educational games are often seen as boring, non-motivational, that fail to bring in some essential elements that promote engagement, making the learning goal is not achieved either. Game Design is a game project. It describes how the game should be, defining its mechanics and interactions between player and the virtual world of the game and how they can affect the game environment. In order to doc
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Patton, Ryan, Robert W. Sweeny, Ryan Shin, and Lilly Lu. "Teaching Digital Game Design With Preservice Art Educators." Studies in Art Education 61, no. 2 (2020): 155–70. http://dx.doi.org/10.1080/00393541.2020.1738165.

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Pierce-Grove, R. "Pressing Play: Digital Game Techniques and Interactive Art." Games and Culture 9, no. 6 (2014): 468–79. http://dx.doi.org/10.1177/1555412014549806.

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