Academic literature on the topic 'Game development'

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Journal articles on the topic "Game development"

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Aslan, Serdar, and Osman Balci. "GAMED: digital educational game development methodology." SIMULATION 91, no. 4 (2015): 307–19. http://dx.doi.org/10.1177/0037549715572673.

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Baek, Seunghee. "Effects of Game Development Organization on Game Development Result." Journal of Korea Game Society 18, no. 6 (2018): 83–93. http://dx.doi.org/10.7583/jkgs.2018.18.6.83.

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Linares-Pellicer, Jordi, Jorge Orta-Lopez, Juan Izquierdo-Domenech, Beatriz Sousa Santos, and Ginger Alford. "Flipping Game Development." IEEE Computer Graphics and Applications 38, no. 6 (2018): 118–24. http://dx.doi.org/10.1109/mcg.2018.2876487.

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Rao, Vipul. "Game Development using Panda 3D Game Engine." International Journal on Recent and Innovation Trends in Computing and Communication 3, no. 2 (2015): 534–36. http://dx.doi.org/10.17762/ijritcc2321-8169.150223.

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DEPIETRO, PETER. "DEVELOPMENT ESSENTIALS: GAME STORY AND CHARACTER DEVELOPMENT AND DEVELOPING SERIOUS GAMES." Art Book 14, no. 1 (2007): 70–71. http://dx.doi.org/10.1111/j.1467-8357.2007.00783_2.x.

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Nuryanti, Nuryanti, and FX Hendra Prasetya. "Mobile Game Effectiveness for Game Enthusiasts Who Have Little Spare Time to Play Games." SISFORMA 2, no. 1 (2015): 10. http://dx.doi.org/10.24167/sisforma.v2i1.404.

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The development of technology continues to increase. As well as the development of game that pamper the player. But on the other hand,with the increasing development of technology, gamers demand will also be higher as well. As example, technological devices to play games should be more practical, light, and easy to carry anywhere. This paper will discuss about the effectiveness of mobile game for game enthusiasts
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Zi Xuan, Yee, Lim Li Chen, and The Choon Jin. "Unity Technologies: The Story Behind Game Development Industry." International Journal of Psychosocial Rehabilitation 24, no. 02 (2020): 1129–36. http://dx.doi.org/10.37200/ijpr/v24i2/pr200415.

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Lee, Dong-Seong, Seuc-Ho Ryu, Byung-Pyo Kyung, Dong-Lyeor Lee, Dong-Yeop Lee, and Wan-Bok Lee. "Development of Game management system suitable for mobile games." Journal of Digital Convergence 14, no. 1 (2016): 371–77. http://dx.doi.org/10.14400/jdc.2016.14.1.371.

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SAINATH, PRASANNA, MOHAN SHRADDHAA, and KRISHNAMURTHY VALLIDEVI. "MULTITHREADING IN GAME DEVELOPMENT." i-manager’s Journal on Software Engineering 13, no. 4 (2019): 34. http://dx.doi.org/10.26634/jse.13.4.16034.

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B, Prasad, M. Sai Kumar Reddy, V. Srikanth Reddy, and R. Raja Kishore. "Game Development - Bounty Rescuestep." International Journal of Engineering and Applied Computer Science 02, no. 01 (2017): 25–31. http://dx.doi.org/10.24032/ijeacs/0201/04.

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Dissertations / Theses on the topic "Game development"

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Grassi, Alex. "Cross-platform game development." Master's thesis, Alma Mater Studiorum - Università di Bologna, 2015. http://amslaurea.unibo.it/8488/.

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L'obiettivo di questa tesi è stato quello di progettare ed avviare lo sviluppo di un videogioco 3D multipiattaforma, nello specifico PC(Windows) e Mobile(Android), realizzandone poi una demo, affrontando così tutte le problematiche che possono sorgere quando si sviluppa un programma per dispositivi profondamente diversi fra loro. Il videogioco che si è scelto di realizzare è del genere “First Person Adventure”, in cui il giocatore deve esplorare la mappa di gioco, ed interagire con i vari elementi presenti al fine di far procedere la storia, il tutto realizzato ad un livello qualitativo sufficiente a permetterne la commercializzazione una volta ultimato.
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Wilson, Brotto Furtado André. "Domain-Specific Game Development." Universidade Federal de Pernambuco, 2012. https://repositorio.ufpe.br/handle/123456789/2165.

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Made available in DSpace on 2014-06-12T15:55:08Z (GMT). No. of bitstreams: 2 arquivo9604_1.pdf: 6012873 bytes, checksum: 8038d505b71a040f17e72f9d678160bf (MD5) license.txt: 1748 bytes, checksum: 8a4605be74aa9ea9d79846c1fba20a33 (MD5) Previous issue date: 2012<br>Conselho Nacional de Desenvolvimento Científico e Tecnológico<br>Este tese apresenta o conceito de Domain-Specific Game Development, uma abordagem que emprega os benefícios de linhas de produção de software (SPLs) para criar mais eficientemente jogos digitais pertencentes a uma mesma família. A necessidade por essa abordagem é justificada pelo fato de que a introdução de conceitos de reuso e SPL em jogos digitais, na verdade em qualquer domínio, não é trivial, devido às peculiaridades de cada domínio. Especificamente para jogos, a Engenharia de Requisitos tradicional e casos de uso não podem ser aplicados como são. Prototipagem, rápida experimentação e requisitos baseados em emoção são preferidos em relação a requisitos de negócio. O tão popular conceito de motores de jogos é muito vago e ambíguo para definir o escopo de uma linha de produção de jogos. A experiência de jogadores é mais baseada em surpresas e rupturas do que na aderência a padrões. E nenhuma abordagem focada na melhoria do desenvolvimento de jogos pode ignorar motores de jogos, atual estado-da-arte no desenvolvimento de jogos digitais. Por outro lado, a abstração provida por eles poderia ser menos complexa de ser consumida, através de ferramentas baseadas em linguagens, o uso de modelos como cidadãos de primeiroa classe (assim como código fonte) e uma melhor integração com o processo de desenvolvimento. Dada essa motivação, Domain-Specific Game Development faz a ponte entre SPLs e o desenvolvimento de jogos, culminando com linguagens de domínio específico (DSLs) e geradores alinhados para sub-domínios de jogos e focados em automatizar mais o processo de desenvolvimento de jogos digitais. A abordagem emprega Engenharia de Domínio, Model-Driven Development e reuso de software para encapsular as melhores e mais comuns práticas do desenvolvimento de jogos, ainda suportando comportamento variável e imprevisto. Para avaliar a abordagem, apresentamos casos de estudo confirmatórios e exploratórios, assim como um experimento controlado realizado com engenheiros de software da indústria. Com uma melhoria de produtividade observada de mais de 5 vezes em média, sugerimos Domain-Specific Game Development como uma abordagem viável para o desenvolvimento de jogos que pertencem a uma mesma família, de modo a reduzir a complexidade no consumo de motores de jogos, quebrar tarefas de desenvolvimento em blocos mais automatizáveis, habilitar a criação de especificações expressivas porém executáveis, entregar valor incrementalmente para sub-domínios priorizados, construir artefatos de domínio específico alinhados às características únicas da família-alvo de jogos e, finalmente, prover flexibilidade e extensibilidade para que desenvolvedores e designers de jogos possam focar no que torna cada jogo único distinto
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Surangi, Vani Indrani. "Game design and development." CSUSB ScholarWorks, 2006. https://scholarworks.lib.csusb.edu/etd-project/3098.

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The project focuses on computer tools suitable for particular game genres and how they are used to develop 3D computer games. As part of learning about the tools, the author developed a 3D computer adventure game called "Adventures of Smiley" using Macromedia Director MX and 3D Studio Max. The game's purpose is to engage children using a friendly interface while they learn about different topics in various subject areas through lessons and puzzles. The research gathered information about the current game industry, technologies and game genres, which can be used as a reference for the beginning level game programmer. The project documentation and the game are also published on the Internet and can be freely accessed online.
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Hung, Cheng-Yu. "Multi-user game development." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3122.

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This project included the development of a multi-user game that takes place in a 3 dimensional world of the computer science department. Basically, the game allows prospective students to meet existing students and faculty in a virtual open house that takes place within the third floor of Jack Brown Hall. Users can walk around Jack Brown Hall and type text messages to chat with each other.
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Sundström, Ylva. "Game design and production : frequent problems in game development." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1793.

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This essay is about common problems that can arise during game development projects. It is focused around the production cycle and how the game industry treats the game development pipeline. It mainly describes issues with communication within game development teams, problems concerning planning and how the design process affects members of the game development team’s work process and efficiency. It includes an analysis of common problems that I have found during my studies of literature describing the game industry, a short research study of post mortems written by game developers and a survey about game design documentation and communication sent out to game developers and game design students.<br>Den här uppsatsen behandlar vanliga problem som kan uppstå under spelprojekt. Den är fokuserad kring produktionscykeln och hur industrin behandlar produktionscykelns olika delar. Den beskriver framförallt problem rörande kommunikationen inom team som utvecklar spel, problem kopplade till planering av spelprojekt och hur designprocessen påverkar spelutvecklares arbetsprocesser och effektivitet. Den inkluderar en analys av vanliga problem jag har funnit då jag studerat litteratur som beskriver spelindustrin, en kort studie av post mortems skrivna av spelutvecklare och en undersökning om speldesigndokumentation jag skickat ut till spelutvecklare och spelstudenter.
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Weimar, Rolf. "A simplified game engine for a game development course." Master's thesis, University of Cape Town, 2014. http://hdl.handle.net/11427/9202.

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Includes bibliographical references.<br>The Video Game industry is maturing. Success in the video game industry relies on many things, including marketing, sound business practises, and top notch technical implementation. Games Engines are software systems that facilitate game production. The growth of the game industry has increased the demand for programmers trained in game development technologies. A simplified game engine, designed specifically for the game development courses which service the supply of graduates for the industry, could have many advantages. This dissertation analysed the requirements of such a system. We found that such a game engine would need to be extensible, reusable, modular, be easy to learn, and be open source. It would also need to at least include graphics, audio, networking and path-finding components. Our analysis found that no game engine currently exists that fulfills all these requirements. We designed and implemented a game engine to fulfill all these requirements. Our game engine is built around a module framework, where each task of the game engine is handled by a module. This modular design allows us to easily change functionality by adding, removing or updating modules.
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Kofali, Ozgur. "Development of a Game Portal for Web-based Motion Games." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138094.

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The objective of this thesis project focuses on designing and implementing a game portal for web-based motion games whilst achieving high usability. Many systems lack the creativ- ity to design web-usability with all the technical requirements and this study addresses this problem by implementing a front-end system that uses agile methodology with competitive analysis and consumes the back-end system with RESTful architecture by using AngularJS web application framework. Users were involved in the implementation process repetitively and the usability test was done with think aloud protocol and System Usability Scale which involves a questionnaire on paper. It was concluded that a clear and interactive navigation bar made it very useful for users to hover through the website. Having the notifications fixed on the upper right side of the navigation bar made them easily perceived by the users and including all user-related functions under username helped the user reach them easily. It was also concluded that modal view prevented page reloading by gathering users, attention at one point. Adding visual feedback functions such as highlighting the hovered or clicked link were appreciated by the users.
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Williams, Walter K. "Video Game Development Strategies for Creating Successful Cognitively Challenging Games." ScholarWorks, 2018. https://scholarworks.waldenu.edu/dissertations/4762.

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The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was to investigate the design strategies of video game developers who have successfully created video games that are challenging, entertaining, and successful. The technology acceptance model served as a conceptual framework. The entire population for this study was members of a video game development team from a small successful video game development company in North Carolina. The data collection process included interviews with 7 video game developers and analysis of 7 organizational documents. Member checking was used to increase the validity of the findings from the participants. Through the use of triangulation, 4 major themes were identified in the study: the video game designer has a significant impact on the development process, the development process for successful video games follows iterative agile programming methods, programming to challenge cognition is not a target goal for developers, and receiving feedback is essential to the process. The findings in this study may benefit future video game developers and organizations to develop strategies for developing successful games that entertain and challenge players while ensuring the viability of the organization. Findings may influence society as they demonstrate where the points of interest should be directed concerning the impact of video games upon behavior of the players.
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Bhagi, Anshul. "Android game development with AppInventor." Thesis, Massachusetts Institute of Technology, 2012. http://hdl.handle.net/1721.1/76907.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 2012.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (p. 94).<br>AppInventor is an educational learning tool provided by MIT that allows users to build Android apps without any knowledge of programming. As AppInventor gains popularity amongst educators and students around the world, it will become increasingly important to ensure that the tool offers its users the breadth and depth of app-development functionality they desire. In anticipation of AppInventor's expanding role and influence in educational institutions worldwide (middle schools and high-schools, primarily), this thesis focuses on the age group of 3rd to 12th grade students, and on the topic that is of greatest interest to them: gaming, animation, and graphics. The aim of this thesis is to identify AppInventor's existing capabilities and limitations with respect to game development, and to implement ideas (both pedagogical and technological in nature) that will improve the diversity, complexity, aesthetic appeal, and performance of games that can be built using AppInventor. The author of this thesis believes that if AppInventor's game development capabilities can be augmented, the adoption rate of the tool and its popularity amongst school students will be impacted very positively. In this thesis, the author describes his personal experiences teaching AppInventor game development in India and USA, as well as the limitations (in teaching methodology and in AppInventor's feature set) that he identified through this experience. The author's primary contributions are the development of a hands-on curriculum for a 40-hour AppInventor Game Development course, and the implementation of several new features and components for AppInventor. The author will be traveling to China and India in Summer 2012 to test to what extent his creative curriculum and novel AppInventor modifications facilitate the development of games using AppInventor.<br>by Anshul Bhagi.<br>M.Eng.
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Кореняк, Богдан. "Linear Algebra in Game Development." Thesis, Київський національний університет технологій та дизайну, 2017. https://er.knutd.edu.ua/handle/123456789/7335.

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Books on the topic "Game development"

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Jeannie, Novak, ed. Game development essentials: Game audio development. Delmar Cengage Learning, 2008.

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Hall, Rick. Game Development Essentials: Online Game Development. Delmar/Cengage Learning, 2008.

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1966-, Novak Jeannie, ed. Game development essentials: Game simulation development. Thomson / Delmar Learning, 2008.

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1966-, Novak Jeannie, ed. Game development essentials: Game story and character development. Thompson Delmar Learning, 2005.

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Goodwin, Steven. Polished Game Development. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2122-8.

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Rosenfield Boeira, Julia Naomi. Lean Game Development. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3216-3.

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

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Bors, Balint. Game Backend Development. Apress, 2023. http://dx.doi.org/10.1007/978-1-4842-8910-5.

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Jeannie, Novak, ed. Mobile game development. Delmar/Cengage Learning, 2012.

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Seddon, Chris. OpenGL game development. Wordware Pub., 2005.

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Book chapters on the topic "Game development"

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Riti, Pierluigi. "Game Development." In Practical Scala DSLs. Apress, 2017. http://dx.doi.org/10.1007/978-1-4842-3036-7_10.

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Goodwin, Steven. "Game Balancing." In Polished Game Development. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2122-8_4.

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Bors, Balint. "Game Analytics." In Game Backend Development. Apress, 2022. http://dx.doi.org/10.1007/978-1-4842-8910-5_7.

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Garzia, Andre. "Finished Game." In Roguelike Development with JavaScript. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6059-3_9.

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Brusca, Victor G. "Game Specifications." In Advanced Unity Game Development. Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7851-2_2.

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Salin, Louis, and Rami Morrar. "Game Performance." In Game Development with MonoGame. Apress, 2021. http://dx.doi.org/10.1007/978-1-4842-7771-3_1.

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Cooper, Jonathan. "The Game Development Environment." In Game Anim Video Game Animation Explained. A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22299-2.

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Zechner, Mario, and Robert Green. "Game Development 101." In Beginning Android Games. Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4678-7_3.

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Zechner, Mario, J. F. DiMarzio, and Robert Green. "Game Development 101." In Beginning Android Games. Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-0472-6_3.

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Zechner, Mario. "Game Development 101." In Beginning Android Games. Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_3.

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Conference papers on the topic "Game development"

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Natucci, Gabriel C., and Marcos A. F. Borges. "Balancing Pedagogy, Emotions and Game Design in Serious Game Development." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19749.

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Serious games and game-based learning approaches have been shown to provide effective learning outcomes in various contexts. However, the design of games with educational purposes is not an easy feat, since many aspects must be considered during development: pedagogical theories, learning mechanics, game elements, player experience, and affective, cognitive and behavioral outcomes. The balance of these aspects is one of the greatest challenges both game designers and educators must face in the next few years, especially considering the impact of previously neglected areas, such as the importance of emotions in learning. This work outlines the complexities of this challenge and suggests possible solutions based on high-impact studies to create quality games that excel both in player experience and learning.
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Pereira, Nathalya Stefhany, Phyllipe Lima, Eduardo Guerra, and Paulo Meirelles. "Towards Automated Playtesting in Game Development." In Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19666.

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Digital games are also a software product. However, games have a fun requirement and tightly coupled UI, which makes them hard to test. Nevertheless, they are made of code and might also benefit from the advantages that automated tests bring to enterprise software systems. In this paper, we discuss two categories of automated tests for games, focusing on playtesting. We used the Unity Game Engine to build our tests on top of the NUnit framework and the Unity Test Framework. To demonstrate our approach for automated playtesting, we developed a 2D Arkanoid-style game. We also present the steps we took to make the testing feasible.
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Prakash, Edmond, Colin Dodd, Md Salihan, and Adam Heppenstall. "Game Development." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2008. http://dx.doi.org/10.5176/978-981-08-8227-3_cgat08-1.

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Baker, Dan, and Naty Hoffman. "Game development." In ACM SIGGRAPH 2006 Courses. ACM Press, 2006. http://dx.doi.org/10.1145/1185657.1185757.

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Pepić, Selver, Marija Mojsilović, and Muzafer SaračevićMuzafer Saračević. "Android game development." In 9th International Scientific Conference Technics and Informatics in Education. University of Kragujevac, Faculty of Technical Sciences Čačak, 2022. http://dx.doi.org/10.46793/tie22.088p.

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Mobile devices that are today at the global level with the largest usage rates are precisely those devices that are based on the Android OS platform. The work was based on the description of the created project, that is, the android game. Android games are the areas that are most represented in the IT development world, that is, the world of the mobile development application. Here, the focus is on that part of the application software, which is an integral part of the entire android package. The android system itself provides the opportunity as an open platform programming application solutions and install them on a mobile device. Through the work, its content and code in the form of scripts will be explained.
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Singh, Swati, and Amanpreet Kaur. "Game Development using Unity Game Engine." In 2022 3rd International Conference on Computing, Analytics and Networks (ICAN). IEEE, 2022. http://dx.doi.org/10.1109/ican56228.2022.10007155.

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Eleftheriou, Anastasia, Kalli Koulloufidou, Alexandros Petropoulos, and Kostas Kouvaris. "User Perceptions of Serious Games and Their Features." In 17th Education and Development Conference. Tomorrow People Organization, 2022. http://dx.doi.org/10.52987/edc.2022.014.

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Abstract. Two-way, interactive and tailored education is a more promising form of education compared to traditional one-way passive education, as early literature evidence suggests. However, building a serious game that can engage users in the same way as an entertainment game, while incorporating both learning and gamification elements can be quite complicated. That is why the game concept, technology and features need to be designed carefully, in a user driven way. The authoring team makes use of their expertise in serious games in order to include engaging learning activities for the participants of the study. In particular, this study explores how users perceive the different elements, features and design of a collection of serious games on sex education. It shows which elements are of more importance to the users, what gives them a good experience, and what facilitates their learning. Findings are presented along with current research in this area, to conclude on the key elements for designing an effective and engaging serious game, based on user feedback. This study will be a step toward the design of tailored and relevant education interventions that will promote active learning, rather than passive one-way learning. Keywords: serious games, features, digital interventions, user perceptions, sex education
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Stefan, Ioana andreea, Antoniu Stefan, Milos Kravcik, Theo Lim, and Rafael Bidarra. "INTEROPERABILITY STRATEGIES FOR SERIOUS GAMES DEVELOPMENT." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-151.

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Serious games have emerged as new tools that enable players to acquire and enhance their skills and knowledge, and have become increasingly popular in fields such as education, industrial and emergency training, efforts for social betterment, and marketing. While the use of serious games has extended rapidly to a variety of domains, their development remains a challenging process both for developers and teachers/ trainers. This paper approaches the technological environment underpinning the development of serious games, and focuses on interoperability. Developing serious games in a way that enables interoperability is one means of increasing the depth and scope of instructional materials available to learners while reducing the overall development costs and time. Interoperability, the ability of computers and applications to communicate and share resources in a heterogeneous environment, is dependable on standards. Optimizing requirements of accessibility, interoperability, durability, and reusability for maximizing cost efficiency start with a proper understanding and integration of standards. The authors analyse various Serious Games interoperability scenarios and address the main gaps surrounding standardization in this field with the purpose of assisting developers and teachers in implementing successful solutions. The scenarios are based on a Serious Game Multidimensional Interoperability Framework that integrates the core components included within a serious game (game mechanics, gameplay, graphics engine, graphic objects), the ecosystem where the serious game will be implemented (developing platforms, programming languages, LMS communications) and external factors that go beyond the core technical aspects of a serious game (assessment, applicability, classification, glossary of terms). The research considers the existing standards that impact serious games development, as well as the gaps and the fragmentation issues that hinder the development process with the purpose of identifying efficient solutions.
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Jim, Parker. "HTML5 game development." In CHI '14: CHI Conference on Human Factors in Computing Systems. ACM, 2014. http://dx.doi.org/10.1145/2559206.2567814.

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Preston, Jon A. "Serious Game Development." In the 2014 ACM International Workshop. ACM Press, 2014. http://dx.doi.org/10.1145/2656719.2656721.

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Reports on the topic "Game development"

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teaching methods of the course, as well as the challenges and outcomes of its implementation. We also evaluate the course using a framework proposed by Ritzhaupt based on student feedback and learning outcomes. Our results show that the course was successful in achieving its goals and enhancing students’ knowledge and skills in game development. We also identify some areas for improvement and provide recommendations for future iterations of the course. We conclude that Unity Engine is a suitable platform for teaching game development in secondary education, as it offers a low barrier to entry, a rich set of features, a cross-platform compatibility, and a wide adoption in the game industry. We also argue that a team-based approach is beneficial for fostering collaboration and creativity among students.
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Granetto, Paul J., Patricia A. Marsh, Byron B. Harbert, et al. Financial Management: Development and Management of the Army Game Project. Defense Technical Information Center, 2005. http://dx.doi.org/10.21236/ada471994.

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Huang, Houqiang, Min Huang, Qi Chen, Mark Hayter, and Roger Hayter. Health-related Serious Games on the Rehabilitation for Patients with COPD: Systematic Review Protocol. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2022. http://dx.doi.org/10.37766/inplasy2022.12.0062.

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Review question / Objective: The aim of this systematic review is to identify effectiveness and patients’ demand on serious games for COPD patients as well as to recognize potential research gaps in this area by synthesizing and appraising studies examining effects of serious games on COPD patients. Eligibility criteria: OutcomesThe outcomes that include health-related endpoints such as pulmonary function, exercise capacity, dyspnea, compliance, or adverse effects, will be enrolled.Further inclusion criteriaStudies must be peer-reviewed and be in English or Chinese.Exclusion criteriaStudies will be excluded for the following reasons: (1) duplicate records;, (2) studies focused on measurement; diagnostic methods, serious game theory or game development; and (3) conference abstracts or studies that cannot find out full texts.
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Tomlinson, Brian. Total Official Support for Sustainable Development (TOSSD): Game changer or mirage? ActionAid, AidWatch Canada, Oxfam International, 2021. http://dx.doi.org/10.21201/2021.7390.

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Total Official Support for Sustainable Development, or TOSSD, is a new statistical metric that has been in the making for almost 10 years. It is meant to capture a broad range of global flows of public money in support of sustainable development. These include aid, loans on non-concessional terms, and public funds aimed at mobilising private finance for development. Metrics matter. It is essential to track the resources that the international community is allocating to turn the ambitions of Agenda 2030 and its Sustainable Development Goals (SDGs) into reality. Without such data, it is impossible to determine whether there is progress. ActionAid, AidWatch Canada and Oxfam International are publishing this discussion paper to shed light on how TOSSD works in practice as well as on its ambitions, shortcomings and the contending political perspectives on this new metric. The paper emphasizes that TOSSD could significantly shape the future of development finance.
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Wenner, Mark D. Dealing with Coordination Issues in Rural Development Projects: Game Theory Insights. Inter-American Development Bank, 2007. http://dx.doi.org/10.18235/0011342.

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The purpose of this paper is to review the literature on coordination failures, apply game theory to coordination issues within selected rural development projects in order to develop a set of guidelines to avoid and minimize coordination failures. The ultimate aim is to promote development effectiveness by helping to improve project design. The intended audience is operational staff of the bank, staff in other donor agencies, policy makers, and academics interested in development effectiveness, enterprise development, and rural development. Case studies concern themselves with the rural agricultural and non-agricultural development in Latin America, but the theoretical insights can be applied to any sector or region of the world.
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VanDevender, P., M. Berman, and K. Savage. Prototype prosperity-diversity game for the Laboratory Development Division of Sandia National Laboratories. Office of Scientific and Technical Information (OSTI), 1996. http://dx.doi.org/10.2172/211604.

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Bean, Corliss Bean, and Sara Kramers Kramers. Game On: Sport Participation As A Vehicle For Positive Development For Youth Facing Barriers. Youth Research & Evaluation eXchange (YouthREX), 2017. http://dx.doi.org/10.15868/socialsector.33745.

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Pavarini, Gabriela, Emma Reay, and Lindsay Smith. Ethical implications of applied digital gaming interventions for mental health: a systematic review and critical appraisal. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.3.0035.

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Review question / Objective: What are the ethical and practical considerations of gaming interventions in mental health? What existing viewpoint, commentary or theoretical points have been made in the literature regarding ethical issues in the development of serious games? What benefits and risks of games development in mental health are discussed in the literature? How are the core healthcare ethical principles of beneficence, non-maleficence, autonomy and justice discussed as relating to applied games in mental health? How might this information inform future thinking regarding the ethical development of serious games in mental health? Information sources: The search was conducted across four electronic databases covering science and arts and humanities titles: Scopus, PUBMED, PsycNET, EthxWeb and additionally, the journal, Game Studies, which contrary to other gaming journals does not exist in any of these databases. Given the recency of games design in this area, the search was limited to the preceding 30-year period, til January 2023, where available.
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VEDESHKINA, NATALIA A., and VALENTINA A. MAXIMENKO. COMPUTER GAME "THE WAY TO A SECURE INTERNET". SIB-Expertise, 2023. http://dx.doi.org/10.12731/er0743.18112023.

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The computer game "The Way to a secure Internet" was created by teachers of the MDOU "D/ s № 73" of Magnitogorsk on the cross-platform environment for the development of Unity computer programs. The game is aimed at older preschool children. It is aimed at the formation of life skills of students in the information society in order to ensure the information security of children. The main educational material is the selection of rules for safe behavior when using the Internet information network by students, taking into account the peculiarities of children's perception of information. The plot of the game situation and the algorithm of sequential actions of the user in order to move from one level to another suggest the following stages of the educational course and, accordingly, game tasks for the player: get and assimilate information about the dangers on the Internet, listen (read) the rule about safe behavior on the Internet, get acquainted with the game situation, choose the right solution, applying the rule about safe behavior on the Internet. The introductory information contains options for dangerous situations in which a child may find himself in the real world with incorrect communication on the Internet. The information included in the training information introduces preschoolers to the rules of safe behavior on the Internet. The control of the assimilation of educational material is presented at the game level of solving a problem situation. When choosing an answer, the game reality is realized in one of two directions: the correct answer - the training material is learned – the player moves to the next level; the wrong answer – the training material is not learned – the player returns to the level of familiarity with the rule. The system of criteria for evaluating user behavior during the implementation of an interactive game is expressed in the accumulation of bonuses (presented in the form of stars that appear on the playing field in the process of solving game problems).
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Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4416.

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This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D university. As far as the game replicates the real-life objects, applicants can see the department's equipment and class-rooms. For the gaming application development team utilized С# and C++, Unity 3D, and Source Engine. For object modeling, we leveraged Hammer Editor, Agisoft PhotoScan Pro, and the photogrammetry technology, that allowed for realistic gameplay. Players are offered various formats of assessment of digital competencies: test task, puzzle, assembling a computer and setting up an IT-specialist workplace. The experiment conducted at the open house day proved the 3D quest game efficiency. The results of digital competence evaluation do not depend on the testing format. The applicants mostly preferred to take a 3D quest, as more up-to-date and attractive engagement.
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