Academic literature on the topic 'Computer game studies'

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Journal articles on the topic "Computer game studies"

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Vesa, Mikko, Juho Hamari, J. Tuomas Harviainen, and Harald Warmelink. "Computer Games and Organization Studies." Organization Studies 38, no. 2 (2016): 273–84. http://dx.doi.org/10.1177/0170840616663242.

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Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We th
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Nagenborg, Michael. "Handbook of computer game studies." International Review of Information Ethics 4 (December 1, 2005): 67–68. http://dx.doi.org/10.29173/irie176.

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Review of Joost Raessens and Jeffrey Goldstein: Handbook of computer game studies. Cambridge, Massachusetts – London, England: MIT Press 2005. By more than 450 large-format pages the publishers offer a view of current research in the field of “game studies”. With almost no exception, the 27 articles are of high quality. Readers, however, who are familiar with the works of the single authors are offered only little new information. Unfortunately, the authors mostly focus on western, particularly US-American games and players. But still the book can be recommended both as a consolidating introdu
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Eskelinen, Markku. "Towards computer game studies." Digital Creativity 12, no. 3 (2001): 175–83. http://dx.doi.org/10.1076/digc.12.3.175.3232.

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Campagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.

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Crogan, Patrick. "The Game Thing: Ludology and other Theory Games." Media International Australia 110, no. 1 (2004): 10–18. http://dx.doi.org/10.1177/1329878x0411000104.

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The current state of computer games studies is critically examined in this paper by means of an analysis of the recently released computer game, The Thing. Game studies is an emerging area of humanities scholarship, an emergence that exhibits characteristically ambivalent processes of defining its own object and staking out its own field of expertise from other areas of academic competence. A principal dynamic of these processes concerns the opposition between ‘ludological’ and narratological theorisations of the computer game. This opposition is examined for both its limitations and its produ
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Kirkpatrick, Graeme. "Computer game studies at Northumbria University." Computers in Entertainment 2, no. 1 (2004): 6. http://dx.doi.org/10.1145/973801.973812.

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Tseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.

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Online games construct a virtual world where gamers can explore and experience various exciting environments. However, studies on gamer behavior rarely investigated the relationships between motivations and spending for online games. Understanding these relationships helps online game service providers manage gamers' motivations and develop better revenue models. This study investigated the relationships between one core motivation for playing online games—exploration motivation—and online gamers' willingness to spend for online games. Analytical results indicated that exploration motivation i
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Moore, Christopher. "Mapping Persona and Games." Persona Studies 6, no. 2 (2021): 1–6. http://dx.doi.org/10.21153/psj2020vol6no2art1038.

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For those new to games studies, the most important primer is the recognition that, as a field of research, it is at its most revealing when in conversation with perspectives from other fields and domains of inquiry. Espen Aarseth (2001) announced that the first issue of Game Studies, the international journal of computer game research, marked the commencement of computer game studies. Aarseth's editorial launched the trajectory for the following two decades of game research, obscuring much of the previous work examining digital and analogue games that had contributed to the tipping point at wh
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Clapperton, Dale. "Electronic Contracts: A Law Unto Themselves?" Media International Australia 130, no. 1 (2009): 102–11. http://dx.doi.org/10.1177/1329878x0913000112.

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Electronic contracts, however described, are everywhere in the digital environment. In computer games, they govern the relationship not only between the gamer and the game publisher, but the gamer and the game. Yet, despite their ubiquity, their substantive content receives relatively little attention. Consumers assent without reading them, and publishers and their lawyers adopt oppressive contracts, seemingly without thought for the rights of their customers. Whether a market failure or a rational response, electronic contracting seems to be stuck in a vicious cycle of apathy and indifference
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Zhonggen, Yu. "Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches." International Journal of Gaming and Computer-Mediated Simulations 10, no. 2 (2018): 1–20. http://dx.doi.org/10.4018/ijgcms.2018040101.

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Numerous studies were devoted to use of games in vocabulary learning in English as a foreign language (EFL) tertiary courses, which reported significant improvements of vocabulary learning when using computer games. This study used a mixed-design research method comparing the effectiveness in EFL vocabulary acquisition. Data was collected from randomly selected participants who were randomly assigned to the interactivity-prone computer game (Group 1), the less interactive-prone computer game (Group 2) and the pencil-and-paper (Group 3) assisted EFL vocabulary learning approaches. The first gro
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Dissertations / Theses on the topic "Computer game studies"

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Johansson, Thord. "A Study of Entrepreneurship in the Computer Game Development Industry." Thesis, Stockholm University, School of Business, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-6072.

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<p>This study aims to explain the situation in the Swedish CGDI (Computer Game Development Industry) today, question the role entrepreneurship as an economic force might have played for the development of the Swedish industry and what should be emphasized among game developing firms for future growth. The result shows two sides of the matter as there is an ongoing consolidation in the CGDI, on a Swedish as well as on an international level, at the same time as the industry is diversifying through new platforms for gaming and firms that niche themselves by for example specializing on smaller pa
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Sommerseth, Hanna Mathilde. "Being virtual : embodiment and experience in interactive computer game play." Thesis, University of Edinburgh, 2010. http://hdl.handle.net/1842/5557.

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This thesis argues that the notion of player experience in relation to computer games is intrinsically linked to the body. Taking the idea of aesthetic experience, or sensuous experience, in computer game play as its starting point, my thesis considers computer games from within an interdisciplinary cross section of phenomenology, cultural studies and visual culture. Computer games have in a reasonably short amount of time reached a stage where they are an integral part of contemporary society: historically, economically and culturally. The current field of computer games comprises a vast arra
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Conway, Steven Craig. "If it's in the game, it's in the game : an analysis of the football digital game and its players." Thesis, University of Bedfordshire, 2010. http://hdl.handle.net/10547/241859.

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The focus of this thesis is the representation of football, as sport and culture, within the medium of the digital game. Analysing its three sub-genres - the televisual, the extreme and the management genre. This dissertation outlines how each configures, incorporates, rejects or ignores certain conventions, values and practices connected to the socio-cultural system of the sport, and the wider sport-media complex in its representational and ludic system. Though the marketing literature surrounding these games often makes claims to their simulational quality, these products will be shown to pr
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Zimmerman, Joshua J. "Ban Hammer: Rhetorics of Community Management in the Computer Game Industry." Diss., The University of Arizona, 2016. http://hdl.handle.net/10150/613263.

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This dissertation, "Ban Hammer: Rhetorics of Community Management in the Computer Game Industry," argues that community management, as an emerging corporate discipline, manages community discourse to produce particular subject-consumer attitudes and behaviors. Employing a multi-perspectival, suspensionist methodology, this dissertation analyzes the discursive practices of community managers working in the computer game industry, along with the communities themselves, to discover how computer game communities and computer game development organizations employ a wide variety of rhetorical strate
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Schiffler, Andreas. "New game physics : added value for transdisciplinary teams." Thesis, University of Plymouth, 2012. http://hdl.handle.net/10026.1/923.

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This study focused on game physics, an area of computer game design where physics is applied in interactive computer software. The purpose of the research was a fresh analysis of game physics in order to prove that its current usage is limited and requires advancement. The investigations presented in this dissertation establish constructive principles to advance game physics design. The main premise was that transdisciplinary approaches provide significant value. The resulting designs reflected combined goals of game developers, artists and physicists and provide novel ways to incorporate phys
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Hedin, Ellen. "I, Gamer : A qualitative study of the institutionalizing, cultivating, and socially constructing processes of computer game usage." Thesis, Högskolan i Halmstad, Medie- och kommunikationsvetenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-15014.

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Author: Ellen Hedin   Tutor: Ingegerd Rydin   Title: Computer Games as Culture – A qualitative study of the institutionalizing, cultivating, and socially constructing elements of computer game usage Subject: Media and Communication Studies Year: 2009 Purpose: The purpose of the study is to explore the creation of identities related to the interaction mediated through the use of computer games. By perceiving computer game playing as a form of social interaction, searching for the relations between actors and their function, I hope to find that the social features of computer game playing can nu
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Mänder, Leili. "Life Is Strange a mediated game reception analysis." Thesis, Stockholms universitet, Etnologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-147340.

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In this essay a mediated video game reception of the game Life Is Strange is made, with the purpose of examining the players' meaning-making processes from a gender perspective. The materials of this essay consist of videos from six different YouTube channels where each player film themselves whilst playing through Life Is Strange as a way to review and share the gaming experience. The results show how the meaning-making processes are littered with gender discourses and affects. The affects offset discourses by amplification or by revealing discord between available cultural narratives and the
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Gonzalez, Erika R. "Technology and adiposity| Effects of television time, video or computer game time, and computer use on body fat among Latino youth." Thesis, California State University, Long Beach, 2015. http://pqdtopen.proquest.com/#viewpdf?dispub=1585638.

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<p> Obesity in the United States has reached epidemic proportions and is affecting younger generations. Research indicates that media usage contributes to adolescent obesity. Data shows that technology use (television, video games, and computer, etc.) is specifically higher among Latinos than their White counterparts. However, limited research exists on the effects that technology use has on Latino adolescents' adiposity. A cross-sectional baseline analysis was conducted using a sample of (<i>N</i>=131) at-risk Latino middle school adolescents from the Youth Empowerment for Success <i> S&i
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Mascheroni, Isabella Starbuck. "Life’s a Game But Work is Boring: Gamification at Your Desk Job." Scholarship @ Claremont, 2014. http://scholarship.claremont.edu/scripps_theses/491.

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Gamification is the wave of the future. With media consumption and technology use consistently on the rise, applying game mechanics to real life scenarios is becoming an increasingly popular way to engage people and even change their behavior. Despite gamification’s increasing popularity, little has been done to apply it in the workplace or test its psychological applications. Through exploration the history gamification up to its present day uses, this study applied a popular gamification technique, “achievements,” to computer tasks similar to those often completed at the average desk job. Al
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Nordvall, Mathias. "Communication in Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73869.

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This thesis answers the question of how, and what, people communicate to each other while playing games. The presented conclusions offer guidance to computer game developers on what means of communication they should support in games in order to provide better possibilities for interaction between people that play games together. The data for this study was collected from two sources: the first was during LinCon, an annual game convention in Linköping, and consists of four players playing a game of WarCraft: The Board Game; the second is from a game session of the multiplayer roleplaying game
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Books on the topic "Computer game studies"

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Dovey, Jon. Game cultures: Computer games as new media. Open University Press, 2006.

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Thompson, Arthur A. The marketing strategy game: Player's manual. Irwin, 1991.

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Minds in play: Computer game design as a context for children's learning. L. Erlbaum Associates, 1995.

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Making virtual worlds: Linden Lab and Second Life. Cornell University Press, 2009.

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W, Clingerman George, and ebrary Inc, eds. Professional Windows Phone 7 game development: Creating games using XNA Game Studio 4. Wiley, 2011.

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Walker, Mark H. Firefly Studios' Stronghold Crusader official strategy guide. BradyGames, 2003.

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Expressive processing: Digital fictions, computer games, and software studies. The MIT Press, 2009.

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Expressive processing: Digital fictions, computer games, and software studies. MIT Press, 2012.

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Alexander, Unger, and SpringerLink (Online service), eds. Computer Games and New Media Cultures: A Handbook of Digital Games Studies. Springer Netherlands, 2012.

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Inc, ebrary, ed. Xna 4.0 game development by example: Beginner's guide : create exciting games with Microsoft XNA 4.0. Packt Pub., 2010.

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Book chapters on the topic "Computer game studies"

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Schules, Douglas, Jon Peterson, and Martin Picard. "Single-Player Computer Role-Playing Games." In Role-Playing Game Studies. Routledge, 2018. http://dx.doi.org/10.4324/9781315637532-6.

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Sato, Yukiko. "Cross-Cultural Game Studies." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-08234-9_400-1.

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Hawranke, Thomas. "Intrinsic Research—a Practice-Based Approach to Computer Game Modding." In Perspektiven der Game Studies. Springer Fachmedien Wiesbaden, 2020. http://dx.doi.org/10.1007/978-3-658-28619-4_3.

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Bellotti, Francesco, Riccardo Berta, Alessandro De Gloria, Michela Ott, Maria Magdalena Popescu, and Jannicke Baalsrud-Hauge. "Supporting Collaborative Serious Game Studies Online." In Lecture Notes in Computer Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-40216-1_24.

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Zagal, José P. "Why a Game Canon for Game Studies Education Is Wrong." In Computer Games and New Media Cultures. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_42.

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Cho, Hyunkyoung, and Joonsung Yoon. "Toward a Decolonizing Approach to Game Studies: Philosophizing Computer Game with BCI." In Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-55834-9_12.

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Samuel, Arthur L. "Some Studies in Machine Learning Using the Game of Checkers. I." In Computer Games I. Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4613-8716-9_14.

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Cassell, Ben-Alexander, and Michael P. Wellman. "EGTAOnline: An Experiment Manager for Simulation-Based Game Studies." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38859-0_7.

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Samuel, Arthur L. "Some Studies in Machine Learning Using the Game of Checkers. II—Recent Progress." In Computer Games I. Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4613-8716-9_15.

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Mathew, Tintu, Jochen Zange, Joern Rittweger, and Rainer Herpers. "A Computer Game Based Motivation System for Human Physiology Studies." In Serious Games Development and Applications. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33687-4_10.

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Conference papers on the topic "Computer game studies"

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Ismael Flach, Guilherme, and Vinicius Hartmann Ferreira. "Clube de Desenvolvimento de Jogos - Um Curso Aberto de Desenvolvimento de Jogos." In Computer on the Beach. Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p585-587.

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The game development process, for digital and analog games alike,involves many different knowledge areas and because of it, couldhelp in increasing a diverse range of skills. In this context, thisarticle reports the experience of an extension project which offered,via an open to the public, online platform, a course about the basicconcepts of game development. In order to achieve that, a series oflivestreams were transmitted, in which a variety of game creationtopics were discussed, including, but not limited to: game design,probabilities studies, basic programming logic and resources usedin g
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Brandao, Andre Luiz, Leandro A. F. Fernandes, Daniela Trevisan, Esteban Clua, and Didier Strickery. "Jecripe: how a serious game project encouraged studies in different computer science areas." In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2014. http://dx.doi.org/10.1109/segah.2014.7067077.

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Boudreaux, Hollie, Jim Etheredge, and Ashok Kumar. "The Design and Implementation of a Testbed for Comparative Game AI Studies." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_050.

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Rodríguez, Inmaculada, Maria Salamó, and Anna Puig. "Design and Evaluation of Gamification Experiences in Computer Science Studies." In Sixth International Conference on Higher Education Advances. Universitat Politècnica de València, 2020. http://dx.doi.org/10.4995/head20.2020.11212.

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This paper presents two gamification experiences developed in the Computer Science (CS) degree at the University of Barcelona. Usually, the CS degree suffers from low class attendance, which impacts the participation of students in in-class programming activities. Additionally, this degree includes a basic course related to human computer interaction that, despite of being valuable for the formation of students, they feel as boring and useless, far from their - heavily computer focused - interests. Then we decided to gamify a basic course of programming skills and the mentioned HCI course. We
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Biggs, Brandon, Peter Coppin, and James Coughlan. "Design and Evaluation of an Audio Game-inspired Auditory Map Interface." In ICAD 2019: The 25th International Conference on Auditory Display. Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.051.

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This study evaluated a web-based auditory map prototype built utilizing conventions found in audio games and presents findings from a set of tasks participants performed with the prototype. The prototype allowed participants to use their own computer and screen reader, contrary to most studies, which restrict use to a single platform and a self-voicing feature (providing a voice that talks by default). There were three major findings from the tasks: the interface was extremely easy to learn and navigate, participants all had unique navigational styles and preferred using their own screen reade
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Santos, Alysson Diniz dos, Felipe Rocha de Aquino, Lara Sucupira Furtado, Ticiana Coelho da Silva, and Lívia Cruz. "Gamification and civic engagement in digital government applications: a review." In Workshop de Computação Aplicada em Governo Eletrônico. Sociedade Brasileira da Computação, 2021. http://dx.doi.org/10.5753/wcge.2021.15986.

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In the context of Human Computer Interaction, engagement might be seen as a reflection of users' involvement and interaction with a digital system. To digital government initiatives, civic engagement refers to the ways in which citizens participate in the life of a community, in order to improve conditions for others or to help shape the communitys future. Recent studies have approached civic engagement harnessed by gamification, i.e. the adoption of game elements in non-game contexts. In this context, the goal of this research is to investigate which gamification studies and features have bee
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Zhang, Zhou, Mingshao Zhang, Yizhe Chang, El-Sayed Aziz, Sven K. Esche, and Constantin Chassapis. "Real-Time 3D Model Reconstruction and Interaction Using Kinect for a Game-Based Virtual Laboratory." In ASME 2013 International Mechanical Engineering Congress and Exposition. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/imece2013-64518.

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Over the last few years, academic institutions have started to explore the potential of using computer game engines for developing virtual laboratory environments. Recent studies have shown that developing a realistic visualization of a physical laboratory space poses a number of challenges. A significant number of modifications are required for adding customized interactions that are not built into the game engine itself. For example, a major challenge in creating a realistic virtual environment using a computer game engine is the process of preparing and converting custom models for integrat
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Princhankol, Pornpapatsorn, Worrada Sudsanong, and Sakesun Yampinij. "The creation of a multimedia game computer instruction to encourage observing and classifying skills in science studies for early childhood pupils on “Fun with Science”." In 2010 2nd International Conference on Computer Technology and Development (ICCTD). IEEE, 2010. http://dx.doi.org/10.1109/icctd.2010.5645829.

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Silveira, Ismar Frango. "A Game Development-based strategy for Teaching Software Design Patterns through Challenge-Based Learning under a Flipped Classroom approach." In XXIV Workshop sobre Educação em Computação. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/wei.2016.9643.

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Software Design Patterns, namely those belonging to GoF catalog, are gradually being incorporated into undergraduate Computer Sciencesrelated curricula worldwide. However, this is a subject that often requires students to have some maturity on Software Development issues, which is a scenario that is barely found on actual classrooms. Besides, the comprehensive taught of many patterns' aspects depends upon professors' expertise on a large range of Software Engineering and Object Orientation-related topics. Both aspects are possibly caused by the complexity and abstract nature of the subject, wh
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Oberoi, Sharad, Susan Finger, and Eric Rosé. "Online Implementation of the Delta Design Game for Analyzing Collaborative Team Practices." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13319.

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Over the past four years the authors have developed an online version of the Delta Design game, a board game which was developed by Bucciarelli (1) to teach students design collaboration skills. In the online version, players move tiles on a shared virtual board and communicate only through text chat. In addition, the objective functions are computed automatically each time a tile is moved, so the focus of the game changes from rapid number-crunching to negotiation. Since every state of the board, along with micro-level team performance and chat data, are captured, the resulting corpus from 38
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