Academic literature on the topic 'Digital game design'
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Journal articles on the topic "Digital game design"
De Schutter, Bob. "Gerontoludic Design." International Journal of Gaming and Computer-Mediated Simulations 9, no. 1 (January 2017): 45–60. http://dx.doi.org/10.4018/ijgcms.2017010103.
Full textKhamadi, Khamadi, and Abi Senoprabowo. "Adaptasi Permainan Tradisional Mul-Mulan ke dalam Perancangan Game Design Document." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 4, no. 01 (February 27, 2018): 100–118. http://dx.doi.org/10.33633/andharupa.v4i01.1588.
Full textBrown, Julie A., and Bob De Schutter. "Game Design for Older Adults." International Journal of Gaming and Computer-Mediated Simulations 8, no. 1 (January 2016): 1–12. http://dx.doi.org/10.4018/ijgcms.2016010101.
Full textPivec, Paul, and Maja Pivec. "Digital Games." International Journal of Game-Based Learning 1, no. 1 (January 2011): 1–18. http://dx.doi.org/10.4018/ijgbl.2011010101.
Full textMartins, 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 (February 28, 2019): 167–80. http://dx.doi.org/10.31686/ijier.vol7.iss2.1335.
Full textAlkan, Selcuk, and Tuba Ada. "Digital game design on the subject of identities and expansions." New Trends and Issues Proceedings on Humanities and Social Sciences 4, no. 9 (January 11, 2018): 17–21. http://dx.doi.org/10.18844/prosoc.v4i9.3038.
Full textAlkan, Selçuk, and Ebru Korkmaz. "Analysis of Digital Games Related to Mathematics Education with Deconstructing." World Journal of Education 11, no. 2 (April 18, 2021): 46. http://dx.doi.org/10.5430/wje.v11n2p46.
Full textClasse, Tadeu Moreira de, Renata Mendes De Araujo, Geraldo Bonorino Xexéo, and Sean Siqueira. "The Play Your Process Method for Business Process-Based Digital Game Design." International Journal of Serious Games 6, no. 1 (March 14, 2019): 27–48. http://dx.doi.org/10.17083/ijsg.v6i1.269.
Full textAslan, Serdar, and Osman Balci. "GAMED: digital educational game development methodology." SIMULATION 91, no. 4 (March 2, 2015): 307–19. http://dx.doi.org/10.1177/0037549715572673.
Full textRALIBI, RAYMOND. "PERANCANGAN MOBILE GAME BERDASARKAN PERMAINAN RAKYAT “DODOMBAAN” UNTUK MEMBANGUN INTERAKSI SOSIAL ANTAR PEMAIN." Serat Rupa Journal of Design 1, no. 2 (January 19, 2018): 343. http://dx.doi.org/10.28932/srjd.v1i2.457.
Full textDissertations / Theses on the topic "Digital game design"
Tahmassebi, Shadi. "Digital Game Design for Elderly People." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20133.
Full textFaltin, Elias, and Mikael Ferroukhi. "From conceptual level to playable game : An exemplary investigation of applying game design theory to practice through the process of design and development." Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-415728.
Full textI Rilla Khaled´s (2018) teori Reflective game design theory, argumenterar hon för fördelen med att skapa omvälvande upplevelser i syfte att uppmana spelaren till reflektion. Vi beslöt oss för att designa och utveckla ett spel baserat på hennes teori, för att sedan undersöka och utvärdera teorin. Vi definierar spelutvecklande som en process i tre steg, bestående av ”ideation” (grundat ur Khaleds teori), artikulering av designen baserat på ett ramverk s.k. ”SGDA Framework” ( Mitgutsch & Alvarado, 2012), och slutligen realisering (grundat på principer framtagna av Boyer, 2010 och Swink, 2009). Vi argumenterar för besluten som ligger bakom vår design, utför praktiska test av spelet i en användarstudie och diskuterar sedan framgångar samt eventuell tillkortakommanden med vår design. Slutsatsen består av en redogörelse för hur våra upptäckter står i förhållande till applikationen av teori till praktik. Vi upptäckte att genomtänkta och välmotiverade beslut inom spelutveckling inte alltid når spelaren, då interaktionen mellan spelare och spel hindras av tillkortakommanden i hur dessa beslut tillämpats. Vi identifierade ytterligare klyftor mellan teori och realisering, och konstaterar vad spelutvecklare bör vara uppmärksamma på under utveckling av s.k. ”reflective games”.
Flanagan, Mary. "Playculture : developing a feminist game design." Thesis, University of the Arts London, 2005. http://ualresearchonline.arts.ac.uk/2304/.
Full textHowell, Peter Mark. "Disruptive game design : a commercial design and development methodology for supporting player cognitive engagement in digital games." Thesis, University of Portsmouth, 2015. https://researchportal.port.ac.uk/portal/en/theses/disruptive-game-design(cac71c4d-74b4-491b-a7e2-cb28e1fac235).html.
Full textLarsson, Andreas, and Jonas Ekblad. "Physical vs Digital Tabletop Games." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20793.
Full textCress, Bradley D. "Design and Development of a Digital Game-Based Learning Module on Transportation." Bowling Green State University / OhioLINK, 2009. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1245724226.
Full textSouza, Jaderson Aparecido de. "Paradigm shift: uma aventura em busca do jogo." Pontifícia Universidade Católica de São Paulo, 2011. https://tede2.pucsp.br/handle/handle/18082.
Full textThis study addresses the issue of the production of games and its scope as objects of knowledge and learning. Part of the current discussion is about theoretical elements of the games from the ontologically pragmatic assumptions of the metaphilosophy and of the general ontology of the metaverses and games. Methodologically, the production of a game is conceived as the production of a cultural and cognitive object which is organized according to the principles of the narrative designs, three-dimentional environments and characters integrated in the current cultural movement of the digital natives. It is discussed the relation among the methodological assumptions of the approach of the new technologies, the narratology and playful and the current educational reflections that take the games as cognitive objects. It approaches the production contexts of a game, focusing the hypermedia research areas which show the games as cultural agents that promote the human creativity and freedom in the digital era, its relevance as playfulness sense producer and as horizons of knowledge production. It resumes the discussion of the use of games in the educational process confronting them with the entertainment issues and the scientific research that uses the new technologies. It locates and delineates the methodological parameters and conceptual limits for the production of a game which has concepts as objects. It proposes the normative structure of a game design document, its parameter and its development in a high fidelity digital phototype. It culminates in the perspective of the games complexities as digital and cultural objects that locates in the horizons among art, ethics and science, fundamental to the development of the postmodern culture
conhecimento e de aprendizagem. Parte da discussão atual acerca dos fundamentos teóricos dos games, a partir dos pressupostos ontopragmáticos da topofilosofia e da ontologia geral dos metaversos e games. Metodologicamente, concebe a produção de um game como a produção de um objeto cultural e cognitivo que se organiza segundo princípios do design de narrativas, ambientes tridimensionais e personagens, integrados no movimento cultural atual dos nativos digitais. Discute a relação entre os pressupostos metodológicos da abordagem das novas tecnologias, com o binômio narratologia-ludologia e com as atuais reflexões educacionais que tomam os games como objetos cognitivos. Aborda os contextos de produção de um game, enfocando as pesquisas da área hipermídia, que mostram os games como agentes culturais que promovem a criatividade e liberdade humanas na era digital, a sua pertinência como ludicidade produtora de sentidos e como horizonte de produção de conhecimento. Retoma o debate do uso dos games nos processos educativos confrontando-os com as questões do entretenimento e da pesquisa científica que utiliza as novas tecnologias. Situa e delineia os parâmetros metodológicos e limites conceituais para a produção de um game que tenha por objeto conceitos. Propõe a estrutura normativa de um game design document, sua parametrização e seu desenvolvimento em um protótipo digital de alta fidelidade. Culmina na perspectiva da complexidade dos games como objetos digitais e culturais que se situam no horizonte entre arte, ética e ciência, fundamentais para o desenvolvimento da cultura pós-moderna
Nguyen, Vuong D. "Duck Hunt FPGA game, a project on UML and digital design." Thesis, California State University, Long Beach, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10137441.
Full textField Programmable Gate Array (FPGA) is rarely associated with video games. Software video games can be made using the Unified Modeling Language (UML) and high level languages such as the Extensible Hypertext Markup Language (XHTML), Cascading Style Sheets (CSS), Javascript, and jQuery; however, FPGA video games require the building of complex hardware. The goal of this project is to create an FPGA video game by combining UML and digital design.
There are advantages to starting from the hardware level such as having more control, thus giving more freedom to create design and functional specifications. The disadvantages include creating device drivers. By using the Rational Unified Process (RUP) as the development process, a Duck Hunt FPGA Game is created that proves how software video game development is different compared to FPGA game development.
Moulana, Sultana Jesmine. "SYNERGY: GAME DESIGN + QUR'AN MEMORIZATION." VCU Scholars Compass, 2017. https://scholarscompass.vcu.edu/etd/5199.
Full textBufe, Johannes Verfasser], Detlef [Akademischer Betreuer] [Krömker, and Wolfgang [Akademischer Betreuer] Müler. "Game-Design Paradigmen und Lernprozesse im Digital Game Based Learning / Johannes Bufe. Gutachter: Detlef Krömker ; Wolfgang Müler." Frankfurt am Main : Univ.-Bibliothek Frankfurt am Main, 2011. http://d-nb.info/1045005673/34.
Full textBooks on the topic "Digital game design"
Hollywood gamers: Digital convergence in the film and video game industries. Bloomington: Indiana University Press, 2010.
Find full textSteven, Heller. Becoming a digital designer: A guide to careers in Web, video, broadcast, game and animation design. Hoboken, N.J: John Wiley, 2007.
Find full textDaryl, Wise, ed. Secrets of award-winning digital artists. New York, N.Y: Wiley Pub., 2002.
Find full textEric, Thomas, ed. Game character design complete: Using 3ds Max 8 and Adobe Photoshop CS2. Boston, Mass: Thomson Course Technology, 2007.
Find full textBurmester, Michael. Digital game based learning: Proceedings of the 4th International Symposium for Information Design, 2nd of June 2005 at Stuttgart Media University. Karlsruhe: Univ.-Verl. Karlsruhe, 2006.
Find full textFay, Nissenbaum Helen, ed. Values at play in digital games. Cambridge, Massachusetts: The MIT Press, 2014.
Find full textGrout, Ian. Digital systems design with FPGAs and CPLDs. Amsterdam: Elsevier / Newnes, 2008.
Find full textSamiha, Mourad, ed. Digital design using field programmable gate arrays. Englewood Cliffs, N.J: PTR Prentice Hall, 1994.
Find full textBook chapters on the topic "Digital game design"
Wu, Yen-Liang, Shia Yu, Shih-Tav Kao, Chih-Yu Chen, Hao-Wen Liu, Po-Han Chen, Ci-Yuan Xu, and Rong-Chi Chang. "Digital Game Design—Brave Loop." In Lecture Notes in Electrical Engineering, 993–98. Singapore: Springer Singapore, 2017. http://dx.doi.org/10.1007/978-981-10-3187-8_97.
Full textSezen, Tonguc Ibrahim. "Analog Prototyping for Digital Game Design." In Encyclopedia of Computer Graphics and Games, 1–3. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_135-1.
Full textKhaled, Rilla. "Questions Over Answers: Reflective Game Design." In Playful Disruption of Digital Media, 3–27. Singapore: Springer Singapore, 2018. http://dx.doi.org/10.1007/978-981-10-1891-6_1.
Full textGuynup, S. "Virtual Reality, Game Design, and Virtual Art Galleries." In Curating the Digital, 149–66. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-28722-5_10.
Full textReimann, Daniela, and Simone Bekk. "Game Design with Portfolios and Creative Skills." In Creativity in the Digital Age, 245–61. London: Springer London, 2015. http://dx.doi.org/10.1007/978-1-4471-6681-8_13.
Full textSchuldt, Jacqueline, and Helmut Niegemann. "Instructional Design for Digital Game-Based Learning." In Game-based Learning Across the Disciplines, 299–319. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-75142-5_13.
Full textSong, Minzhu, and Sujing Zhang. "EFM: A Model for Educational Game Design." In Technologies for E-Learning and Digital Entertainment, 509–17. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69736-7_54.
Full textGuo, Yan Ru, and Dion Hoe-Lian Goh. "The Design of an Information Literacy Game." In The Emergence of Digital Libraries – Research and Practices, 354–64. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-12823-8_37.
Full textJagoda, Patrick, and Peter McDonald. "Game Mechanics, Experience Design, and Affective Play." In The Routledge Companion to Media Studies and Digital Humanities, 174–82. New York : Routledge, Taylor & Francis Group, 2018.: Routledge, 2018. http://dx.doi.org/10.4324/9781315730479-17.
Full textMarkopoulos, Evangelos, Panagiotis Markopoulos, Mika Liumila, Younus Almufti, and Chiara Romano. "Digital Cultural Strategies Within the Context of Digital Humanities Economics." In Advances in Human Factors in Wearable Technologies and Game Design, 283–95. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20476-1_29.
Full textConference papers on the topic "Digital game design"
Jemmali, Chaima, Sara Bunian, Andrea Mambretti, and Magy Seif El-Nasr. "Educational game design." In FDG '18: Foundations of Digital Games 2018. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3235765.3235783.
Full textChan, Jupiter T. C., and Wilson Y. F. Yuen. "Digital game ontology: Semantic web approach on enhancing game studies." In Conceptual Design (CAID/CD). IEEE, 2008. http://dx.doi.org/10.1109/caidcd.2008.4730603.
Full textO'Shea, Zoë, and Jonathan Freeman. "Game design frameworks." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3337753.
Full textPong, Ke-Chen, Ming-Hsin Tsai, and Shuo-Hsiu Hsu. "Applying a Grammatical Structure to Practice Game Design on Non-Computer Games." In 2012 IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012). IEEE, 2012. http://dx.doi.org/10.1109/digitel.2012.17.
Full textShliakhovchuk, Elena, and Adolfo Muñoz García. "Digital game-based learning for D&I: conceptual design of an educational digital game Chuzme." In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10561.
Full textShi, Yen-Ru, and Ju-Ling Shih. "Game-Based Career Guidance Systems Design Concept." In 2012 IEEE 4th International Conference on Digital Game and Intelligent Toy Enhanced Learning (DIGITEL 2012). IEEE, 2012. http://dx.doi.org/10.1109/digitel.2012.53.
Full textGillespie, Thom. "Digital storytelling and computer game design." In CHI '97 extended abstracts. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/1120212.1120316.
Full textIjsselsteijn, Wijnand, Henk Herman Nap, Yvonne de Kort, and Karolien Poels. "Digital game design for elderly users." In the 2007 conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1328202.1328206.
Full textLorthioir, Guillaume, and Katsumi Inoue. "Design Adaptive AI for RTS Game by Learning Player's Build Order." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/737.
Full textYanli Liang, Xiaoling Li, and Jiachen Zhang. "Digital game-based college English teaching." In 2010 International Conference on Computer Design and Applications (ICCDA 2010). IEEE, 2010. http://dx.doi.org/10.1109/iccda.2010.5541038.
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