Academic literature on the topic 'Game character'

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Journal articles on the topic "Game character"

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Karipbayev, Zhassulan, and Aisha Toksanbayeva. "Game characters as a narrative tool: an analysis of the influence of visual design on the development of the storyline in the game." Рroblems of engineering and professional education 73, no. 2 (2024): 65–78. https://doi.org/10.32523/2220-685x-2024-73-2-65-78.

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The article discusses the relevance of the visual design of game characters through the narrative function of the game, the development of the storyline and their close relationship with players. The modern world of video games is rapidly evolving, creative boundaries are expanding, and technological progress opens up new opportunities in the gaming industry. Among these changes, the visual design of characters stands out, since it is an important factor in deepening the plot of the game and the connection of the player with the game world. In this context, the character's appearance, animation, facial expressions and clothing have an emotional impact on players and help them to fully immerse themselves in the game. The visual design of characters and their psychological depth form not only the narrative structure of the game, but also the overall impression of the game. Design decisions play an important role in establishing an emotional connection between game characters and players, deepening their interaction and perception of the game's plot. The article discusses trends in character design in modern video games and their impact on the art of storytelling. In addition, the study analyzes the techniques of visual character design, their importance in creating emotional resonance and their impact on player perception. This article takes a detailed look at the influence of character design on a game and its story structure using the character Wanderer in Genshin Impact as an example.
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Lee, Doyeon, and Yeoju Chung. "A Qualitative Study on the Adolescents’ experience of Empathizing with Game Characters." Korean Association For Learner-Centered Curriculum And Instruction 22, no. 11 (2022): 539–55. http://dx.doi.org/10.22251/jlcci.2022.22.11.539.

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Objectives The purpose of this study is to in-depth understanding the experience of adolescents' empathy for game characters.
 Methods For this purpose, 8 adolescents were interviewed and Observation on the subject of empathy for game characters, and it is analyzed based on Phenomenological study method.
 Results As a result of the analysis, 78 meaning units, 26 subcategories and 7 top categories were drawn, and finally, two topics were generated as follows. a) Character empathy type: Changes in emotions and thoughts according to the game situation, Giving vitality to the character, Forming a new relationship with the character. b) The process of character empathy: Motivation, Flow, Assimilate, Emotional reconstruction.
 Conclusions The results of this study are meaningful in that they examined the experience of adolescents' game character interaction and empathy, and provided evidence for adolescents' game attachment and behavioral types in counseling and education scenes. based on these results this study, proposed discussions and suggestions for further studies.
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Park, Anna E., and Tracy B. Henley. "Personality and Fantasy Game Character Preferences." Imagination, Cognition and Personality 27, no. 1 (2007): 37–46. http://dx.doi.org/10.2190/ic.27.1.d.

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The present study examined the relationship between personality and character preferences in fantasy computer role-playing games. Subjects were required to complete two measures: The Big Five Inventory and a survey designed to determine character preferences in fantasy computer role-playing games as well as relevant fantasy/gaming experiences. Several correlations were observed that generally support the hypothesis that individuals choose characters that are reflections of their own personalities. For example, individuals who scored high on extraversion tended to prefer characters that were described as charismatic. Likewise, agreeableness was correlated with preferences for characters with helping occupations and negatively correlated with more deviant occupations.
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Dzhanakhmetov, Orynbassar, and Aisha Toksanbayeva. "Character design in games. Analysis and research of the theory of character design." Рroblems of engineering and professional education 74, no. 3 (2024): 62–72. http://dx.doi.org/10.32523/2220-685x-2024-74-3-62-72.

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In the contemporary gaming market, characters play a pivotal role in the success of games, particularly in app stores. When players browse for games within a specific genre, their initial attention is often drawn to the game's characters. Positioned alongside the game's title, characters serve as visual symbols and are displayed in conjunction with key information such as ratings and download numbers. The appearance of a game’s character allows users to quickly assess the genre, visual style, and the preferences of the target audience. While technological advancements are crucial for game development, a comprehensive analysis of character design from an artistic and aesthetic perspective is essential for achieving market success. This article employs analytical methods to explore the design and artistic characteristics of game characters, with the goal of gaining deeper insights into the creative processes of game developers. It also seeks to ensure that characters are perceived in alignment with the core concept of the game. Additionally, by examining current trends in the gaming industry, the analysis offers insights into developing effective character design concepts that resonate with players and enhance a game's appeal. Furthermore, a review of trends in the modern gaming industry allows for conclusions about the role of characters and their impact on the success of the game. The visual and functional elements of characters should harmoniously align with the game’s theme and atmosphere, enhancing players' emotional connection and ensuring long-term engagement.
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Dzhanakhmetov, Orynbassar, and Aisha Toksanbayeva. "Character design in games. Analysis and research of the theory of character design." Рroblems of engineering and professional education 74, no. 3 (2024): 63–74. https://doi.org/10.32523/2220-685x-2024-74-3-63-74.

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In the contemporary gaming market, characters play a pivotal role in the success of games, particularly in app stores. When players browse for games within a specific genre, their initial attention is often drawn to the game's characters. Positioned alongside the game's title, characters serve as visual symbols and are displayed inconjunction with key information such as ratings and download numbers. The appearance of a game’s character allows users to quickly assess the genre, visual style, and the preferences of the target audience.While technological advancements are crucial for game development, a comprehensive analysis of character design from an artistic and aesthetic perspective is essential for achieving market success. This article employs analytical methods to explore the design and artistic characteristics of game characters, with the goal of gaining deeper insights into the creative processes of game developers. It also seeks to ensure that characters are perceived in alignment with the core concept of the game. Additionally, by examining current trends in the gaming industry, the analysis offers insights into developing effective character design concepts that resonate with players and enhance a game's appeal.Furthermore, a review of trends in the modern gaming industry allows for conclusions about the role of characters and their impact on the success of the game. The visual and functional elements of characters should harmoniously align with the game’s theme and atmosphere, enhancing players' emotional connection and ensuring long-term engagement.
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Kou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.

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Video games are a very common entertainment activity in life, and with the advancement of technology, they have become available on all kinds of electronic devices. Every year, countless console, online, and mobile games are released to great acclaim in the gamer community, and many games that have been released for many years are still regarded as masterpieces by their enthusiasts. The success of a game and its appeal to gamers depend in large part on the quality of the games CG art. Game CG art often includes scenes, props, characters, creatures, buildings, and other types of art, and excellent design attracts more peoples attention. As a new industry in the 21st century, game original art is now actively developing, but research on game original art, especially game character images, is relatively rare. This paper will focus on the character design in in-game original art by comparing the character images in different kinds of games, investigating how much players like the characters, and searching the number of fanarts in the fan community to analyze the types of characters that players of different age groups like and explore how to design more attractive characters.
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Irman, Irman. "Nilai-Nilai Karakter pada Anak Dalam Permainan Tradisionan dan Moderen." KONSELI : Jurnal Bimbingan dan Konseling (E-Journal) 4, no. 2 (2017): 89–96. http://dx.doi.org/10.24042/kons.v4i2.2192.

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Play has character values for the child's life. Specifically the game can be divided into two, namely the traditional game performed by children who live in the countryside and modern games performed by children who live in urban areas.To dig the character values on the game the researchers used a qualitative approach. The results of the study found, (1) Traditional games generally use natural game tools and games where the game is done in the open, while modern games use electronic devices, and are generally performed in enclosed spaces, (2) traditional games and modern games have value character values on the cognitive, social, emotional and identity aspects, and (3) traditional games highlight the values of social character, while modern games highlight the values of individual characters. The results can be used by educators, especially school counselors to make the game as a technique in counseling in shaping the character of students.
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Persada, Satria Indra Praja, and Dea Nisrina Nurrahmah. "VISUAL ANALYSIS OF MIKAZUKI MUNECHIKA'S CHARACTER IN THE GAME TOUKEN RANBU AND ITS CONNECTIONS WITH JAPANESE HISTORY." Proceeding of International Conference on Business, Economics, Social Sciences, and Humanities 7, no. 1 (2024): 838–45. http://dx.doi.org/10.34010/icobest.v7i.595.

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Touken Ranbu, is an online strategy type game featuring the character Mikazuki Munechika as the main visual. This card game tells the story of legendary sword knights who are tasked with fighting enemies and changing history. This online game company is trying to highlight the history of weapons left by former samurai that can be transformed into characters. This research aims to examine the character of Mikazuki Munechika from a visual perspective, knowing and understanding the meaning of real weapons represented through pictorial characters. The research method used in this research uses a descriptive-qualitative method with design analysis. The research results show that this character can translate well from a sword into a character
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Pranselga, Argia, Iwan Rizal Setiawan, and Winda Apriandari. "Implementasi Finite State Machine Pada Karakter NPC Musuh Dalam Game Adventure In Java." Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi 10, no. 3 (2021): 391. http://dx.doi.org/10.35889/jutisi.v10i3.707.

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<p>Abstrak. Dalam industri game terdapat banyak inovasi yang dapat di implementasikan pada sebuah game, salah satu diantaranya adalah mengimplementasikan kecerdasan buatan pada karakter Non Playable Character (NPC) agar game lebih hidup dan tidak membosankan saat dimainkan. Game bergenre Role Playing Games (RPG) adalah salah satu Game yang dapat mengimplemetasi-kan kecerdasan buatan, dimana player mengontrol penuh aksi dari karakter di dalam sebuah dunia viksi dalam video game. Kecerdasan buatan yang dikembangkan dalam game ini yaitu mengimplementasikan Finite State Machine yang akan digunakan untuk merancang dan mengatur respon perilaku dari Non Player Character (NPC) musuh untuk menyergap, menyerang, mengejar dan bertarung dengan player agar respon dari NPC musuh dapat di tentukan berdasarkan interaksi yang dilakukan oleh player. Hasil uji penelitian ini menunjukan bahwa Finite State Machine dapat memberikan kecerdasan buatan kepada perilaku dan sifat karakter NPC musuh berdasarkan interaksi yang dilakukan oleh player sehingga game terasa lebih hidup dan tidak membosankan.</p><p>Kata kunci: Game Adventure, Finite State Machine, Role Playing Games, Non-Playable Character <br /> <br />Abstract. In the game industry, there are many innovations that can be implemented in a game, one of which is implementing artificial intelligence on Non-Playable Character (NPC) characters so that the game is more lively and not boring when played. Game genre Role Playing Games (RPG) is one game that can implement artificial intelligence, where the player fully controls the action of the characters in a fictional world in video games. The artificial intelligence developed in this game is to implement the Finite State Machine which will be used to design and regulate the behavioral response of the enemy's Non-Player Character (NPC) to ambush, attack, chase and fight with players so that the response of the enemy NPCs can be determined based on the interactions that occur. done by the player. The test results of this study indicate that the Finite State Machine can provide artificial intelligence to the behavior and character traits of enemy NPCs based on interactions made by players so that the game feels more alive and not boring.</p><p>Keywords: Game Adventure, Finite State Machine, Role Playing Games, Non-Playable Character</p>
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Bykhanova, Maria A. "MEDIATIZATION METHODS OF FOLKLORE CHARACTERS IN VIDEO GAMES. THE CASE OF “YAGA” GAME." Folklore: structure, typology, semiotics 6, no. 2 (2023): 97–111. http://dx.doi.org/10.28995/2658-5294-2023-6-2-97-111.

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The article is devoted to the mediatization of mythological characters of Slavic folklore by means of an example of the video game “Yaga”, created by Breadcrumbs Interactive studio in 2019. The mediatization of folklore allows us to see how traditional ideas are transformed when they get into the media environment and how folklore is “translated” into the language of the media. In this case, a computer game is considered as a text consisting of various (visual, verbal, etc.) signs. The author undertook structuralsemiotic analysis of the character system of video games that is used both in folklore and game studies to identify functions and plot roles, as well as visual, auditory, and other methods of media representation of game images borrowed from folklore. The article attempts to answer the following questions: are the functions of game characters similar to the functions of their folklore prototypes? Are there any similar stories in bylichki, or in this case we are dealing with completely fictional stories by the authors of games, which are only trying to be similar to folklore ones? Here it will be difficult to simply make a comparative scheme by comparing video game and folklore images, since the game does not have a full-fledged bestiary (a separate tab in the game menu where we could see full information about the character). In addition, all folklore characters can be conditionally divided into full-fledged opponents, who will have no other line of behavior besides the attack, and neutral to the hero, who can attack or make contact. In one case, we can talk exclusively about the external similarity, in the other we can focus on the plots of quests in which the character appears.
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Dissertations / Theses on the topic "Game character"

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Mäkinen, Måns. "Optimizing topology for a game Character : Creating a humanoid game character for animation." Thesis, Luleå tekniska universitet, Institutionen för konst, kommunikation och lärande, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-69541.

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This thesis will go through how to create good topology for a humanoid character that will be animated for a game.   First, I will go through some things to keep in mind and why they are important. I will then create two different models, one when I’m following the principles i have gone through in the thesis and one when I don’t do that and then compare the results to anatomy references.   The two models will have the same weight paints as far as possible and will play the same animation.   The purpose is to be able to use this thesis as a help with that your supposed to think about when you create your characters topology and how to avoid simple mistakes.<br>Denna rapport kommer gå igenom hur man skapar bra topologi för en humanoid karaktär som ska animeras för ett spel.   Först kommer jag ta upp lite olika saker man ska tänka på och varför det är viktigt. Jag kommer sedan skapa två olika modeller, en när jag mer följer det som jag har gått igenom och en när jag inte gör det och sedan jämföra dem med anatomi referenser.   De två karaktärerna kommer ha så lika weight paints som möjligt och köra samma animation.   Syftet är att man ska kunna ha den här rapporten som hjälp med vad man ska tänka på när man skapar sin karaktärtopologi och hur man kan undvika simpla misstag.
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Rashidi, Danial. "Game Character : Concept to product." Thesis, University of Gävle, Ämnesavdelningen för datavetenskap, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-4723.

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<p>A production pipeline of different game companies is explored with the idea of creating characters specifically designed for games. A character was created following the different components of a real game studio which produced a low poly count character that could be implemented into a game from a technical and aesthetic point of view. An aim of this research paper was to obtain a better understanding of how the idea of a game character is developed and also why industry professionals utilize some techniques and not others. A finished game character model was created from the design process concept stage to the final product for an online game contest.</p>
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Kallin, Dan. "Characters in Roleplaying Games : a study of the bond created between player and character." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1927.

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The bond between player and character as perceived by many, in pen-and-paper roleplaying games, is unrivalled in its emotional strength. This is an opinion shared by many hardcore enthusiasts across the globe. Personally I have never achieved a connection to any digital character that even closely resembles the intense affection I have felt for my pen-and-paper characters, and this baffles me. The goal with this thesis is to try and find exactly what pen-and-paper roleplaying games do differently. The method used is qualitative interviews with students at Gotland University. The participants are experienced roleplayers in both the analogue and digital form. With their help I try to identify the reasons to why players get attached to pen-and-paper characters more than digital ones. The literature revolves around roleplaying and how we identify with characters in other media as well. The result shows that there are four distinct reasons to why players get attached to characters.
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Sutterfield, Curtis T. "The relationship between video game user and character." Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337637.

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This thesis identifies and explores the types of communication modes that exist in video games. Different types of communication are identified and discussed based on Frye's audience centered theory of modes. The inferior communication mode, the mimetic communication mode, the leader-centered communication mode, the romantic communication mode, and the mythical communication mode are all explained. A convenience sample of six video game players were interviewed about video games. An analysis of their self-identification statements revealed that players seek a high level of romantic communication when playing video games. The romantic communication mode makes the video game world an idealized place where the players are able to manipulate their circumstances or show more intelligence than the user in reality. Uses of the communication modes are also explained.<br>Department of Telecommunications
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Joar, Hedvall, and Claesson Charlie. "Character description by the use of level design and game mechanics : A study on how to convey a character based narrative within a game." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-260644.

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This study is an investigation of the possibilities to create levels that convey a character and its personal narrative with the use of three level design methods. The used methods are: the use of smaller objects and details to convey information, using the player's personal references and memories and having a clear goal for the player. The results are gathered though qualitative interviews with the participant in the study and examining how participants interpret the narrative in game levels that were designed by using these three level design methods. This study uses the game Project Rewind as test bed, which was partially developed for this thesis purpose. The test result have shown that players took more notice of clusters of smaller visual objects, and memorized interactive objects much better than the stationary objects. They also used their own personal and cultural references, memories and stereotypes when analysing the objects in the levels to create an image of the character presented to them. Based on the results that we received from the interviews we found that having a clear demographic is important when designing a narrative level that needs be easy to understand. This is because of each player's own personal references, certain things can be perceived differently based on the player's references. The test results also show that the three level design methods mentioned can to a certain degree be used to convey a narrative when used to design a level.<br>Denna studie är en utredning av möjligheterna att skapa spelnivåer som förmedlar en karaktär och dess personliga berättelse med användning av tre level design metoder. De använda metoderna är: användning av mindre objekt och detaljer, användning av spelarens personliga referenser och minnen samt att ha ett tydligt mål för spelaren. Resultaten samlas in genom kvalitativa intervjuer med deltagarna i studien och analysera hur deltagarna tolkar berättelsen i spelets nivåer som var designade med hjälp av dessa tre level design metoder. Denna studie använder spelet Project Rewind för testerna, detta spel var delvis utvecklat för denna studiens ändamål. Test resultaten visar att spelaren tog upp mer information genom kluster av mindre visuella föremål, och memorerade interaktiva objekt mycket bättre än de stillastående objekten. De använde också sina egna personliga och kulturella referenser, minnen och stereotyper när de analyserade objekten i nivåerna för att skapa en bild av karaktären presenteras för dem. Baserat på de resultat som vi fått från undersökningen fann vi att det är viktigt att ha ett tydligt demografiskt mål, vilket är viktigt när man utformar en berättelse i en spel nivå som ska vara lätt att förstå. Detta är på grund av varje spelare har sina egna personliga referenser, vissa saker kan uppfattas på olika sätt beroende på vad för referenser man har. Test resultaten visar också att de tre level design metoderna som nämndes tidigare kan till en viss grad bli använda för att förmedla ett narrativ när man använder dem för att designa en nivå.
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Hall, Caitlin D. 4464202. "The Creation Process of a Stylized Character in Comparison to a Semi-realistic Character." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/356.

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Abstract I. Introduction a. Thesis statement: What is the process for modeling a stylized character and how does this differ from a semi-realistic character? b. Expanded thesis statement: The two styles differ from start to finish in a variety of ways. I believe that semi-realistic characters require more source material when drawing and modeling; however stylized characters require a different level of creativity and artistic ability in creation. Modeling semi-realistic characters will be more dependent on source images while stylized characters may require special attention with non-standard texture, style, etc. Rendering techniques will also differ when it goes to presenting the final polished versions with the stylized character focusing on rendering styles that flatten the character while the semi realistic character will require rendering techniques that make it seem more real visually.
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Aho, Lind Hanna. "How can levels of stylized game-character details contribute to creating representation and relatability in female player characters?" Thesis, Uppsala universitet, Institutionen för speldesign, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-417309.

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This thesis´ aim is to discuss how different levels of details can contribute to creating perceived levels of representation and relatability. This was firstly done through a pilot study, which was made to gather more intel about female opinions on set player characters in games. Then through the creation of six stylized 3D busts, and finally through a main study, serving to find trends in female informants’ opinions about the levels of details, representation and relatability in said busts. Earlier research is presented and discussed, and notable connections between the earlier research and this thesis´s findings are presented.<br>Denna uppsats syftar till att presentera nya data och intressanta trender inom den aktuella debatten kring kvinnlig media-representation i spel. Detta genomfördes genom skapandet av en pilotstudie, gjord för att samla mer information om kvinnors åsikter om förbestämda spelkaraktärer, sedan genom skapandet av stiliserade 3D-byster, och slutligen genom utförandet av en huvudstudie, som tjänade till att hitta trender i kvinnliga informanters åsikter kring nivåerna av detaljer, representation och relatabilitet dem tidigare nämnda bysterna. Tidigare forskning redovisas och diskuteras, och anmärkningsvärda samband mellan den tidigare forskningen och uppsatsens resultat presenteras.
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Ramirez, Sessarego Andrés, and Arancibia Felype Arévalo. "Making Sense of a Game : A look into Tutorials and Character Mechanics." Thesis, Södertörns högskola, Medieteknik, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-38085.

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This paper researches how information in game tutorials can be retained by the player. We use a teach-back framework to see what information the participants’ retained. The purpose of this study is to understand how a video game can communicate vital information about character mechanics and rules with the help of tutorials integrated through level design. This qualitative study was conducted with 15 participants, they played through a Third-Person Action Platformer game which the authors created for this study. The participants were all experienced in this game genre for the sake of the results’ consistency. The results showed that the most effective method is the one that presented most text and restricted player freedom, that being said it is not the preferred method by the participants. This resulted in suggestions that differed from what is presented to them, some of them including demonstrations in the game world and even some audio elements that could be implemented instead of having a text-based tutorial.<br>I den här studien undersöker vi hur information i spelhandledning kan bibehållas av spelaren, vi använder en undervisningssammanfattning för att se vilken information deltagarna behöll. Syftet med denna studie är att förstå hur ett videospel kan kommunicera viktig information om karaktärsmekaniker och regler med hjälp av handledning integrerad genom nivådesign. Denna kvalitativa studie genomfördes med 15 deltagare, de spelade genom ett Tredje-Person action Platform spel som författarna skapade för denna studie. Alla deltagarna är erfarna i den här spelgenren för att hålla resultaten konsekventa. Den mest effektiva metoden är den som presenterade mest text och begränsade spelarens frihet men det var inte den föredragna metoden bland deltagarna. Det här resulterade i förslag som skilde sig från vad som presenterades för deltagarna, några av de förslagen inkluderade demonstrationer i spelvärlden och vissa ljudelement som kunde ha implementerats istället för att endast ha en textbaserad handledning.
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Crider, Ryan. "The Believing Game, a Novella with Critical Introduction| "Character"-izing Hysterical Realism." Thesis, University of Louisiana at Lafayette, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10163261.

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<p> The dissertation consists of an extended critical essay entitled &ldquo;&lsquo;Character&rsquo;-izing Hysterical Realism: Postmodernism, 9/11, and the Realistic Aesthetic&rdquo; and original fiction in the form of a novella, The Believing Game. The critical essay contextualizes the development of the subgenre of hysterical realism in the literary fiction of the 1990s and examines its regression in the years following the terrorist attacks of September 11, 2001. I suggest that hysterical realism can be partly understood as a hybrid of realism and postmodernism and a &ldquo;bridge&rdquo; from postmodernism to a new, still-emerging post-postmodern fiction. The Believing Game, set in a Midwestern college town, examines the challenges, fears, and desires of a young woman on the verge of falling into disillusionment. In her struggle to maintain self-confidence in the face of various personal crises, the main character may represent the general plight of twenty-something millennials. The novella deals prominently with themes such as faith, desire, love, and the tension between personal independence and social expectation.</p>
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Dunkel-Duerr, Evamaria. "Otome Game localization : A case study of the character Toma from Amnesia." Thesis, Högskolan Dalarna, Institutionen för språk, litteratur och lärande, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:du-35913.

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Using the Otome game Amnesia and its localized version Amnesia: Memories as a case study, the phenomenon of Otome games was explored from a translation- and Japanese studies' perspective. This paper investigated how translation choices shape character personality, and, as such, Western views. Toma, the most popular character from the Amnesia franchise according to Japanese popularity rankings, was received differently by the Western audience. This study aimed at exploring how translation choices might be related to this difference in reception. As such, it posed the questions: In what respect could changes that occurred during the localization process have led to an alteration of Toma's personality? How could these changes explain the discrepancy between player reception in Japan and the West? Upon analyzing the scripts, a connection between the effect created by certain translation strategies and Western player reception became apparent. Effects identified included the erasure of entry points for "self-inserting" players, the creation of a distorted first impression and the infringement of the players' spaces in ways not present in the original. The connection between character personality and the creation of an "equivalent gameplay experience" was explored. It resulted in the confirmation of the hypothesis surrounding their overall inseparability in an Otome game context, with the exception of a minority of justifiable cases where personality alterations were conducted in favor of a culturally equivalent gameplay experience. The impact of pre-filled gaps in the text led to decreased opportunities for players to contribute to the creation of meaning, while the presence of mistranslations sparked feelings of confusion regarding the character's sanity. Taking the role of the translator, the player and the virtual love interest into consideration, this paper suggests an approach derived from acting as a tool for future character personality preservation in Otome game translation.
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Books on the topic "Game character"

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Ward, Antony. Game character development. Course Technology, 2008.

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Blom, Joleen. Video Game Characters and Transmedia Storytelling. Amsterdam University Press, 2023. http://dx.doi.org/10.5117/9789463722957.

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Characters are a vital aspect of today’s transmedia practices. Combining theories on fictional persons from Japanese and Euro-American practices, this book discusses video game characters embedded in our popular media culture in which they are constantly produced and re-imagined. This book introduces the dynamic game character, a type of game character with a development structure that consists of multiple outcomes in a game. Through their actions and choices, players can influence these game characters’ identities and affect their possible destinies. Games subvert the idea that fictional persons must maintain a coherent identity. This book shows that dynamic game characters challenge strategies of top-down control through close readings of the Mass Effect series, Persona 5, Hades, Animal Crossing: New Horizons and more. It is directed to all scholars interested in the topics of transmedia storytelling, video games, characters, and Japanese narratology.
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1966-, Novak Jeannie, ed. Game development essentials: Game story and character development. Thompson Delmar Learning, 2005.

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Sheldon, Lee. Character development and storytelling for games. Thomson Course Technology, 2004.

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author, Dakin Glenn, ed. Angry Birds Star Wars character encyclopedia. Dorling Kindersley, 2014.

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Pendleton, Don. Payback game. Worldwide, 1991.

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Becky, Southwell, ed. Dating game. HarperCollins Entertainment, 2003.

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Adams, Kylie. Dating game. HarperEntertainment, 2003.

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Crochet Cute Game Characters : Adorable Game Character Patterns: Amigurumi Cartoon Characters. Independently Published, 2022.

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Blom, Joleen. Video Game Characters and Transmedia Storytelling: The Dynamic Game Character. Amsterdam University Press, 2023.

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Book chapters on the topic "Game character"

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Schreiber, Ian, and Brenda Romero. "Characters and Character Builds." In Game Balance. CRC Press, 2021. http://dx.doi.org/10.1201/9781315156422-9.

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DiMarzio, J. F. "Moving a Character." In Android Game Recipes. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5765-3_11.

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Byl, Penny de. "Character Mechanics." In Holistic Game Development with Unity. CRC Press, 2019. http://dx.doi.org/10.1201/9781351053693-5.

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Lanzinger, Franz. "Character Controller." In 3D Game Development with Unity. CRC Press, 2022. http://dx.doi.org/10.1201/9780429328725-18.

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Välisalo, Tanja, and Maria Ruotsalainen. "Player Reception of Change and Stability in Character Mechanics." In Modes of Esports Engagement in Overwatch. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-82767-0_5.

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AbstractChange is a constant element of online games, and Overwatch as well as its playable characters have been through multiple changes since the launch of the game in 2016. In this chapter, we examine the relationships players have with the playable characters of Overwatch and specifically the role that character mechanics have in these relationships. Changes to game characters are a topic of avid discussion in Overwatch communities and evoke articulations of the meaning of game characters for the players.
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Wooldridge, David. "Character Utility Behaviour Graph." In Game AI Uncovered. CRC Press, 2024. http://dx.doi.org/10.1201/9781003411130-16.

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Sheldon, Lee. "Game Genres." In Character Development and Storytelling for Games, 3rd ed. CRC Press, 2022. http://dx.doi.org/10.1201/9780429284991-21.

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Sheldon, Lee. "Game Types." In Character Development and Storytelling for Games, 3rd ed. CRC Press, 2022. http://dx.doi.org/10.1201/9780429284991-20.

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Lanzinger, Franz. "3D Dottima Character." In 3D Game Development with Unity. CRC Press, 2022. http://dx.doi.org/10.1201/9780429328725-5.

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DiMarzio, J. F. "Moving a Character with Obstacles." In Android Game Recipes. Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5765-3_13.

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Conference papers on the topic "Game character"

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Riefard, Rifqi M., Darlis Herumurti, and Hadziq Fabroyir. "Assessing Player Preferences for Non-Photorealistic Rendering Artistic Styles in 3D Video Game Character Design." In 2024 8th International Conference on Information Technology, Information Systems and Electrical Engineering (ICITISEE). IEEE, 2024. http://dx.doi.org/10.1109/icitisee63424.2024.10730294.

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Enzo Sugahara, Leonardo, and Marcelo Dornbusch Lopes. "Simulação de Comportamento Humano." In Computer on the Beach. Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p347-354.

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Each new generation, games present physics and ambiance closerto their inspirations in the external world (non-virtual reality).However, the non-playable human characters in these games sometimesdo not simulate the attitudes that a person would normallyperform in front of a certain situation. This case goes against theproposal of a physical and graphically realistic environment, withbehaviors and decision making not appropriate to the circumstancespresented. To solve the problem, it is proposed the developmentof a Human Behavior Simulation Model, planned to be used onnon-playable characters that will have constant contact with theplayer. This model was created based on concepts of Psychology,which were used to develop a personality that will be implementedin a character. To test the efficiency of the proposed model, it wasused in the development of Carlos, a character of a game prototype.Carlos went through a series of controlled situations, used as teststo validate the applicability of the model in non-playable characters.The result was a coherent simulation of human behavior, at the costof complexity in the application of the characteristics, described byCarlos’ personality, to the character inside the game.
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Xu, Meng, Bo Liu, and Yue Shi. "AR Experimental Game Design of Children Character Based on Etymon Literacy Method." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001795.

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Purpose With the promulgation of China's "Three-child Policy", the cardinal number of children population has surged. The era of parent-child format arrives. Since ancient times, China has emphasized on education. With the development of the internet, people have improved the Chinese character position unprecedently. In recent years, the game education APP of mobile terminal has developed with irresistible force due to the development of the mobile devices and the influence of COVID-19. But due to its virtual property, offline interaction is weak, and it isn't easy to review and memorize. The preschool children at the age of 3-6 focus on the concrete thinking, and their recognition to external things mainly depends on the concretization and representation of things and the association of representation, accordingly constructing knowledge. Therefore, under the trend of reduction of excessive homework burden and off-campus tutoring, it is critical to inquire how to effectively build the popular online and offline "AR game gene" in design research. Method The significance and opportunity for etymon literacy method to be introduced to children Chinese game design is found through theoretical research; The AR technology is used in practice through technical research to build the design method of virtual and real interaction; The law of development of Children's cognition and motion interaction is researched and the characteristics of word root and grapheme of Chinese characters are split and combined to find the coherence point of Children's cognitive development and literacy method and design a set of suitable Chinese character formula, excavating the similarity of word formation thought and design thought, and enlightening children's thought with word formation; Results Chinese character laboratory aims at the children at the age of 3-6 [critical period of Whole Brain Development], is oriented by the development of multiple intelligence of children, and takes AR foundation as technological base. The whole design research is analyzed in this paper and the work formation process is summarized. Conclusions The etymon literacy method and AR experimental game are of important innovative significance in children's thinking development. Chinese character laboratory fully considers the uniqueness of children in social cognition in design through etymon literacy method, will utilize children's curiosity to introduce laboratory concept, namely experiment is game, and conducts series connection of commonly used characters in the form of Chinese character atlas from fragment to systematization. In the meanwhile, AR children's interactive games are characterized by the vivid and interesting virtual Chinese character model, entity Chinese character card, AR technology's unique interactivity, immersion and imagination, and utilize the computer technology to achieve interaction, conforming to the children's concrete thinking. In the future, technology will gradually replace mankind's left brain for calculation and analysis, but the creative thinking controlled by right brain can't be substituted by technology, because the knowledge is limited, but the imagination and creativity are limitless. This design breaks through the boundedness, singleness and fragmentization of current Chinese character literacy for children, which not only can promote the development of comprehensive quality and creative thinking, but also can help children learn Chinese characters in open thinking. So it is considered as a key to develop the potential of children in all directions.
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Fijat, Igor, Neda Milić Keresteš, and Bojan Banjanin. "Defining cost-effective workflow for a photorealistic 3D character based on a real person using a metahuman framework." In 11th International Symposium on Graphic Engineering and Design. University of Novi Sad, Faculty of technical sciences, Department of graphic engineering and design, 2022. http://dx.doi.org/10.24867/grid-2022-p31.

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The average estimated time for creating a realistic human-like 3D game character using traditional workflow is approximately one hundred hours. Creating corresponding facial animations for the persuasive narrative of 3D characters is even more time-consuming. The manuscript explores the possibilities of creating a personalized digital character according to an actual person within the newlydeveloped technology. The goal of the work involves defining guidelines for the workflow of generating a personalized three-dimensional character based on a real person in the MetaHuman framework. The given detailed insight into the state-of-the-art methodology for creating game characters ensures understanding and reproducibility within a timeframe that is ten times shorter compared to the standard 3D character design workflow.
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Pawlowski, Camila, and Rosilane Ribeiro da Mota. "Do You Choose Him or Does He Choose You? - Analyzing Character Archetypes in Otome Games." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2022. http://dx.doi.org/10.5753/sbgames_estendido.2022.224865.

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The relationship between fiction and humanity is long-established and can create strong affective bonds. This connection can also be seen in digital games, especially otome games. In this sense, this research was developed in order to obtain a richer understanding of players’ bonds with character tropes from otome games through the archetypal typology developed by Margareth Mark and Carol Pearson, and was able to identify that the analyzed tropes are connected to at least one of the archetypes defined by the authors. This study’s findings can contribute to the understanding of parasocial relationships between fictional characters and humans, and, additionally, aid game developers in creating more intricate characters infused with the power of archetypes.
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Wirman, Hanna, and Rhys Jones. "Regional Character at a Large-Scale Jam." In ICGJ 2018: International Conference on Game Jams, Hackathons, and Game Creation Events. ACM, 2018. http://dx.doi.org/10.1145/3196697.3196707.

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Xin, Cai. "Chinese Characters Factory - Design of children's Chinese character construction enlightenment game based on augmented reality technology." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1002067.

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China's "13th Five-Year Plan" points out that the development of the industry should adapt to the development trend of multi-media technology. Nowadays, augmented reality and virtual reality technologies have gradually penetrated into our daily life and have had a significant impact in many aspects. Since ancient times, there have been many important educational ideas in China. With the development of the Internet, there is a particular focus on the importance of Chinese characters. In recent years, the application of AR design and related research in various fields of children's education has also developed rapidly, at the same time, the unique interactive, immersive and imaginative characteristics of AR technology have greatly improved the enthusiasm and initiative of learning because they conform to children's figurative thinking. Therefore, in this environment, it is meaningful to explore how to effectively create a sought after AR children's Chinese character construction enlightenment game.【Methods】: This paper introduces augmented reality technology into the field of children's Chinese character education through technical research to create a design method of virtual-real interaction.This paper discovers the characteristics of children's language education, as well as the Chinese character root method through theoretical research, and finds the fit in children's cognitive development and the character root method. The author attempts to design a suitable set of diagrams to tap into the similarities between word-making thinking and product thinking.This paper finds the AR teaching format through market research. It weakens the one-way indoctrination process of product knowledge information and gives play to children's subjective initiative. The content is intuitive and can be used to perceive information through visual, tactile and auditory senses in a comprehensive manner.【Result】: “Chinese Characters Factory” is developed based on the Unity 3D, with ARkit as an augmented reality technology solution, run on the IOS platform. Users have access to game experience with iPad. The whole design practice is divided into three systems: Chinese character experiment system, mapping collection system and entertainment interactive system. The Chinese Character Experiment System was inspired by chemical experiments. Chinese characters are formed by the combination of character roots and graphemes with corresponding character formation methods. It identifies the Chinese character card images in the physical environment according to the image tracking technology of ARkit, being able to superpose Chinese character models. In addition, mapping collection system and entertainment interactive system are used to solve children's Chinese character literacy, novel and entertaining growth education.【Conclusion】: Children's educational products with augmented reality technology are important and innovative for the development of children's minds. It is highly interactive and rich in teaching content presentation, so it can mobilize children's all-round perception of information, which greatly stimulates children's learning interest in the learning process and brings a brand-new experience to teaching.Based on the characteristics of Chinese characters, "Chinese character Factory" is a Chinese character AR game that fits the characteristics of language education and the cognitive development of preschool children. It applies the advantages of augmented reality technology to help children learn and memorize Chinese characters in a gamified way by experimenting with synthetic Chinese characters, bringing children a vivid and interesting Chinese character learning experience. At the same time, "Chinese character test" is ready to be put on the App store.At present, the application of educational products based on augmented reality technology on the market is still in the primary stage. In the future, we still need to explore the application of augmented reality technology in education.
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Bruzzi, Lucas Macedo, and Rosilane Ribeiro da Mota. "THIS ISN’T MY CRASH BANDICOOT - A Critical Analysis of Character Redesign in Video Games." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2023. http://dx.doi.org/10.5753/sbgames_estendido.2023.233971.

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It’s common for the look of game characters to change over the years and adapt to reach new audiences. This research was developed to understand which artistic aspects should be taken into consideration to create a more believable character redesign using Crash Bandicoot as the subject of analysis. This article analyses two distinct redesigns of the same video game character and compares them to the first designs, comparing different artistic elements like conceptualization, workflow and execution.
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Sacco, Owen, Antonios Liapis, and Georgios N. Yannakakis. "Game Character Ontology (GCO) A Vocabulary for Extracting and Describing Game Character Information from Web Content." In Semantics2017: Semantics 2017 - 13th International Conference on Semantic Systems. ACM, 2017. http://dx.doi.org/10.1145/3132218.3132233.

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Zufri, Tubagus, Dodi Hilman, and Wahyudi Pratama. "Character design as bridging tools of ideological message in game." In 2016 1st International Conference on Game, Game Art, and Gamification (ICGGAG). IEEE, 2016. http://dx.doi.org/10.1109/icggag.2016.8052646.

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Reports on the topic "Game character"

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Aleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.

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The phenomenon of news games on the topic of the Russian-Ukrainian war of 2022-2023 has been explored in the article. During the research, a number of gaming projects from this period were analyzed, their genre and thematic specificity were determined, examples of gaming products were provided, and our own concept of a news game on the topical subject of wartime was presented. In 2022-2023, many game projects on the theme of the war in Ukraine appeared, which can be fully or partially classified as news games, conditionally dividing them into “civilian” ones, where the game character is a volunteer, an immigrant, a peaceful resident of the occupied territory, etc. and “combat”, in which the character is a Ukrainian soldier or combat unit. These games are primarily developed by gaming studios or individual game developers, rather than journalistic editorial teams, and they target an international audience (almost all the analyzed games have an English version). We categorize these news games as “entertainment” (those primarily oriented towards humor, boosting morale, and using current information or media images) and “serious” (those attempting to explain, reveal the essence, and show the war through the eyes of witnesses). According to the level of technical implementation, these games can be divided into “simple” ones (browser-based, requiring no download or payment) and “complex” ones that offer extended gameplay and are available only through subscription. Almost all gaming projects encourage donations to the Armed Forces of Ukraine and charitable funds, and the authors of paid games always emphasize that a portion of the proceeds will go towards supporting Ukrainian military personnel. Despite their significant potential, news games currently occupy a small niche in the Ukrainian media landscape. At the same time, in our opinion, the creative possibilities offered by the gaming mechanism of this interactive narrative are quite promising for explaining and revealing various socially important topics related to the Russian-Ukrainian war. Keywords: gamification; news games; game format; game research.
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Ismailova, L. Yu, O. O. Zhuravleva, O. I. Bazhenova, V. S. Zaytsev, and I. O. Sleptsov. educational computer game "family meeting" (version 1.0). SIB-Expertise, 2022. http://dx.doi.org/10.12731/er0578.04072022.

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COMPUTER LEARNING GAME DESIGNED TO STUDY FAMILY LAW. THE GAME ALLOWS IN AN INTERACTIVE MODE TO TEST YOUR STRENGTH IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS BY USING THE GAME’S EXPLANATIONS AND REFERENCES TO NORMATIVE ACTS SO CHECK YOUR UPTAKE. THE GAME CHARACTERS AND THEIR EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND THE OBJECT OF THE GAME AND TO WORK ON THESE TOPICS INDEPENDENTLY. THE CONTENT OF THE GAME IS IN ACCORDANCE WITH THE STATE STANDARD PROGRAM OF "JURISPRUDENCE". THE MAIN OBJECTIVE OF THE GAME. THE GAME "THE MEETING" CAN BE USEFUL FOR LAW STUDENTS AND FACULTIES, PRACTISING LAWYERS AND ANYONE WISHING TO IMPROVE THEIR QUALIFICATIONS IN THE FIELD OF FAMILY LAW.
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Ismailova, L. Yu, S. V. Kosikov, V. S. Zaytsev, and I. O. Sleptsov. educational computer game THE ADVENTURES OF THE GUSARIK" OR THE BASIS OF THE THEORY OF THE STATE AND LAW (version 1.0). SIB-Expertise, 2022. http://dx.doi.org/10.12731/er0577.04072022.

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TRAINING GAME IS DESIGNED TO OBTAIN NEW AND TEST EXISTING KNOWLEDGE IN THE FIELD OF ONE OF THE MOST IMPORTANT LEGAL DISCIPLINES - THEORY OF STATE AND LAW. GAME ALLOWS TO TEST ITS FORCES IN INTERACTIVE MODE IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS USING NUMEROUS COMMENTS AND CHECK THE RESULTS OF THEIR ASSIMILATION. GAME CHARACTER'S CLUES AND FACIAL EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND ALLOW YOU TO INDEPENDENTLY WORK ON TOPICS THAT CAUSED DIFFICULTIES IN THE CONTROL MODE. GAME CONTENT COMPLIES WITH THE PROGRAM OF THE STATE STANDARD IN THE SPECIALTY "LAW." THE MAIN GOAL OF THE GAME IS TO HELP IN HIGHLIGHTING THEORETICAL LEGAL STRUCTURES IN PRACTICAL SITUATIONS, TO DEVELOP THE SKILLS OF LEGAL ANALYSIS OF THE TEXT OF LEGAL NORMS AND LAW ENFORCEMENT DOCUMENTS, AND THEREBY TO INCREASE THE EFFECTIVENESS OF THE APPLICATION OF LAW.IN ADDITION, THE EDucational GAME WILL INTRODUCE PROFESSIONAL LEGAL TERMINOLOGY IN THIS FIELD. THE GAME "THEORY OF STATE AND LAW" CAN BE USEFUL FOR STUDENTS OF LAW UNIVERSITIES AND FACULTIES, PRACTICING LAWYERS AND EVERYONE WISHING TO IMPROVE THEIR QUALIFICATIONS IN THE FIELD OF LAW. CERTAIN SECTIONS OF THE GAME WILL BE USEFUL FOR TRAINING IN THE UNIVERSITY IN LEGAL SPECIALTIES.
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Dinarte, Lelys, Pablo Egaña del Sol, and Claudia Martínez. When Emotion Regulation Matters: The Efficacy of Socio-Emotional Learning to Address School-Based Violence in Central America. Inter-American Development Bank, 2024. http://dx.doi.org/10.18235/0012854.

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After-school programs (ASP) that keep youth protected while engaging them in socio-emotional learning might address school-based violent behaviors. This paper experimentally studies the socio-emotional-learning component of an ASP targeted to teenagers in public schools in the most violent neighborhoods of El Salvador, Honduras, and Guatemala. Participant schools were randomly assigned to different ASP variations, some of them including psychology-based interventions. Results indicate that including psychology-based activities as part of the ASP increases by 23 percentage points the probability that students are well-behaved at school. The effect is driven by the most at-risk students. Using data gathered from task-based games and AI-powered emotion-detection algorithms, this paper shows that improvement in emotion regulation is likely driving the effect. When comparing a psychology-based curriculum aiming to strengthen participants' character and another based on mindfulness principles, results show that the latter improves violent behaviors while reducing school dropout.
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Zeba, Mattia, Roberta Medda-Windischer, Andrea Carlà, and Alexandra Cosima Budabin. Civic Education as Preventive Measure and Inclusionary Practice. Glasgow Caledonian University, 2025. https://doi.org/10.59019/ddzh5n65.

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In the framework of the D.Rad project, WP10 – entitled Civic education as preventive measure and inclusionary practice – seeks to prevent youth radicalisation through civic education and to identify new pedagogical methods and interactive, participatory tools for building pro-social resilience to radical ideologies. We consider as ‘civic education programs’ all those initiatives of instruction that aim at affecting “people’s beliefs, commitments, capabilities, and actions as members or prospective members of communities”1, as well as foster critical thinking and promoting “civic engagement and support democratic and participatory governance”2. Such programs have been found “to help shape personal efficacy (i.e., an individual’s belief in their ability to effect change, political participation, and tolerance”3. Furthermore, “educational tools as such have proven to foster individuals' desistance from terrorist groups and ideologies by broadening the scope of their political values, ideals, and concepts (e.g., justice, honor, freedom) and by introducing alternative perspectives and worldviews”4. In D.rad’s WP10, the focus is on civic education programs that adopt a participatory approach. This means involving all participants in expressing their ideas and bringing about change. Specifically, these methods empower marginalized voices, promoting civic engagement, problem-solving, and networking. Using techniques like role-plays and interactive tools, these programs foster critical thinking, empathy, democratic literacy, active citizenship, resilience, and socio-emotional learning. Critical thinking involves making reliable judgments based on sound information. It includes steps like asking questions, gathering relevant data, and considering various perspectives. Research shows a positive link between critical thinking and personal efficacy. Empathy is vital in civic and peace education. It means understanding and resonating with others' emotions. Pedagogical approaches like group work and cooperative tasks nurture empathy, as well as exposure to diverse choices and scenarios. Democratic literacy involves recognizing, valuing, and respecting all individuals as legitimate members of society. Non-formal education, like theatre, is a powerful way to engage communities in raising awareness and fostering democratic literacy. Active citizenship means actively participating in one's local community with values like respect, inclusion, and assistance. Educational programs equip participants with skills and knowledge for resilient societies built on trust. Resilience is the ability to bounce back from challenges, a crucial skill in personal development against extremist ideologies. Research links resilience to pro-social behaviour and life satisfaction. Civic education fosters pro-social behaviour through empathy and voluntary actions that benefit others. Socio-emotional learning (SEL) includes five key components: self-awareness, self-management, responsible decision making, social awareness, and relationship skills. Through SEL, individuals understand and regulate emotions, set positive goals, show empathy, build healthy relationships, and make responsible choices. Effective SEL training leads to improved academic performance and positive attitudes. It reduces disruptive behaviours and disciplinary issues. Educators prioritize SEL through activities that encourage communication, cooperation, emotional regulation, empathy, and self-control. Against this background, the final goal of WP10 was to foster social cohesion, democratic literacy, active citizenship and a shared sense of belonging to counteract tendencies of grievance, alienation and polarisation through the development of a participatory role-play targeting community organizations, youth centres, social/educational workers and interested citizens. WP10 was carried out in three parallel and complementary phases:- project partners involved in the WP (EURAC – Bolzano/Bozen, AUP – Paris, FUB – Berlin, BILGI – Istanbul and PRONI – Brcko) analysed civic education programs implemented in their countries to combat radicalisation and violent extremism in order to highlight approaches, practices and challenges that needed to be taken into account in the development of WP10’s toolkit; EURAC complemented such analysis with an overall recognition of existing programmes at EU level and beyond; - WP partners also contacted experts (academics, practitioners, NGO-leaders, public officers at the Ministry of Justice, social workers) in the field of de-radicalisation, civic-education, cultural mediation and theatrical methods to provide both feedback on challenges faced in past projects and opinions on the role-play developed in the framework of WP10; - EURAC, assisted by project partners and external experts developed a role-play as a preventive tool for youth radicalisation; WP partners then tested the role-play in their respective countries to collect feedback on its implementation and effectiveness. The role-play thus developed, called “In Search of the Lost Past”, is a civic education game encourages participants to reflect on available choices, avoiding adverse and/or violent outcomes. It aims to enhance critical thinking skills in problem-solving and understanding diverse perspectives. Accordingly, it fosters open-mindedness and respect for diversities and alternative worldviews while expanding participants' understanding of values, ideals, and concepts like justice, honour, and freedom. Participants collectively reconstruct stories through backwards journeys, starting from possible endings and envisioning earlier events from assigned character viewpoints. Through embodying diverse profiles and exploring various choice pathways, this reverse storytelling method prompts contemplation on decisions and their nuanced repercussions. Although all stories share a common finale, participants shape unique, parallel narratives based on distinct character perspectives. This imaginative process elucidates how personal experiences shape worldviews and life trajectories. This imaginative process serves to illuminate how personal experiences contribute to the formation of worldviews and life trajectories. Post-activity discussions centre around the decisions made and their far-reaching implications, emphasizing alternative approaches to challenging issues. Stepping into different mindsets not only cultivates empathy but also fortifies critical analysis skills among participants. "In Search of the Lost Past" serves as a dynamic platform for exploring and understanding the complex interplay of choices, perspectives, and outcomes. Reconstructing the past helps us be open to new and diverse futures.
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Estrada, Jorge. Ruthless Desires of Living Together in Roberto Bolaño’s 2666: Conviviality between Potestas and Potentia. Maria Sibylla Merian Centre Conviviality-Inequality in Latin America, 2022. http://dx.doi.org/10.46877/estrada.2022.42.

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A desire to live together is perhaps a key idea in Roberto Bolaño’s narratives. His characters are constantly negotiating their involvement in diverse societies amid the historical catastrophes of the twentieth century, so this desire becomes highly differentiated. It undergoes perspectival shifts and creates “mirror games”, which express scepticism towards universalising forms and trigger reflections on history and modernity. In this working paper, I examine how, in 2666, the cosmopolitan desire of a self-legislating and self-authorizing individual is disassembled and superseded by a convivial framework and a relational subject that is crossed by diverse determining forces. This transition is correlated to Bolaño’s diagnosis of late capitalism, in which a matrix of domination that worked with the logic of potestas is replaced by the channelling of potentia, i.e. an apparatus for capturing a flow of lives whose features only come to light in forensic discourse and project the fictional city of Santa Teresa.
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Demchenko, Dmytro. DEMASSIFICATION OF SOCIAL PROCESSES IN THE CONTEXT OF DIGITAL COMMUNICATION (TO THE PROBLEM OF THE DICHOTOMY OF “ELITE-MASS” AS A POLITICAL COMMUNICATION PARADOX). Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12171.

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The article aims to analyze a complicated process of the society’s main components – elite, mass communication, and masses – in their interaction and interdependence from the historical perspective. Due to industrialization and modernization of the life quality, the social life changes radically, and the essence of every component of the society changes as well. The elite loses its dynastic character. The media stop to play the role of a mediator taking on the obligations of a collective agitator and propagandist, and the mass stops to be cloth for wiping shoes. It starts to form a mass audience and, by that, obtains new forms that must be taken into account by social institutions. Together with that the collective views are substituted by the views which are stronger than the ones of a separate individual. One of the main conclusions of the investigation is as follows. The formation of the “consumer society” and the strengthening of the mass communication role resulted in the appearance of “mediocracy” which factually introduced an absolute elite dependence on it and conferred the right of media to set the social agenda. The mass turned out to be a silent majority, a unity of conformity-oriented people. These people become simultaneously a product of mass communication impact because they dictate what one must read, listen to, and watch from the media menu. They force MMC to satisfy their unassuming needs making the content trivial and commodificated. In other words, the mutual process of the interaction of the media, “impossible independence” and the conscious “communicative consensus” of individuals who are willingly united with the mass audience takes place. The creation of the internet due to “digital anonymity” and the autonomy of the consumer formed the conditions for the self-determined citizens and gave the elite a modest place in the “cyber democracy”. However, the increase in individual self-isolation leads to his gradual loss of “social capital,” and that threatens to replace the direct experience with a virtual environment that will make it very difficult to differentiate reality from fiction. Keywords: elite, mass, media, mass communication, information space, globalization.
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