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Journal articles on the topic 'Game content'

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1

Atmaja, Pratama Wirya, Faisal Muttaqin, and Sugiarto Sugiarto. "Facilitating educational contents of different subjects with context-agnostic educational game: A pilot case study." Register: Jurnal Ilmiah Teknologi Sistem Informasi 6, no. 1 (2020): 53. http://dx.doi.org/10.26594/register.v6i1.1726.

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Educational games are increasingly popular and successful in facilitating various subjects and educational topics. Developing the games are often costly as the developers need to develop specific game content to facilitate each different educational content. One solution to the cost problem is the context-agnostic approach, which allows a game to facilitate educational contents of different subjects or educational topics with zero or minimal modifications to its game content. However, researches on the approach are still scarce, including those aimed at examining real-world applications of the
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Italo, Felipe Capasso-Ballesteros, and De la Rosa-Rosero Fernando. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería, Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. https://doi.org/10.17533/udea.redin.20200369.

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<em>Machinations Ruleset Generator&nbsp;</em>(MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the particip
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Hafis, Muhammad, Herman Tolle, and Ahmad Afif Supianto. "A literature review of Empirical Evidence on Procedural Content Generation in Game-Related Implementation." Journal of Information Technology and Computer Science 4, no. 3 (2019): 308. http://dx.doi.org/10.25126/jitecs.201943134.

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Procedural Content Generation (PCG) is an emerging field of study in computer science that focuses on automating the process of generating content by using algorithm, making the content generation process with less human effort. However, a more specific empirical evidence on how it is being used in a game-related implementation are still lacking. This paper presents the findings of review performed in the past 5 years looking on how PCG are being applied in game-related content, whether it is from the basic paper characteristic to analyze the trends, the field of PCG itself, and the game domai
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Le, Huy Cuong, and Thi Huong Giang Nguyen. "Designing Digital Educational Games by Integrating Teaching Process into the Technology Platform of Entertainment Games." International Journal of Current Science Research and Review 07, no. 03 (2024): 1479–88. https://doi.org/10.5281/zenodo.10799084.

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Abstract : This study presents a method for designing Digital Educational Games (DEGs) that integrates educational content with entertainment game technology. The purpose is to create engaging learning experiences by leveraging theories of learning, emotion, and motivation. Methodology includes selecting popular entertainment games and incorporating educational objectives to enhance both learning and gameplay. This design has been applied into teaching Soft Skills according to the game based learning approach. This application was evaluated to find the effectiveness of this proposal and the wa
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Ballon, Bruce, and Ivan Silver. "Context is key: an interactive experiential and content frame game." Medical Teacher 26, no. 6 (2004): 525–28. http://dx.doi.org/10.1080/01421590412331282282.

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Habibillah, Putri Lira, and Rakhmat Wahyudin Sagala. "Unpacking Taboo Words in Game Chats: A Content Analysis of MLBB Games." Tamaddun 21, no. 2 (2022): 139–51. http://dx.doi.org/10.33096/tamaddun.v21i2.162.

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This research attempted to explore the types of taboo expressions in the MLBB game chat and ascertain the reaction to the taboo words adopted in the MLBB game chat. The Qualitative Content Analysis Method was applied in this study. The researcher interviewed three MLBB game players and took screenshots of their in-game chat comments in order to gather the data. The results demonstrate that while not all MLBB players adopt the types of taboo language, there was one player who exclusively utilized it. The category with the greatest data is vulgar terms, with 32 words or 40% of the total; the sec
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Kim, Taehwan. "Development Plan of Metaverse through Game Industry: Focusing on the Comparison between Games and Game-Based Metaverses." Korean Society of Culture and Convergence 45, no. 7 (2023): 117–31. http://dx.doi.org/10.33645/cnc.2023.07.45.07.117.

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The purpose of this study is to analyze the problems of metaverse, which has recently become less interested, and to present development plans. Among the various types of metaverse, game-type metaverse has the highest user interest and has many similarities to games in terms of appearance. Accordingly, this study analyzed the characteristics, similarities, and differences between games and game-type metaverse, and suggested the problems and development plans of metaverse, which is currently less interested, through interviews with related experts. As a result of the study, problems include the
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Moskalets, Viktor. "Psychology of the game and game content of other activities." Psihologìâ ì suspìlʹstvo 2, no. 80 (2020): 71–88. http://dx.doi.org/10.35774/pis2020.02.071.

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The essential psychological properties of any activity are in its motivation and, consequently, in the goals that direct the subject to it as to a means of achieving them. The core of game activity motivation (game) are positively colored emotional experiences that actually arise in a person (consolation from excitement, spiritual uplift, etc.). Acquisition and use of material goods and / or social benefits do not appear to be its defining motives. And the game does not belong to the future or the past, but only to the present – to its very own course “here and now”. However, such motivational
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Udjaja, Yogi, and Dimas Ramdhan. "Experiential game learning design framework: mechanical content of serious game." Procedia Computer Science 216 (2023): 415–23. http://dx.doi.org/10.1016/j.procs.2022.12.153.

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Lin, Heng-Sheng, Chih-Yun Chiang, Cheng-Wei Huang, Chao-Cian Wu, and Shuo-Jun Hong. "From Gamer to Game Designer." International Journal of Game-Based Learning 15, no. 1 (2025): 1–38. https://doi.org/10.4018/ijgbl.371418.

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Taiwanese students learn Chinese from 3 years old using Bopomofo (Zhuyin Fuhao), but they still struggle with spelling and reading, even in middle school. Thus, we guided students still struggling to read Chinese text to use their logical skills and creativity to incorporate the Bopomofo phonetic alphabet into the Rummikub strategy board game. Over six weeks of tutoring, the students shifted from a passive to an active learning attitude, enhancing their enthusiasm for learning. The Zhuyin Fuhao Rummikub board game developed by them received positive feedback in several areas: game experience (
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Chen, Yan, and Dandan Wu. "The Manifestation of Gamification in App Content Design." Highlights in Art and Design 2, no. 1 (2023): 58–60. http://dx.doi.org/10.54097/hiaad.v2i1.5415.

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This article reviews historical research on game from the perspective of culture, psychology and philosophy, as well as modern research on gamification. Under the background, the article analyzes the reasons for introducing gamification into App content design, and selects three Apps to illustrate how game thinking, game mechanics and game elements are manifested in the content design of Apps.
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Hooshyar, Danial, Moslem Yousefi, and Heuiseok Lim. "A Procedural Content Generation-Based Framework for Educational Games: Toward a Tailored Data-Driven Game for Developing Early English Reading Skills." Journal of Educational Computing Research 56, no. 2 (2017): 293–310. http://dx.doi.org/10.1177/0735633117706909.

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Automated content generation for educational games has become an emerging research problem, as manual authoring is often time consuming and costly. In this article, we present a procedural content generation framework that intends to produce educational game content from the viewpoint of both designer and user. This framework generates content by means of genetic algorithm, and thereby offers designers the ability to control the process of content generation for various learning goals according to their preferences. It further takes into consideration how the content can adapt according to the
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Bösche, Wolfgang. "Violent Content Enhances Video Game Performance." Journal of Media Psychology 21, no. 4 (2009): 145–50. http://dx.doi.org/10.1027/1864-1105.21.4.145.

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This study assesses the impact of violent video game content on players’ game performance. According to the desensitization hypothesis ( Carnagey, Anderson, &amp; Bushman, 2007 ), violent content may elicit negative affective responses and inhibitions, which in turn should interfere with performance. On the other hand, the players might understand virtual violent acts as a digital form of rough-and-tumble play, associated with positive emotions and mobilization, which in turn should raise performance. To test these competing hypotheses on game performance, N = 50 males with no prior violent ga
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Adams, Anthony J. "Supplementary Digital Content: A Game Changer." Optometry and Vision Science 87, no. 2 (2010): 79. http://dx.doi.org/10.1097/opx.0b013e3181d1ab86.

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Kang, Jihye, Ahyoung Jang, and Inhee Song. "A Study on Game Mechanics and Dynamics of Survival Game Content." Journal of Korea Game Society 18, no. 4 (2018): 5–14. http://dx.doi.org/10.7583/jkgs.2018.18.4.5.

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Zhang, Yun. "Research on the Display of Female Elements by Chinese Online Game Female Players on the Social Media Platform Xiaohongshu." BCP Social Sciences & Humanities 21 (February 15, 2023): 644–52. http://dx.doi.org/10.54691/bcpssh.v21i.3653.

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With the progress of science and technology, games have become a common entertainment item. Traditionally, the vast majority of games have been designed for men. However, in recent years, women are no longer a marginal group among the game audience. They are active in different game communities, especially Xiaohongshu platform. Compared with other game communities, the posts of female users on Xiaohongshu show different characteristics and tendencies. This research first uses the participant observation method to select the posts of three games and the search results of the keyword “online gam
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Shahryan, Abdulrahman Alserri, Azan Mat Zin Nor, and Siti Meriam Tengku Wook Tengku. "Gender-based Game Engagement Model Validation using Low Fidelity Prototype." International Journal of Engineering and Advanced Technology (IJEAT) 9, no. 4 (2020): 1982–88. https://doi.org/10.35940/ijeat.D9042.049420.

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Lack of female involvement in ICT field calls for new approaches to ICT education. Serious game is an effective tool for learning, so it can be used to motivate and engage female students to study Computing. Engagement elements for serious game were identified from previous researches and a conceptual model for gender-based engagement using serious game was constructed. In this paper, the model validation of a low fidelity prototype using heuristic evaluation technique for educational game is discussed. The heuristic scale was adapted from previous studies, comprise of playability and enjoymen
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Mohd Redzuan, Nur Atiqah, and Tien Tien Lee. "Development and Perception of Trainee Teachers on Salt-UNO Card Game for Salt Topic." Journal of Science and Mathematics Letters 11, Special (2023): 144–57. http://dx.doi.org/10.37134/jsml.vol11.sp.16.2023.

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Game-based learning is an effective teaching strategy to improve students’ academics, increase motivation and involve students more actively during learning and facilitation. This study was conducted to develop Salt-UNO Card game for Form Four Salt topic. This study also aims to determine the value of game content validity, game feature validity and game perception from the aspects of design, content and usability. The research design of this study is developmental study. Instructional design model used to develop Salt-UNO Card game is the ADDIE Model. The instruments used in this study are ga
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Lyu, HoHyun. "Construction of Trans-National Storyworld by Genshin Impact." Academic Association of Global Cultural Contents 52 (August 31, 2022): 269–88. http://dx.doi.org/10.32611/jgcc.2022.8.52.269.

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In the era of the 4th industrial revolution, it is undeniable that the cultural and economic impact of the game industry, which is the forefront industry of the IP (Intelligent Property) value chain, is becoming increasingly important. Amid this trend, identifying recent trends in the game industry and major game contents in other countries and analyzing their success factors are essential tasks for cultural content industry and its researchers. Meanwhile, China, not only as a content consumer but also as a content producer, is increasing its influence in all directions through the expansion o
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Viana, Breno M. F., and Selan R. Dos Santos. "Procedural Dungeon Generation: A Survey." Journal on Interactive Systems 12, no. 1 (2021): 83–101. http://dx.doi.org/10.5753/jis.2021.999.

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Procedural content generation (PCG) is a method of content creation entirely or partially done by computers. PCG is popularly employed in game development to produce game content, such as maps and levels. Representative examples of games using PCG are Rogue (1998), which introduced the rogue­like genre, and No Man’s Sky (2016), which generated whole worlds with fauna and flora. PCG may generate final contents, ready to be added to a game, or intermediate contents, which might be polished by human designers or work as an input level sketch to be interpreted by a level translator. In this paper,
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Sarbini, Riska Nurtantyo, Indah Yuni Astuti, and Tri Handayani. "Riska Nurtantyo Sarbini Integrasi Permodelan Game Content Model Pada Game Based Learning." Generation Journal 2, no. 2 (2018): 62. http://dx.doi.org/10.29407/gj.v2i2.12254.

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Abstrak–Permainan digital menjadi salah satu inovasi yang terus menjadi pilihan yangmemberikan pengalaman dan membuka wacana sesuai dari pesan yang ingin disampaikan olehpembuat game tersebut. Secara implisit pesan tersebut secara tidak langsung memiliki pengaruhterhadap pemahaman pemain. Di dalam Game-Based Learning terdapat lingkungan pembelajaranberbasis permainan yang dapat menginspirasi siswa untuk belajar, dan memberikan para siswakesempatan belajar yang besar untuk meningkatkan pembelajaran mereka. Salah satu alasanbahwa game berbasis pembelajaran memiliki sejumlah karakteristik yang me
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Newman, Michele, Drew Favors, Lane Koughan, and Jin Ha Lee. "Participatory Media and Game Preservation: A Taxonomy of YouTube Game‐Related Content." Proceedings of the Association for Information Science and Technology 61, no. 1 (2024): 277–89. http://dx.doi.org/10.1002/pra2.1027.

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ABSTRACTVideo games are both information objects as well as experiences of play. However, current methods of game preservation often fail to capture the full gaming experience. To address this, one proposed solution involves leveraging player‐generated content as an alternative to emulation. To investigate the viability of this suggestion, we examine the following research questions: (1) What types of gameplay content exist on the platform YouTube? and (2) What are the challenges and opportunities in utilizing this style of community created content for game preservation? We introduce a Taxono
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Shaker, Noor, Georgios N. Yannakakis, Julian Togelius, Miguel Nicolau, and Michael O'Neill. "Evolving Personalized Content for Super Mario Bros Using Grammatical Evolution." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (2021): 75–80. http://dx.doi.org/10.1609/aiide.v8i1.12501.

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Adapting game content to a particular player's needs and expertise constitutes an important aspect in game design. Most research in this direction has focused on adapting game difficultyto keep the player engaged in the game. Dynamic difficulty adjustment, however, focuses on one aspect of the gameplay experience by adjusting the content to increase ordecrease perceived challenge. In this paper, we introduce a method for automatic level generation for the platform game Super Mario Bros using grammatical evolution. The grammatical evolution-based level generator is used to generate player-adapt
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Yu, Kristen. "Personalized Procedural Content Generation for Increased Player Agency." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 343–45. http://dx.doi.org/10.1609/aiide.v16i1.7456.

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My interest is in the intersection between AI directors, player modeling, and procedural content generation. Using a combination of these tools, I believe that we can expand the space of tellable stories to create a story that is completely driven by the player’s actions in the game. There are two use cases for this work. The first is adding additional content to an open-world game by letting the player influence the world after the main story is completed, which would help address the problem of replayability. The second is to allow the player to create a completely personalized story from th
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Катаев, А. В., О. А. Шабалина, and А. В. Хайров. "METHOD OF DYNAMIC CONTENT AGREEMENT OF LEARNING AND GAME SCENARIOS IN ADAPTIVE LEARNING GAMES." МОДЕЛИРОВАНИЕ, ОПТИМИЗАЦИЯ И ИНФОРМАЦИОННЫЕ ТЕХНОЛОГИИ 8, no. 1(28) (2020): 7–8. http://dx.doi.org/10.26102/2310-6018/2020.28.1.007.

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В данной статье рассмотрены модели и технологии адаптации в адаптивных обучающих играх. Все известные подходы к разработке адаптивных обучающих игр представляют собой ad-hoc решения, и перенос их в другие игры практически не возможен. Для решение данной проблемы была разработана модель адаптации к уровню знаний пользователя на основе пространства знаний. Предложенный метод поддерживает нелинейный процесс обучения и позволяет выстраивать персональные стратегии обучения, что может быть использовано для адаптации процесса обучения к каждому обучаемому. Основной проблемой предлагаемого метода явля
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Novayani, Wenda. "Game Genre for History Education Game based on Pedagogy and Learning Content." Jurnal Komputer Terapan November 2019, Vol 5 No 2 (2019) (November 30, 2019): 54–63. http://dx.doi.org/10.35143/jkt.v5i2.3360.

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Belajar sejarah adalah belajar tentang masa lalu, dimana pembelajaranya berisikan beberapa fakta tentang sejarah tersebut. Salah satu kesulitan dalam belajar sejarahadalah menghafal. Proses pembelajaran yang bersifat hafalan tersebut dapat diatasi dengan belajar yang menyenangkan dan menarik melalui permainan. Sebelum suatu permainan dibangun, terlebih dahulu harus menetapkan genre dari permainan tersebut. Pemilihan genre untuk permainan pembelajaran sejarah sangatlah penting karena akan menentukan efektif atau tidaknya dalam penyampaian isi cerita dari materi pelajaran, sehingga siswa tidak h
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Sifa, Rafet, Raheel Yawar, Rajkumar Ramamurthy, and Christian Bauckhage. "Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 14, no. 1 (2018): 102–8. http://dx.doi.org/10.1609/aiide.v14i1.13028.

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Players of digital games face numerous choices as to what kind of games to play and what kind of game content or in-game activities to opt for. Among these, game content plays an important role in keeping players engaged so as to increase revenues for the gaming industry. However, while nowadays a lot of game content is generated using procedural content generation, automatically determining the kind of content that suits players' skills still poses challenges to game developers. Addressing this challenge, we present matrix- and tensor factorization based game content recommender systems for r
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Brown, Nicole. "Chinese online game content anomie and its Influence on teenagers." Young Thinker's Review 2024, no. 3 (2024): 1–7. http://dx.doi.org/10.62852/ytr/2024/66.

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With the rapid development of online games in China, the impact of these games on teenagers has attracted widespread attention. This paper takes the disorder of some online game content as a starting point, and the influence on teenagers as a practical perspective, and by analyzing the manifestations and dangers of online game content disorder, it provides reference and insight for the improvement of the online game governance system in China and the promotion of the healthy development of the online game industry.
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Nachimovsky, Haya, and Moshe Tennenholtz. "On the Power of Strategic Corpus Enrichment in Content Creation Games." Proceedings of the AAAI Conference on Artificial Intelligence 39, no. 13 (2025): 14019–26. https://doi.org/10.1609/aaai.v39i13.33534.

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Search and recommendation ecosystems exhibit competition among content creators. This competition has been tackled in a variety of game-theoretic frameworks. Content creators generate documents with the aim of being recommended by a content ranker for various information needs. In order for the ecosystem, modeled as a content ranking game, to be effective and maximize user welfare, it should guarantee stability, where stability is associated with the existence of pure Nash equilibrium in the corresponding game. Moreover, if the contents' ranking algorithm possesses a game in which any best-res
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Soyluçiçek, Seza. "The association of typography with form and content in digital games." New Trends and Issues Proceedings on Humanities and Social Sciences 2, no. 1 (2016): 216–23. http://dx.doi.org/10.18844/prosoc.v2i1.302.

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The aim of this study is to define the correct usage of the connection between the typographic elements in digital games and the form and content of game concept. In this work, the points to take into consideration while utilizing this connection correctly and the effective usage of typographic elements with game graphics will be scrutinized. Along with the character, object and environment design that is composed of the story and concept design which underlies the game design, the selection of the typeface in games is also one of the points to be considered. The typographic elements are subst
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Hastings, Erin, Ratan Guha, and Kenneth Stanley. "Demonstrating Automatic Content Generation in the Galactic Arms Race Video Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 5, no. 1 (2009): 189–90. http://dx.doi.org/10.1609/aiide.v5i1.12345.

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In most modern video games, content (e.g. models, levels, weapons, etc.) shipped with the game is static and unchanging, or at best, randomized within a narrow set of parameters. However, if game content could be constantly renewed, players would remain engaged longer. To realize this ambition, the content-generating NeuroEvolution of Augmenting Topologies (cgNEAT) algorithm automatically evolves novel game content based on player preferences, as the game is played. To demonstrate this approach, the Galactic Arms Race (GAR) video game, which incorporates cgNEAT, will be presented. In GAR, play
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Maciuszek, Dennis, Sebastian Ladhoff, and Alke Martens. "Content Design Patterns for Game-Based Learning." International Journal of Game-Based Learning 1, no. 3 (2011): 65–82. http://dx.doi.org/10.4018/ijgbl.2011070105.

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To address the lack of documented best practices in the development of digital educational games, the authors have previously proposed a reference software architecture. One of its components is the rule system specifying learning and gameplay content. It contains quest, player character, non-player character, environment, and item rules. Documented content design patterns can assist in the authoring of such rules. This paper reports on four studies that have collected quest, character, environment, and item design patterns by analysing a variety of media. A selection of the results is present
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Aita, Mari, Shoko Hirakawa, Nobuko Ihori, and Akira Sakamoto. "Content Analysis of Educational Video Game Software." Journal of Digital Games Research 3, no. 1 (2009): 13–25. http://dx.doi.org/10.9762/digraj.3.1_13.

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Taksu Wijaya, I. Gusti Ngurah, Seng Hansun, and Marcel Bonar Kristanda. "DISDAIN: An Auto Content Generation VR Game." Indian Journal of Science and Technology 12, no. 7 (2019): 1–7. http://dx.doi.org/10.17485/ijst/2019/v12i7/141370.

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Belova, Nadja, and Christian Zowada. "Innovating Higher Education via Game-Based Learning on Misconceptions." Education Sciences 10, no. 9 (2020): 221. http://dx.doi.org/10.3390/educsci10090221.

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In recent years, serious games and game-based learning have received growing attention in educational contexts in general and science teaching and learning. They play an especially prominent role in higher education, where they are used to promote content knowledge as well as higher order cognitive skills and competencies such as communication, collaboration, or problem solving. Despite some known positive effects of serious games on learning, critical voices claim that the objectives of a specific game often do not match the learning objectives and that the games focus on entertaining much mo
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Kabadayi, Abdülkadir. "CHANGING GAME PREFERENCES OF CHILDREN: EFFECTS OF COMPUTER GAMES ON CHILDREN." Actual Problems in the System of Education: General Secondary Education Institution – Pre-University Training – Higher Education Institution, no. 4 (July 2, 2024): 8–16. http://dx.doi.org/10.18372/2786-5487.1.18716.

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As children's play preferences increasingly gravitate toward computer games, it is essential to examine the multifaceted effects these games have on their development. Computer games offer interactive platforms that enhance cognitive skills such as problem-solving and decision-making. Yet, concerns arise over excessive gaming leading to attention issues and impulsivity. While some games foster social interaction and teamwork, others may expose children to cyberbully and inappropriate content. Emotionally, games can evoke empathy and engagement, but excessive exposure to intense content may des
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Park, Sung Jun. "Game Users’ Fandom Culture and Contents Activism: Focusing on MMORPG Lost Ark." Academic Association of Global Cultural Contents 62 (February 28, 2025): 61–86. https://doi.org/10.32611/jgcc.2025.2.62.61.

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Today, activism is divided into several types depending on the tools and means used, and contents activism means carrying out activism using cultural content as a means. This is because cultural content is effective in delivering messages to society and expanding language channels. This paper seeks to expand the scope of contents activism on two levels. First, it is an expansion of the problem recognition and agenda that contents activism can have. This means expanding the social changes that occur in contents activism to a more microscopic perspective in today’s multidimensional and fragmente
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Wibawanto, Muhammad Dzulfiqar Ramadhan, Angga Aditya Permana, and Adhi Kusnadi. "DESIGN AND BUILD VR HORROR GAMES WITH PROCEDURAL CONTENT GENERATION USING CELLULAR AUTOMATA ALGORITHM." IJISCS (International Journal of Information System and Computer Science) 7, no. 2 (2023): 168. http://dx.doi.org/10.56327/ijiscs.v7i2.1568.

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The development of video games is very fast according to data obtained by ESA in 2021, about 226 million people on American played video games and in Indonesia 105 million people play video games and this will continue to increase, it is predicted that in 2025 video players gaming in Indonesia will reach 127 million people, this causes the need for game content continues to increase while for making game content it is not something that cheap, one way to reduce costs in making content in the game is to implement procedural content generation, procedural content generation is one way of creatin
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Lytvynenko, Ye V., and Y. V. Tverdokhlib. "Problems of copyright protection for gaming content." Analytical and Comparative Jurisprudence, no. 5 (October 12, 2024): 188–92. http://dx.doi.org/10.24144/2788-6018.2024.05.29.

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The article is devoted to a comprehensive study of the current issues of copyright protection of game content in the context of the rapid development of the video game industry. The study examines the peculiarities of legal protection of various elements of video games, including software code, audiovisual components, storylines and characters. It analyses the main challenges faced by developers and publishers in protecting their intellectual property rights, including unauthorised copying, piracy and unlicensed modifications. The author analyses the terminology of the industry, in particular,
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Sahibgareeva, Gulnara Faridovna, and Vlada Vladimirovna Kugurakova. "Game Balance Practices." Program Systems: Theory and Applications 13, no. 3 (2022): 255–73. http://dx.doi.org/10.25209/2079-3316-2022-13-3-255-273.

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The subject of the research refers to the development of game and interactive projects — the practice of game balance of computer games. Current trends formed in both scientific and commercial spheres are taken into account. The research methods are modeling and experimentation. The main result is the formed vision on the integration of the received features into the tool of game prototypes generation. Two tools for working with game balance are described. The presented results are the part of one big applied research aimed at developing a game tool for prototyping computer games, reducing dev
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Smith, Gillian. "The Future of Procedural Content Generation in Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 3 (2021): 53–57. http://dx.doi.org/10.1609/aiide.v10i3.12748.

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The future of procedural content generation (PCG) lies beyond the dominant motivations of “replayability” and creating large environments for players to explore. This paper explores both the past and potential future for PCG, identifying five major lenses through which we can view PCG and its role in a game: data vs. process intensiveness, the interactive extent of the content, who has control over the generator, how many players interact with it, and the aesthetic purpose for PCG being used in the game. Using these lenses, the paper proposes several new research directions for PCG that requir
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Liapis, Antonios, Georgios Yannakakis, and Julian Togelius. "Optimizing Visual Properties of Game Content Through Neuroevolution." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 7, no. 1 (2011): 152–57. http://dx.doi.org/10.1609/aiide.v7i1.12444.

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This paper presents a search-based approach to generating game content that satisfies both gameplay requirements and user-expressed aesthetic criteria. Using evolutionary constraint satisfaction, we search for spaceships (for a space combat game) represented as compositional pattern-producing networks. While the gameplay requirements are satisfied by ad-hoc defined constraints, the aesthetic evaluation function can also be informed by human aesthetic judgement. This is achieved using indirect interactive evolution, where an evaluation function re-weights an array of aesthetic criteria based on
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Liapis, Antonios, Georgios Yannakakis, and Julian Togelius. "Designer Modeling for Personalized Game Content Creation Tools." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 2 (2021): 11–16. http://dx.doi.org/10.1609/aiide.v9i2.12587.

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With the growing use of automated content creation and computer-aided design tools in game development, there is potential for enhancing the design process through personalized interactions between the software and the game developer. This paper proposes designer modeling for capturing the designer's preferences, goals and processes from their interaction with a computer-aided design tool, and suggests methods and domains within game development where such a model can be applied. We describe how designer modeling could be integrated with current work on automated and mixed-initiative content c
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Cook, Michael, and Simon Colton. "A Rogue Dream: Automatically Generating Meaningful Content For Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 3 (2021): 2–7. http://dx.doi.org/10.1609/aiide.v10i3.12745.

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Procedural content generation is often seen simply as a means to generate stuff, elaborating on or rearranging abstract data types that describe levels or modular pieces of gameplay. Generating content which is situated in an understanding of the real-world is a much harder task; it requires access to large amounts of knowledge, and a good technique for parsing and using that knowledge. In this paper we describe A Rogue Dream, a game prototype which can generate new visual content and change its design based on an input word from the player at the start of the game. We describe the game and th
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Ananda Fathur Rahman and Wening Sahayu. "THE ANALYSIS OF YOUTUBE GAMING CONTENT IMPACT ON CHILDRENS’ DEVELOPMENT." Lentera Pendidikan : Jurnal Ilmu Tarbiyah dan Keguruan 26, no. 2 (2023): 436–47. http://dx.doi.org/10.24252/lp.2023v26n2i15.

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Abstract:&#x0D; The increases of the internet era have become stronger. The development of technology on the internet is marked by social media usage. This research aimed to analyze YouTube gaming contents’ impact on children’s development. The methods used in this research were descriptive methods and literature studies using socio-pragmatic analysis and transactional techniques based on a qualitative approach. Six YouTube content videos were used as object materials for analysis in this research. Researchers used socio-pragmatic analysis techniques to analyze the data. The results of the res
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Hofman-Kohlmeyer, Magdalena. "CREATING AND MODIFYING THE GAME CONTENT BY PLAYERS AS AN ACT OF PROSUMERISM." Zeszyty Naukowe Wyższej Szkoły Humanitas Zarządzanie 21, no. 1 (2020): 145–62. http://dx.doi.org/10.5604/01.3001.0014.1243.

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Prosumption can be described as an involvement of customers in the process of production. Customers obtain certain benefits related to increasing the degree of customization of the product or service. On the other hand, prosumption minimizes the costs associated with the purchase and/or use of products by consumers by undertaking of certain activities traditionally performed by the company. The primary aim of this paper is to investigate the phenomenon of creating and modifying computer game content by players as an act of prosumerism. Player used a game as primary materials to create some gam
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Rasna, Darius Andana Haris, and Carlene Lim. "PERANCANGAN DESAIN ASET GAME UNTUK PROMOSI KARAKTER VTUBER ALENKA INVENTRA." Jurnal Serina Abdimas 1, no. 1 (2023): 225–33. http://dx.doi.org/10.24912/jsa.v1i1.23858.

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Games are quite often used by content creators and streamers to be used as content. Vtuber is a streamer and digital content creator who also uses games for the content. OmniVR is a studio that provides Virtual Reality services and games. OmniVR has a vtuber named Alenka that is developing and OmniVR wants to make a relaxing game for Alenka as a form of appreciation to fans and also in the hope of increasing Alenka's exposure. This design aims to produce 2D game asset design requirements for Alenka Inventra characters. In this design, several stages were carried out in the manufacturing method
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Jeong, Eui-Jun, Min-Chul Kim, and Seoung-Ho Ryu. "Effects of Online Game Service Satisfaction and Content Satisfaction on Users' Game Loyalty." Journal of Korea Game Society 12, no. 4 (2012): 33–44. http://dx.doi.org/10.7583/jkgs.2012.12.4.33.

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Jung, Won-Joe, and Taewoo Han. "Analysis of Purposive User Desire Created by Game Playing Within Online Game Content." Advanced Science Letters 22, no. 11 (2016): 3533–36. http://dx.doi.org/10.1166/asl.2016.7905.

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Ramadhan, Desando Anugrah, and Aries Dwi Indriyanti. "Procedural Content Generation pada Game World Exploration Sandbox Menggunakan Alogoritma Perlin Noise." Journal of Informatics and Computer Science (JINACS) 4, no. 01 (2022): 86–91. http://dx.doi.org/10.26740/jinacs.v4n01.p86-91.

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Perkembangan teknologi membuat industri game semakin bervariasi dalam mengembangkan konten dalam game. Dengan menggunakan Procedural Content Generation proses penciptaan dunia dalam game menjadi lebih dinamis dan cepat. Dalam implementasi Procedural Content Generation (PCG) untuk membangun konten dalam game memerlukan alogitma yang berbeda pada setiap kontennya. Dalam pembuatan sebuah bentuk daratan dapat dilakukan dengan menggunakan algoritma Perlin Noise. Perlin noise adalah salah satu algoritma yang dapat digunakan untuk menghasilkan konten konten dalam game secara otomatis, salah satu manf
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