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Journal articles on the topic 'Death game'

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1

Gwak, E. Sac. "Changes to Game Actions according to Death in Games." Journal of Digital Contents Society 20, no. 1 (2019): 155–63. http://dx.doi.org/10.9728/dcs.2019.20.1.155.

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Rodriguez, Luis J., and Donna De Cesare. "The Endless Dream Game of Death." Grand Street, no. 52 (1995): 61. http://dx.doi.org/10.2307/25007852.

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Moore, Kaitlin. "“I’m Traversing My Own Death Throes”." Extrapolation 64, no. 3 (2023): 323–39. http://dx.doi.org/10.3828/extr.2023.20.

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This paper offers a queer ecological reading of the 2012 video game Dear Esther , an approach which exists at the intersection of queer theory, queer ecology, and video game scholarship. Queer theory working in concert with ecological thought traces the affinities between human, geological, animal, and atmospheric forces within the game; these affinities compound and trouble categorical distnctions, instantiating a porous “time-space where human corporeality, in all its material fleshiness, is inseparable from ‘nature’ or ‘environment,’” anchoring “complex modes of analysis that travel through
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Government, of Kerala. "When Death Dictates Life: Poetics and Politics of Death in the Web series Death's Game." ISHAL PAITHRKAM 40, no. 40 (2024): 100–115. https://doi.org/10.5281/zenodo.14680738.

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When Death Dictates Life: Poetics and Politics of Death in the Web series Death's Game\nFirst Author: Sreedevi N. S.Second Author: Dr. Lima Antony\nDeath's Game is a South Korean fantasy mystery thriller web series written and directed by Ha Byung-hoon that premiered on December 15, 2023, and is available for streaming on Amazon Prime Video. The series produced by SLL, Studio N consists of 8 episodes and features a blend of drama and fantasy elements. The storyline follows Choi Yee-jae, a young man who commits suicide after enduring years of unemployment and despair but is confronted
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Zaborowski, Karol. "„Nasze ścieżki staną się drogami”: Ekogroznawcze refleksje wokół Death Stranding Hideo Kojimy." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 33, no. 42 (2023): 251–66. http://dx.doi.org/10.14746/i.2023.33.42.16.

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 The article discusses the issue of environmental game studies, which the author defines as an analysis of the involvement of video games in environmental discourses. In order to formulate a definition of an eco-game, the author uses Lawrence Buell’s environmental text theory and Alenda Y. Chang’s postulates from the manifesto of environmentally conscious game design, as well as references to works in the field of post-humanistic philosophy. He also invokes concepts derived from gaming studies to describe the ecological contexts of the medium of video games. In the second p
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Gibbs, P., and D. Stauffer. "Search for Asymptotic Death in Game of Life." International Journal of Modern Physics C 08, no. 03 (1997): 601–4. http://dx.doi.org/10.1142/s0129183197000503.

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Zonfrillo, Mark R., Nicholas G. Janigian, and Bradley A. Maron. "Death or Severe Injury at the Ball Game." Current Sports Medicine Reports 15, no. 3 (2016): 132–33. http://dx.doi.org/10.1249/jsr.0000000000000256.

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Kozlov, S. V. "Death Stranding, Hobbes and the Problem of Social Order: Where (and How) Should we Haul the Sovereign?" Sociology of Power 32, no. 3 (2020): 142–64. http://dx.doi.org/10.22394/2074-0492-2020-3-142-164.

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In this article I describe the implicit conceptualization of social order which exists in Death Stranding — localized in both the setting and the mechanics of the game — and compare it with the conceptualization of Thomas Hobbes’s “Leviathan”. First, the theoretical tension between Death Stranding and “Leviathan” is traced: the speculative conceptualization of the Leviathan and the procedural conceptualization of Death Stranding are compared by clarifying the role that the concepts of action, authorization, right and sovereignty play in Hobbesian theory and the video game. Sec­ondly, the theor
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Younes, Anas. "Targeting Programmed Death 1/Programmed Death Ligand 1 in Lymphoma: A Game Changer." Journal of Oncology Practice 12, no. 2 (2016): 107–8. http://dx.doi.org/10.1200/jop.2015.009498.

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10

McGuire, Beverley Foulks. "Gaming and Grieving: Digital Games as Means of Confronting and Coping with Death." Journal of Religion, Media and Digital Culture 9, no. 3 (2020): 326–46. http://dx.doi.org/10.1163/21659214-bja10014.

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Abstract This paper explores structural similarities between playing a digital game and experiencing grief. The digital game Mandagon evokes a sense of loss through its game environment of grey mountainous landscapes, broken wooden scaffolds, and Tibetan temples and prayer flags in states of disrepair. It elicits feelings of disorientation and dependency as players repeatedly fall from scaffolds but ascend by using lifts or finding air bubble streams underwater. It encompasses terrestrial, corporeal, and cosmic crossings as players move through air, land, and water, as they neither inhabit nor
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Chakraborty, Parikshit. "Death-Defying Game Cock Fight among the Santals: A Case Study in Paschim Medinipur, West Bengal." Indian Journal of Research in Anthropology 5, no. 1 (2019): 15–24. http://dx.doi.org/10.21088/ijra.2454.9118.5119.3.

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The human occurred cockfight as different to those cockfights which are occur naturally like any other traditional game and is governed by some rules with customary ethnic tradition. Though, importance of cockfight varied from place to place and also as time to time. However, in India, in last few decades’ blood sports events like Cockfight have been popularized where animal may harmful during the events. While, most of the time cockfight is closely associated with continuation of ‘ethnic tradition’ and ‘culture’. Cockfight is common in ethnic community like Santal. History of cockfight pointe
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12

Jiang, Bichuan, and Lan Shu. "Evolutionary game dynamics of death-birth process with interval payoffs on graphs." Journal of Intelligent & Fuzzy Systems 40, no. 5 (2021): 10087–98. http://dx.doi.org/10.3233/jifs-202774.

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In this paper, we study the evolutionary game dynamics of the death-birth process with interval payoffs on graphs. First of all, we derive the interval replication dynamic equation. Secondly, we derive the fixation probability of the B-C prisoner’s dilemma game based on the death-birth process under the condition of weak selection, analyze the condition of the strategy fixed in the population, that is the condition of strategy A being dominant is analyzed. So we can judge whether natural selection is beneficial to strategy A in the game process through this condition. Finally, the feasibility
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13

Bostan, Barbaros, and Sercan Şengün. "FORGING CONNECTIONS: THE SOCIAL DYNAMICS OF “DEATH STRANDING” AS A PARADIGM SHIFT IN GAMING." New Trends in Computer Sciences 1, no. 2 (2023): 97–112. http://dx.doi.org/10.3846/ntcs.2023.19412.

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This paper explores the video game Death Stranding as a shift in digital interactive media, emphasizing altruism, collaboration, and social connection in its gameplay. The close reading of the game focuses on features that diverge from traditional norms, pivoting towards a more empathetic, community-driven model and identifies five domains of analysis: narrative infrastructure; game mechanics; player-to-player interactions; player-to-NPC interactions; and player interactions as a social agent. The findings are discussed with the possibility of defining a new genre, named by the game’s creator
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14

Matson, Wallace I. "Hegesias; the Death-Persuader; or, the Gloominess of Hedonism." Philosophy 73, no. 4 (1998): 553–57. http://dx.doi.org/10.1017/s0031819198004021.

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Hegesias (3d c.BC), as hedonist, held that the sage will kill himself. For: One should pursue pleasure and avoid pain. But life is virtually certain to contain more pain than pleasure. Therefore death, which is neither pleasurable nor painful, is better than life.The flaw in the argument lies in the underlying game-theoretical model of life as a game in which play and payoff are distinct. Hegesias's conclusion, that life is not ‘worth living,’ is inescapable by any philosophy so based, including John Rawls's. Why shouldn't his rational persons behind the veil of ignorance opt for prenatal suic
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15

Çoban, Barış. "Globalisation of Violence: The Death Game of New Imperialism." Critique 38, no. 2 (2010): 309–20. http://dx.doi.org/10.1080/03017601003668803.

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16

Quealy-Gainer, Kate. "The Game of Love and Death by Martha Brockenbrough." Bulletin of the Center for Children's Books 68, no. 11 (2015): 538–39. http://dx.doi.org/10.1353/bcc.2015.0575.

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17

Goldhaber, Dan. "Impact and Your Death Bed: Playing the Long Game." Education Finance and Policy 13, no. 1 (2018): 1–18. http://dx.doi.org/10.1162/edfp_a_00246.

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18

West, Mckay Steven, Elizabeth L. Cohen, Jaime Banks, and Alan K. Goodboy. "It’s all fun and games until somebody dies: Permadeath appreciation as a function of grief and mortality salience." Journal of Gaming & Virtual Worlds 14, no. 2 (2022): 181–206. http://dx.doi.org/10.1386/jgvw_00057_1.

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Challenge is a key gratification sought in video games, and punishment by character death is often the repercussion for poor performance, requiring players to recover or restart. But some gamers go a step further and opt into games that feature permadeath: the permanent death of a game character with no opportunity to recover that character. These experiences may be emotionally taxing for players, but under some circumstances, they can enhance the meaningfulness of the play experience. Participants (N = 394) recruited from online gaming forums were randomly assigned to report on a past permade
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19

Jeon, Young-jae. "A study on the storytelling strategy of 〈Squid Game〉 -Focused on the death game genre-." Cartoon and Animation Studies 65 (December 31, 2021): 415–70. http://dx.doi.org/10.7230/koscas.2021.65.415.

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20

Faux, David, Thesha Thavaraja, and Alana Croucher. "Pandemic modeling with the game of life." American Journal of Physics 91, no. 12 (2023): 1008–14. http://dx.doi.org/10.1119/5.0166146.

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The generalized semi-classical game of life (gSCGOL) is a cellular automaton in which qubits evolve through repeated applications of birth, death, and survival operators. gSCGOL is used to model human–virus interactions during the COVID-19 pandemic by using cell “liveness” to be equivalent to the human population that is vulnerable to the disease. A match to the United Kingdom (UK) daily 7-day average COVID-19 deaths was achieved by daily changes to a parameter V representing the vulnerability of the population to the virus. The model predicts that the first COVID-19 virus entered the UK on De
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21

Kim, Changwook, and Sangkyu Lee. "Politicising digital labour through the politics of body." Economic and Labour Relations Review 32, no. 3 (2021): 382–98. http://dx.doi.org/10.1177/10353046211037092.

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By analysing the recent emerging labour movement of Korean digital game workers, this article seeks to explore a relatively novel issue – the importance of a politics of body in digital labour. By employing Elaine Scarry’s concept of ‘language of agency’ and ‘analogical substantiation’, the article first investigates how digital game workers express their work experiences and their embodied pain by analysing the mechanism of ‘crunch’ practice. Second, by examining ‘karoshi (overwork to death)’ and a series of suicides of digital game workers in Korea, it seeks to explore the problem of death a
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22

Ohtsuki, Hisashi, and Martin A. Nowak. "Evolutionary games on cycles." Proceedings of the Royal Society B: Biological Sciences 273, no. 1598 (2006): 2249–56. http://dx.doi.org/10.1098/rspb.2006.3576.

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Traditional evolutionary game theory explores frequency-dependent selection in well-mixed populations without spatial or stochastic effects. But recently there has been much interest in studying the evolutionary game dynamics in spatial settings, on lattices and other graphs. Here, we present an analytic approach for the stochastic evolutionary game dynamics on the simplest possible graph, the cycle. For three different update rules, called ‘birth–death’ (BD), ‘death–birth’ (DB) and ‘imitation’ (IM), we derive exact conditions for natural selection to favour one strategy over another. As speci
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23

Bertheloot, Damien, Eicke Latz, and Bernardo S. Franklin. "Necroptosis, pyroptosis and apoptosis: an intricate game of cell death." Cellular & Molecular Immunology 18, no. 5 (2021): 1106–21. http://dx.doi.org/10.1038/s41423-020-00630-3.

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AbstractCell death is a fundamental physiological process in all living organisms. Its roles extend from embryonic development, organ maintenance, and aging to the coordination of immune responses and autoimmunity. In recent years, our understanding of the mechanisms orchestrating cellular death and its consequences on immunity and homeostasis has increased substantially. Different modalities of what has become known as ‘programmed cell death’ have been described, and some key players in these processes have been identified. We have learned more about the intricacies that fine tune the activit
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24

Mantilla-Wright, Silvia. "“There Is No Escape”." Journal of Sound and Music in Games 6, no. 1 (2025): 106–38. https://doi.org/10.1525/jsmg.2025.6.1.106.

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Hades (Supergiant Games, 2020) is well known not only for its successful roguelite design and modernized Greek mythological elements but is also highly regarded for its soundtrack. With thumping bass lines, distorted guitar chords, electronic rhythmic backing tracks, and Greek and Mediterranean traditional instruments, the music of Hades sets a distinct aesthetic atmosphere for each level, boss encounter, and character interaction in the game. The soundtrack masters an effective balance between supporting game mechanics in play while acting as a functional device of the game’s narrative. This
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25

François, Anne Isabelle. "« An Ironic Game of Games, Riddles and Death » Conte (noir), ironie et compte à rebours." Recherches, no. 13 (November 17, 2014): 99–109. http://dx.doi.org/10.4000/cher.6134.

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26

YU, Qian, and Xian-jia WANG. "Evolutionary Game Model of 2 × 2 Stochastic Bimatrix Game based on Quasi Birth and Death Process." Systems Engineering - Theory & Practice 27, no. 3 (2007): 56–62. http://dx.doi.org/10.1016/s1874-8651(08)60024-1.

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27

Pornying, Wirakarn, and Sutraphorn Tantiniranat. "Hate speech towards female game players in Valorant game." Journal of English Language and Linguistics 5, no. 3 (2024): 374–92. https://doi.org/10.62819/jel.2024.657.

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This study examined the types of hate speech towards female game players in Valorant on the North American (NA) server. The data was collected from 36 videos (out of 1,254) from seven female YouTube channels between 2020 and 2023, where hate speech occurred during gameplay. This study utilizes a combination of quantitative and qualitative research methods. The researchers created precoding schemes based on Bahador’s (2023) framework of hate speech. Moreover, the researchers identified types of discrimination reflected through hate speech inspired by Kowert’s (2020) model. The findings show tha
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Chen, Yehan. "Cyber Discipline: How Roguelite Games Engage Players - A Perspective from Foucaults Discipline and Punish." Lecture Notes in Education Psychology and Public Media 6, no. 1 (2023): 504–8. http://dx.doi.org/10.54254/2753-7048/6/20220449.

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As an emerging game genre, Roguelite games rapidly gain a foothold in the market. This paper analyzes the relationship between the game and the player, using Foucaults theory to analyze the Roguelite game masterpiece Hades. In the process of playing the game, the game constitutes a discipline for the player. The characteristics of Roguelite games, such as permanent death and randomness, attract the player to play the game repeatedly to defeat the enemy and avoid defeat. At the same time, the narrative characteristics of Roguelite games show fragmentation and layer advancement, attracting the p
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Sergeyeva, Olga V., and Nadezhda A. Miziryak. "Post-apocalyptic environment and its reinterpretation in Death Stranding." Vestnik of Saint Petersburg University. Sociology 14, no. 4 (2021): 330–43. http://dx.doi.org/10.21638/spbu12.2021.403.

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Before becoming a reality, the technological environment exists in the projects and intentions of people. Sociologist S.Jasanoff offers the concept “sociotechnical imaginary”, which means ideas about the value of technologies and their future contribution to social development. The authors analyze some futuristic environment elements in the computer game Death Stranding based on this concept. The game embodies avant-garde solutions for establishing social communication infrastructure in a post-apocalyptic world. Death Stranding’s semantic emphasis, which was released before the pandemic, antic
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Peng, Lin, and Siyang Luo. "Exploration of tolerance of unfairness under COVID-19 mortality salience and its effect on epidemic development." Journal of Pacific Rim Psychology 17 (January 2023): 183449092311651. http://dx.doi.org/10.1177/18344909231165188.

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COVID-19 has brought awareness of the daily threat of death to everyone in the world and provided a natural context for raising widespread awareness of the salience of mortality. Previous researchers have found that mortality salience has rendered proposers more likely to make a fair offer in the dictator and ultimatum game, but there has been no study focusing on the psychological changes in the responders. Study 1 was an exploratory study of the effect of mortality salience on the threshold for acceptance of unfair offers, comparing the effect of unnatural deaths, such as those caused by COV
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Kumar, Nishant, Aloka Samantaray, Edward Johnson, and Lalit Mehdiratta. "COVID-19: A game of drugs, vaccines, hope and… death!" Indian Journal of Anaesthesia 65, no. 6 (2021): 434. http://dx.doi.org/10.4103/ija.ija_508_21.

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32

Hamayon, Roberte N. "Stakes of the Game: Life and Death in Siberian Shamanism." Diogenes 40, no. 158 (1992): 69–85. http://dx.doi.org/10.1177/039219219204015807.

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33

van den Hoogen, Wouter, Karolien Poels, Wijnand IJsselsteijn, and Yvonne de Kort. "Between Challenge and Defeat: Repeated Player-Death and Game Enjoyment." Media Psychology 15, no. 4 (2012): 443–59. http://dx.doi.org/10.1080/15213269.2012.723117.

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34

van der Werf, Erik C. D., Mark H. M. Winands, H. Jaap van den Herik, and Jos W. H. M. Uiterwijk. "Learning to predict life and death from Go game records." Information Sciences 175, no. 4 (2005): 258–72. http://dx.doi.org/10.1016/j.ins.2004.04.013.

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35

Wenner, Lawrence A. "LOVING THE GAME TO DEATH: HEROES, GOATS, AND SPECTATOR EMOTION." Journal of Sport and Social Issues 18, no. 4 (1994): 299–302. http://dx.doi.org/10.1177/019372394018004001.

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36

Nemerov, Alexander. "Haunted Supermasculinity: Strength and Death in Carl Rungius's "Wary Game"." American Art 13, no. 3 (1999): 3–31. http://dx.doi.org/10.1086/424344.

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Codogno, Patrice. "Autophagy and Caspase-Independent Cell Death: p19ARF Enters the Game." Developmental Cell 10, no. 6 (2006): 688–89. http://dx.doi.org/10.1016/j.devcel.2006.05.003.

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38

Abiad, Aida, Merit Geldmacher, and Alexander Grigoriev. "The Kaleidoscopic Game of Life." Complex Systems 31, no. 1 (2022): 1–58. http://dx.doi.org/10.25088/complexsystems.31.1.1.

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Several image rotation operators are introduced as novel rotation variants of John Conway’s Game of Life. The main idea of the Game of Life is to simulate real-life processes such as birth, survival and death. The discrete model operates on a two-dimensional array of black and white square cells. In this paper, we study the development of patterns in image rotation using different rotation methods. Moreover, the quality of the rotation and the applicability of image rotation to the Game of Life are investigated.
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MAR, GARY, and PAUL ST DENIS. "REAL LIFE." International Journal of Bifurcation and Chaos 06, no. 11 (1996): 2077–86. http://dx.doi.org/10.1142/s0218127496001351.

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In Conway’s Game of Life every cell is either fully alive (has the value of 1) or completely dead (has the value 0). In Real Life this restriction to bivalence is lifted to countenance “real-valued” degrees of life and death. Real Life contains Conway’s Game of Life as a special case; however, Real Life, in contrast to Conway’s Game of Life, exhibits sensitive dependence on initial conditions which is characteristic of chaotic systems.
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Conlin, Peter L., Josephine R. Chandler, and Benjamin Kerr. "Games of life and death: antibiotic resistance and production through the lens of evolutionary game theory." Current Opinion in Microbiology 21 (October 2014): 35–44. http://dx.doi.org/10.1016/j.mib.2014.09.004.

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41

Illger, Daniel. "The Lifelike Death: Dark Souls and the Dialectics in Black." Eludamos: Journal for Computer Game Culture 11, no. 1 (2021): 111–23. http://dx.doi.org/10.7557/23.6357.

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The article builds on Badious observation, that black is simultaneously characterized by lack and excess. In the Dark Souls trilogy the “dialectics in black” are realized as a law of movement, which structures how the game world is acquired. The games highlight a series of conflicting temporalities, which are realized in the play experience as a being-in-the-present. From the perspective of assemblage, this dynamic of conflicting temporalities can also be conceptualized as a longing for the melding of the human and inhuman. Here one can also find a hint as to how the Dark Souls games create “c
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Wiens, M., and W. E. G. Müller. "Cell death in Porifera: molecular players in the game of apoptotic cell death in living fossils." Canadian Journal of Zoology 84, no. 2 (2006): 307–21. http://dx.doi.org/10.1139/z05-165.

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Apoptosis represents the morphological manifestation of programmed cell death and, paradoxically at first sight, it is a prerequisite for metazoan life. Thus, apoptosis is responsible for the demise of cells during many physiological processes. It is also accountable for the death of cells following exposure to countless stimuli. Therefore, it is obvious that apoptosis must be regulated by a complex network of various molecular signaling pathways. Research during the past 20 years has led to the identification of major functional groups of molecules involved in apoptotic pathways. These includ
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Oldenburg, Aaron. "Observing the World without You: Automatic Walking and Death Meditation." Acta Ludologica 7, no. 2 (2024): 94–108. https://doi.org/10.34135/actaludologica.2024-7-2.94-108.

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This article discusses walking simulators and self-playing games in the context of the spiritual practice of death meditations. It explores states of mind that walking simulators may have the ability to provoke and how these can be furthered through automation. Although the focus is on potential benefits of a niche approach to game design, the article also discusses ways that this form of experimentation illuminates elements of mainstream games. The author discusses the process and design choices involved in creating their own self-playing walking simulator. Work is analysed in AAA and indie g
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Wang, Xiaolin. "Using In Death: Unchained as case to investigate embodiment-related elements in VR game design." Highlights in Science, Engineering and Technology 76 (December 31, 2023): 489–94. http://dx.doi.org/10.54097/8n334j73.

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The research focuses on the concept of embodiment in VR game design, which is a trending topic in VR theories and applications. Currently, other investigations focus on a more broad term of VR products or a specific category of VR games, which ignores the importance of embodiment in generic VR game design. This research focuses on various approaches towards embodiment and uses the VR game In Death: Unchained as an example to demonstrate those approaches' application, effect, and limitations. To begin with, the virtual environment on embodiment in VR games like In Death will be examined, the sa
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Rao, Hira Rafique, and Amna Umer Cheema. "Exploiting the Boundary between Theatre and Video Games: A Critical Exploration of Death of a Salesman as a Video Game." Journal of English Language, Literature and Education 6, no. 2 (2024): 1–11. http://dx.doi.org/10.54692/jelle.2024.0602223.

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This paper is an exploration and comparison of Arthur Miller’s Death of a Salesman, where its elements are sifted out, which are akin to those of a video game. The selected play, being expressionistic in nature, is experimental with lighting, time, sound, and a narrative, as video games functioned on these as fundamental characteristics in order to be delineated as one. Similar to a video game, the play is centered on a tragic modern hero who instigates a series of unfortunate events shaped around his mental state and perspective. The study uses qualitative methods and textual analysis to unde
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Bonfield, Christopher M., and Douglas Kondziolka. "Beyond the game: the legacy of Bill Masterton." Neurosurgical Focus 41, no. 1 (2016): E9. http://dx.doi.org/10.3171/2016.2.focus1558.

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Bill Masterton is the only man to die of injuries sustained in a National Hockey League (NHL) game. He remains the last fatality in any professional team sport involving a direct in-game injury in North America. While Masterton was originally thought to have suffered a fatal brain injury while being checked on the ice, later analysis of the case revealed evidence of second-impact syndrome and the effects of prior concussions. Masterton's death sparked both an immediate debate in the NHL on whether helmets should be compulsory and the NHL's first vote on mandatory helmet use. Although the subje
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Bakirov, Denys. "THE DEATHCAMP REALISM AS A SOURCE OF PUTINISM. ON THE PLATONIC HIERARCHY OF HUMAN FACULTIES IN VARLAM SHALAMOV’S GULAG STORIES." Grail of Science, no. 24 (February 27, 2023): 493–97. http://dx.doi.org/10.36074/grail-of-science.17.02.2023.093.

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In this study, I expedite Varlam Shalamov’s testimony from GULAG to illuminate the Platonic hierarchy of human faculties (appetite, will, intellect) with the help of the key “characters” of Stalin’s death camps: blatar, silovik, politik. I hypothesise that at the heart of Putin’s regime lies a “friendship” between crime syndicates (blatari) and secret police (siloviki) against the intelligentsia (politiki); an alliance of “law-breakers” and “law-enforcers” against “law-makers”. The contrast between blatari and politiki is that between two kinds of freedom: between freedom of choice and politic
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48

Marcus, G. "The Game of War: The Life and Death of Guy Debord." Common Knowledge 8, no. 2 (2002): 419. http://dx.doi.org/10.1215/0961754x-8-2-419.

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49

Chen, K. "Static analysis of life and death in the game of Go." Information Sciences 121, no. 1-2 (1999): 113–34. http://dx.doi.org/10.1016/s0020-0255(99)00083-3.

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50

Wibowo, Tony, and Aloysius Edward Marselino Dolok Saribu. "Video game and Catholic faith: Qualitative study on ‘That Dragon, Cancer’ among acolyte in Batam City." Serat Rupa Journal of Design 7, no. 1 (2023): 61–72. http://dx.doi.org/10.28932/srjd.v7i1.5797.

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Abstract:
Video games are a means of entertainment especially among children and adolescent, including acolyte. Several video games use narration as dialogue to convey the story in video games. One of the video games that heavily focused on narrative is the video game That Dragon, Cancer. This video game tells of a family who has a child who has brain cancer. In that video game, it shows struggle of each family member deal with it in a surreal and enigmatic visual presentation. This study aims to prove is it possible to have positive view on Cotholic faith among acolytes by playing the video game That D
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