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Journal articles on the topic 'Game immersion'

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1

Silva Bastos, Arthur, Renata Faria Gomes, Clemilson Costa dos Santos, and José Gilvan Rodrigues Maia. "Synesthesia: A Study on Immersive Features of Electronic Games." Journal on Interactive Systems 9, no. 2 (2018): 1. http://dx.doi.org/10.5753/jis.2018.700.

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Immersion is a quality that turns user experiences more appealing, despite the definition of immersion itself still being a source of controversy. Modern electronic games became a well-established immersive media which already has a number of consumer-level virtual reality hardware and software available. Endowing a game with immersion requires not only theoretical background found in literature but more practical guidelines for assisting developers to glimpse possibilities and make design decisions. In this paper, we investigate specific features that bestow immersion to an electronic game. S
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Li, Elena Carolina, and Ding-Bang Luh. "Effect of game motivation on flow experience and companionship." Interaction Studies 18, no. 1 (2017): 95–115. http://dx.doi.org/10.1075/is.18.1.05li.

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Motivation crucially influences the willingness to play online games. Game motivation can affect players’ flow experience and player’s companionship with their game roles or avatars. However, the relationship among game motivation, flow experience, and companionship is unclear; therefore, designing online games that improving the playing experience is difficult. This study chose online pet games as study samples, and this study used a game motivation scale, flow experience scale, and the Companionship Scale of Artificial Pets to identify the relationship among game motivation, flow experience,
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Ortiz de Gortari, Angelica B., Karin Aronsson, and Mark Griffiths. "Game Transfer Phenomena in Video Game Playing." International Journal of Cyber Behavior, Psychology and Learning 1, no. 3 (2011): 15–33. http://dx.doi.org/10.4018/ijcbpl.2011070102.

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Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 a
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Grimshaw, Mark, and Gareth Schott. "A Conceptual Framework for the Analysis of First-Person Shooter Audio and its Potential Use for Game Engines." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/720280.

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We introduce and describe a new conceptual framework for the design and analysis of audio for immersive first-person shooter games, and discuss its potential implications for the development of the audio component of game engines. The framework was created in order to illustrate and acknowledge the direct role of in-game audio in shaping player-player interactions and in creating a sense of immersion in the game world. Furthermore, it is argued that the relationship between player and sound is best conceptualized theoretically as an acoustic ecology. Current game engines are capable of game wo
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Hafner, Manuela, and Jeroen Jansz. "The Players‘ Experience of Immersion in Persuasive Games." International Journal of Serious Games 5, no. 4 (2018): 63–79. http://dx.doi.org/10.17083/ijsg.v5i4.263.

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Game studies has seen an increasing interest in serious games with a persuasive goal. Yet, empirical research about the impact of these persuasive games is still limited. This paper aims to advance the field by reporting on an explorative, qualitative study, investigating player experiences in My Life as a Refugee and PeaceMaker, games that address pressing socio-political issues. Theoretically, our research was based on immersion theory and Calleja’s account of player involvement. We conducted in-depth interviews with twelve participants. Our results showed that players experienced the two ga
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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game playe
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Örtqvist, Daniel, and Mats Liljedahl. "Immersion and Gameplay Experience: A Contingency Framework." International Journal of Computer Games Technology 2010 (2010): 1–11. http://dx.doi.org/10.1155/2010/613931.

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The nature of the relationship between immersion and gameplay experience is investigated, focusing primarily on the literature related to flow. In particular, this paper proposes that immersion and gameplay experience are conceptually different, but empirically positively related through mechanisms related to flow. Furthermore, this study examines gamers' characteristics to determine the influence between immersion and gameplay experiences. The study involves 48 observations in one game setting. Regression analyses including tests for moderation and simple slope analysis are used to reveal gam
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Neiva, Eduardo, and Carlo Romano. "The Semiotic Immersion of Video Games, Gaming Technology and Interactive Strategies." Public Journal of Semiotics 1, no. 2 (2007): 31–49. http://dx.doi.org/10.37693/pjos.2007.1.8819.

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The paper analyzes the effect of immersion in digital games using the theoretical apparatus of game theory. The paper illustrates interactive operations and the cause and effect relationship between player and designer, explaining the importance of strategic decision-making and pathing in player immersion. It considers the game function of creating a virtual world and proposes the idea that digital games are not just computer-mediated communication to the player. These games are games of “the moment”, like the game Chicken, and played with apparently great emotion, intelligence, and physical d
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Barclay, Paul A., and Clint Bowers. "Associations of Subjective Immersion, Immersion Subfactors, and Learning Outcomes in the Revised Game Engagement Model." International Journal of Game-Based Learning 8, no. 1 (2018): 41–51. http://dx.doi.org/10.4018/ijgbl.2018010103.

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Serious Educational Video Games (SEGs) play a large role in education for both children and adults. However, the budget for SEGs is typically lower than traditional entertainment video games, bringing with it the need to optimize the learning experience. This article looks at the role game immersion plays in improving learning outcomes, using the Revised Game Engagement Model (R-GEM) to determine whether learning outcomes were associated specifically with Immersion itself, or with the various prerequisites to achieving immersion. A sample of 125 undergraduate university students which played a
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Thompson, Meredith, Cigdem Uz-Bilgin, M. Shane Tutwiler, et al. "Immersion positively affects learning in virtual reality games compared to equally interactive 2d games." Information and Learning Sciences 122, no. 7/8 (2021): 442–63. http://dx.doi.org/10.1108/ils-12-2020-0252.

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Purpose This study isolates the effect of immersion on players’ learning in a virtual reality (VR)-based game about cellular biology by comparing two versions of the game with the same level of interactivityand different levels of immersion. The authors identify immersion and additional interactivity as two key affordances of VR as a learning tool. A number of research studies compare VR with two-dimensional or minimally interactive media; this study focuses on the effect of immersion as a result of the head mounted display (HMD). Design/methodology/approach In the game, players diagnose a cel
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Cutting, Joe, Paul Cairns, and Gustav Kuhn. "Nothing else matters: Video games create sustained attentional selection away from task-irrelevant features." Attention, Perception, & Psychophysics 82, no. 8 (2020): 3907–19. http://dx.doi.org/10.3758/s13414-020-02122-y.

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Abstract Feature-based attention allocates resources to particular stimulus features and reduces processing and retention of unattended features. We performed four experiments using self-paced video games to investigate whether sustained attentional selection of features could be created without a distractor task requiring continuous processing. Experiments 1 and 2 compared two versions of the game Two Dots, each containing a sequence of images. For the more immersive game post-game recognition of images was very low, but for the less immersive game it was significantly higher. Experiments 3 a
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Georgiou, Yiannis, Andri Ioannou, and Marianna Ioannou. "Investigating Immersion and Learning in a Low-Embodied versus High-Embodied Digital Educational Game: Lessons Learned from an Implementation in an Authentic School Classroom." Multimodal Technologies and Interaction 3, no. 4 (2019): 68. http://dx.doi.org/10.3390/mti3040068.

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Immersion is often argued to be one of the main driving forces behind children’s learning in digital educational games. Researchers have supported that movement-based interaction afforded by emerging embodied digital educational games may heighten even more immersion and learning. However, there is lack of empirical research warranting these claims. This case study has investigated the impact of high-embodied digital educational game, integrated in a primary school classroom, on children’s immersion and content knowledge about nutrition (condition1 = 24 children), in comparison to the impact o
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Nyitray, Kristen J. "The Alert Collector: Game On to Game After: Sources for Video Game History." Reference & User Services Quarterly 59, no. 1 (2019): 7. http://dx.doi.org/10.5860/rusq.59.1.7219.

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Kristen Nyitray began her immersion in video games with an Atari 2600 and ColecoVision console and checking out games from her local public library. Later in life, she had the opportunity to start building a video game studies collection in her professional career as an archivist and special collections librarian. While that project has since ended, you get the benefit of her expansive knowledge of video game sources in “Game On to Game After: Sources for Video Game History.” There is much in this column to help librarians wanting to support research in this important entertainment form. Ready
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Martin, Noel, Matthew Draper, and Andy Lamey. "Justice." Teaching Philosophy 43, no. 3 (2020): 303–30. http://dx.doi.org/10.5840/teachphil202085125.

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We created Justice: The Game, an educational, role-immersion game designed to be used in philosophy courses. We seek to describe Justice in sufficent detail so that it is understandable to readers not already familiar with role-immersion pedagogy. We hope some instructors will be sufficiently interested in using the game. In addition to describing the game we also evaluate it, thereby highlighting the pedagogical potential of role-immersion games designed to teach political philosophy. We analyze the game by drawing on our observations as designers and playtesters of Justice, along with feedba
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Weber, Stefan, Fred W. Mast, and David Weibel. "Experiencing Presence in a Gaming Activity Improves Mood After a Negative Mood Induction." International Journal of Gaming and Computer-Mediated Simulations 12, no. 4 (2020): 1–22. http://dx.doi.org/10.4018/ijgcms.2020100101.

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Research suggests that immersion in computer games is beneficial for recovering from stress and improving mood. However, no study linked explicit measures of presence—individually experienced immersion—to mood enhancement. In the present experiment, immersion of a gaming activity was varied, and levels of presence and enjoyment were measured and connected to mood repair after a stress-induction. The participants (N = 77) played a game in virtual reality (VR; high immersion), on the desktop (medium immersion), or watched a recording of the game (low immersion). Positive emotions were enhanced i
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Yeni, Sabiha, and Kursat Cagiltay. "A heuristic evaluation to support the instructional and enjoyment aspects of a math game." Program 51, no. 4 (2017): 406–23. http://dx.doi.org/10.1108/prog-07-2016-0050.

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Purpose The purpose of this paper is to provide information about the design principles of educational games in the context of an educational math game example to educational game developers and instructors. Especially, it tries to demonstrate the importance of the academic content-fantasy integration and entertainment factors of educational games from the viewpoint of the experts. For this purpose, as a sample, an educational math game was examined to see how successful is the academic aspect, fantasy aspect, academic-fantasy aspects integration and enjoyment aspect of the game. Good aspects
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Lindley, Craig A., and Charlotte C. Sennersten. "Game Play Schemas: From Player Analysis to Adaptive Game Mechanics." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/216784.

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Schema theory provides a foundation for the analysis of game play patterns created by players during their interaction with a game. Schema models derived from the analysis of play provide a rich explanatory framework for the cognitive processes underlying game play, as well as detailed hypotheses for the hierarchical structure of pleasures and rewards motivating players. Game engagement is accounted for as a process of schema selection or development, while immersion is explained in terms of levels of attentional demand in schema execution. However, schemas may not only be used to describe pla
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Duret, Christophe. "Les cadres de l’expérience vidéoludique et la distribution des ressources attentionnelles dans les jeux de rôle en ligne : une alternative à la notion d’immersion." Revista Contracampo, no. 29 (April 30, 2014): 84. http://dx.doi.org/10.22409/contracampo.v0i29.625.

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The term immersion, when applied to RPGs and video games, refers to phenomena that sometimes pertain to perception, sometimes psychology. It means a sensation experienced by the player in their relationship with the diegesis of the game, with the stories generated when interacting with the game itself or with their character. Immersion therefore appears to be a concept whose usefulness for game studies seems to be compromised by the multiplicity of phenomena it covers. We therefore propose to, on the one hand uncover the different meanings of immersion through a review of the literature, and o
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Naul, Emily, and Min Liu. "Why Story Matters: A Review of Narrative in Serious Games." Journal of Educational Computing Research 58, no. 3 (2019): 687–707. http://dx.doi.org/10.1177/0735633119859904.

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Literature has shown that immersive learning environments such as digital educational games and simulations often incorporate storytelling elements in their designs as narrative can be an effective way of making learning more meaningful to students. The purpose of this study is to review the literature on the role narrative can play in the experience of a learner engaging in learning games and to synthesize research on features of story that have demonstrated success in these learning environments. The findings have shown that distributed narrative, intrinsically integrated fantasies, empathet
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Fazilah Hibadullah, Cik, Noraziah ChePa, Nur Azzah Abu Bakar, and Azham Hussain. "The Influence of Rewards on Perceptions, Competence, and Sensory and Imaginative Immersion of Malaysian Digital Traditional Games." International Journal of Engineering & Technology 7, no. 3.20 (2018): 484. http://dx.doi.org/10.14419/ijet.v7i3.20.20594.

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Rewards in games are among the essential features to attract players to engage with the game. Prominent scholars claimed that rewards have positive influences to game engagement. Despite the importance of rewards in digital games, none of the existing Malaysian digital traditional games incorporated rewards in the games. Therefore, this study is conducted to investigate the influence of rewards on digital games engagement which focusing on perceptions, competence, and sensory and imaginative immersion on one of the Malaysian digital traditional games, Congkak. The existing Congkak has been enh
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Soylucicek, Seza. "New generation console game technologies; Console game application supported with projection mapping." Global Journal of Arts Education 6, no. 4 (2017): 120–25. http://dx.doi.org/10.18844/gjae.v6i4.1827.

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AbstractUp to now the relationship between console games and gamers has been restricted by limitations in screen size. The gradual enlargement of these sizes has accommodated for a technological boom in the development of game software programs, some of which have been hugely successful and had broad repercussions across both the gaming and technological landscape. In 2010, Microsoft and their Kinect team released an advertisement using projection mapping technique, which gave users an exciting preview of the future of game technology and provided inspiration for aspiring young game developers
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Rovithis, Emmanouel, Nikolaos Moustakas, Andreas Floros, and Kostas Vogklis. "Audio Legends: Investigating Sonic Interaction in an Augmented Reality Audio Game." Multimodal Technologies and Interaction 3, no. 4 (2019): 73. http://dx.doi.org/10.3390/mti3040073.

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Augmented Reality Audio Games (ARAG) enrich the physical world with virtual sounds to express their content and mechanics. Existing ARAG implementations have focused on exploring the surroundings and navigating to virtual sound sources as the main mode of interaction. This paper suggests that gestural activity with a handheld device can realize complex modes of sonic interaction in the augmented environment, resulting in an enhanced immersive game experience. The ARAG “Audio Legends” was designed and tested to evaluate the usability and immersion of a system featuring an exploration phase base
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Kickmeier-Rust, Michael D., Elke Mattheiss, Christina Steiner, and Dietrich Albert. "A Psycho-Pedagogical Framework for Multi-Adaptive Educational Games." International Journal of Game-Based Learning 1, no. 1 (2011): 45–58. http://dx.doi.org/10.4018/ijgbl.2011010104.

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One of the trump cards of digital educational games is their enormous intrinsic motivational potential. Although learning game design is often understood on a one-fits-all level, the actual motivational strength of an educational game strongly depends on the individual learners, their very specific goals, preferences, abilities, strength and weakness, personality, and experiences with gaming. Considering motivation being a fragile and constantly changing state, it is important to continuously assess learning and gaming processes and the oscillations of motivation and immersion within a game. W
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Mendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.

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We propose to regard video game as text, but not by literally understanding it as a verbal expression, and instead recognizing that many assumptions of literary theory are relevant to its analysis. This option seems to put us in sync with the narratologists, who exalt games as new manifestations of narrative, but cling to a conception of text as world that values illusionist effects. Instead, we are interested in experiences that, against this perspective, recognize the possibility of regarding game as a text that is a game - an incomplete object that is to be updated by the reader in a self-r
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Joyce, Kathryn E., Andy Lamey, and Noel Martin. "Teaching Philosophy through a Role-Immersion Game." Teaching Philosophy 41, no. 2 (2018): 175–98. http://dx.doi.org/10.5840/teachphil201851487.

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A growing body of research suggests that students achieve learning outcomes at higher rates when instructors use active-learning methods rather than standard modes of instruction. To investigate how one such method might be used to teach philosophy, we observed two classes that employed Reacting to the Past (hereafter, Reacting), an educational role-immersion game. We chose to investigate Reacting because role-immersion games are considered a particularly effective active-learning strategy. Professors who have used Reacting to teach history, interdisciplinary humanities, and political theory a
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Sousa, Caio Victor, Austin Fernandez, Jungyun Hwang, and Amy Shirong Lu. "The Effect of Narrative on Physical Activity via Immersion During Active Video Game Play in Children: Mediation Analysis." Journal of Medical Internet Research 22, no. 3 (2020): e17994. http://dx.doi.org/10.2196/17994.

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Background Active video games (AVGs) can increase physical activity (PA) and help produce higher physiological expenditure. Animated narrative videos (NVs) possess unique immersive and motivational properties. When added to AVGs, they have been found to increase moderate-to-vigorous physical activity (MVPA) as opposed to the original no video condition. However, there is no evidence of whether that was due to the NV or the addition of an animated video to an AVG. Objective This study aimed to investigate the differential effect of adding an NV versus a nonnarrative video (NNV) to an AVG on PA
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Weibel, David, and Bartholomäus Wissmath. "Immersion in Computer Games: The Role of Spatial Presence and Flow." International Journal of Computer Games Technology 2011 (2011): 1–14. http://dx.doi.org/10.1155/2011/282345.

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A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refer
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Park, Woo-Hyun, and Yun-Gyung Cheong. "CASH BATTLE GAME WITH IMMERSION USING AR." Far East Journal of Electronics and Communications 17, no. 6 (2017): 1569–73. http://dx.doi.org/10.17654/ec017061569.

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Kato, Jin, Tasuku Igarashi, and Sachiko Kiyokawa. "Social Game Immersion, Attentional Control, and Narcissism." Proceedings of the Annual Convention of the Japanese Psychological Association 78 (September 10, 2014): 2AM—1–012–2AM—1–012. http://dx.doi.org/10.4992/pacjpa.78.0_2am-1-012.

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Strååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.

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Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a
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Lee, Gyeong-Seon, and Jeong-Hwa Lee. "Children's use of Computer Game and Game Immersion: According to Grade." Journal of the Korea Contents Association 8, no. 3 (2008): 182–89. http://dx.doi.org/10.5392/jkca.2008.8.3.182.

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Lau, Kung Wong, and Pui Yuen Lee. "Designing employees’ training by immersive serious games? A study of digital natives’ satisfaction, perception and expectation in corporate training practices." Development and Learning in Organizations: An International Journal 30, no. 4 (2016): 6–8. http://dx.doi.org/10.1108/dlo-10-2015-0083.

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Purpose The digital native (DN), a new type of employee, has reshaped the ways of corporate training. This DN wants meaningful play in game engagement instead of receiving a passive message from the employers. Meanwhile, the platforms of serious games had been changing from television to mobile, and currently moving to the immersive platforms. This paper aims to deepen the understanding of employees’ satisfaction, perception and expectation towards the use of serious games for training in business practices. Design/methodology/approach A quantitative survey with a 20-item questionnaire and a s
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Erickson, Joan J. "To Play or to Learn?" International Journal of Cyber Behavior, Psychology and Learning 5, no. 1 (2015): 56–74. http://dx.doi.org/10.4018/ijcbpl.2015010105.

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Research evidence of the last two decades indicates positive effects of game-based learning on students' attitude and performance in math education. Game-based Internet math sites are geared to help students stay motivated and master grade-appropriate math concepts. This review presents One) a literature review on game-based learning via instructional design and game design considerations, Two) a tabulated review of 30 Internet math games from a math educator's first-hand experience in playing and critiquing in reference to Grades 6th - 8th players' motivation and cognition. Its educational im
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Warde-Brown, Ailbhe. "Waltzing on Rooftops and Cobblestones." Journal of Sound and Music in Games 2, no. 3 (2021): 34–55. http://dx.doi.org/10.1525/jsmg.2021.2.3.34.

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The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately lay
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Bowden, Sara. "Not suitable for the easily disturbed: Sonic nonlinearity and disruptive horror in Doki Doki Literature Club!" Soundtrack 11, no. 1 (2020): 7–22. http://dx.doi.org/10.1386/ts_00002_1.

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The extent to which disturbing video games incite real-world violence has been a source of intense debate since the late 1990s following school shootings across the United States. In 2017, the release of Team Salvato’s Doki Doki Literature Club! (DDLC!) signified a major shift in independent game developers’ approaches to creating a violent horror gaming experience: the developers include the use of nonlinear sound (e.g. frequency jumps, non-standard harmony, noise/chaos) and local-level melodic transformations to complicate player immersion. In this article, I argue that the game’s music is o
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Bhide, Saylee, Elizabeth Goins, and Joe Geigel. "Experimental Analysis of Spatial Sound for Storytelling in Virtual Reality." Frameless 1, no. 1 (2019): 1–3. http://dx.doi.org/10.14448/frameless.01.007.

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Virtual Reality leverages our cognitive and perceptual abilities to provide immersive experiences that recreate both the visual and aural elements of real spaces with a high degree of realism making it a suitable delivery platform for conveying narratives through games and films. Spatial sound is useful in enhancing immersion and presence of the user in a virtual world. This audio design allows the game designer to place audio cues that appropriately match with the visual cues in a virtual game environment. These localized audio cues placed in a story based game environment also help to evoke
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Freitas, Joana. "Kill the Orchestra." Journal of Sound and Music in Games 2, no. 2 (2021): 22–41. http://dx.doi.org/10.1525/jsmg.2021.2.2.22.

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In the age of participatory and convergence paradigms, video game music has its own networked culture with cybercommunities that discuss, share, and create content, thus opening up a creative space for artistic activities in a constant digital flow. Music composition and production is one of these activities, with files made available on several platforms such as SoundCloud and YouTube, specifically in the format of modification files (or mods). Building on research for a master’s dissertation, this article examines a new model of online artistic production in the form of the circulation of mu
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Putri Miranny Dewi, Novia, and Banung Grahita. "Narrative Immersion dalam Visual Novel STEINS;GATE, Danganronpa: Trigger Happy Havoc, dan Phoenix Wright: Ace Attorney." Ultimart: Jurnal Komunikasi Visual 13, no. 2 (2020): 7–14. http://dx.doi.org/10.31937/ultimart.v13i2.1708.

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Sebagai subgenre atas genre Adventure yang berhasil menguasai 26% pasar industri game di Indonesia pada tahun 2018, visual novel menghadirkan pengalaman bermain yang berfokus terhadap aspek naratif dalam permainan, yang mana melalui penciptaan keingintahuan, pemahaman, dan empati atas serangkaian peristiwa dalam penceritaan memunculkan pengalaman bermain imersif, yang dikenal dengan narrative immersion. Melalui elemen-elemen audiovisual yang dimiliki subgenre tersebut, pemain secara emosional terlibat dalam permainan serta terabsorpsi ke dalam dunia fiksi yang dihadirkan didalamnya, mengesampi
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Preuß, Anna Katharina. "The Impact of Personality and Motivation on Immersion in Simulation Games." International Journal of Game-Based Learning 10, no. 2 (2020): 1–20. http://dx.doi.org/10.4018/ijgbl.2020040101.

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The cognitive-motivational process model of learning describes how personality traits in a specific situation influence current learner motivation and through certain mediators, the learning outcome. This study investigates the influence of personality traits and current motivation on these mediators. For 86 high school students playing a simulation game, the Big Five, the need for cognition, current motivations, immersion, and joy of learning were measured. A hierarchical regression analysis showed that need for cognition, interest, and challenge significantly and positively impacts the exper
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Qin, Hua, Pei-Luen Patrick Rau, and Gavriel Salvendy. "Measuring Player Immersion in the Computer Game Narrative." International Journal of Human-Computer Interaction 25, no. 2 (2009): 107–33. http://dx.doi.org/10.1080/10447310802546732.

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Belahbib, Amine, Lotfi Elaachak, Mohamed Bouhorma, Othman Bakkali Yedri, Slimani Abdelali, and Elouaai Fatiha. "Serious Games Adaptation According to the Learner’s Performances." International Journal of Electrical and Computer Engineering (IJECE) 7, no. 1 (2017): 451. http://dx.doi.org/10.11591/ijece.v7i1.pp451-459.

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Basically, serious games provides enjoyment and knowledge, several researches in this field have focused into joining these two proprieties and make the best balance between them, in order, to provide the best game and enjoyable game experience and ensure the learning of the needed knowledge. Players differ and their knowledge background can be a lot different from one to the other. This study focused on how the SG adapts and provide the needed knowledge and enjoyment. The game should analyze players behavior from different angles, thus it can add difficulty, information, immersion or enjoymen
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Szykman, Alexandre Greluk, André Luiz Brandão, and João Paulo Gois. "Development of a Gesture-Based Game Applying Participatory Design to Reflect Values of Manual Wheelchair Users." International Journal of Computer Games Technology 2018 (September 6, 2018): 1–19. http://dx.doi.org/10.1155/2018/2607618.

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Wheelchair users have been benefited from Natural User Interface (NUI) games because gesture-based applications can help motor disabled people. Previous work showed that considering values and the social context of these users improve game enjoyment. However, the literature lacks on studies that address games as a tool to approach personal values of people with physical disabilities. Participatory design encompasses techniques that allow absorbing and reflecting values of users into technologies. We developed a gesture-based game using participatory design addressing values of wheelchair users
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Ho, Jeffrey C. F. "Real-World and Virtual-World Practices for Virtual Reality Games: Effects on Spatial Perception and Game Performance." Multimodal Technologies and Interaction 4, no. 1 (2020): 1. http://dx.doi.org/10.3390/mti4010001.

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Researchers have been investigating ways to improve users’ spatial perception in virtual environments. Very limited studies have focused on the context of virtual reality (VR) games. Tutorials with practices, a common element in games, are good opportunities to implement measures that improve players’ spatial perception. Using an experiment, this paper investigates how two types of practices (real-world and virtual-world practices) influence players’ spatial perception, game performance, and immersion in VR games. Given that spatial perception is viewed as an essential aspect of VR application
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Welton, Rebekah. "Isaac rebounds: A video game retelling of the Aqedah." Journal for the Study of the Old Testament 44, no. 3 (2019): 293–314. http://dx.doi.org/10.1177/0309089219862803.

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This article engages with a video game retelling of the biblical Aqedah and particularly focuses on the interactive nature of video games. In the game The Binding of Isaac, Isaac runs away from his parent, ‘Mom’, and fights back, which contrasts significantly with the passive and silent Isaac of the biblical text. The interactivity and immersion created by a video game medium has a significant impact on a player’s interpretation of the biblical story. This article argues that the video game depicts the Aqedah as horrific as a means to critique corporal punishment as used in some conservative C
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Paiva de Oliveira, Raul, and Tiago Fernandes Tavares. "Impact of algorithmic composition on player immersion in computer games: a case study using Markov Chains." Revista Música Hodie 18, no. 1 (2018): 61–73. http://dx.doi.org/10.5216/mh.v18i1.53571.

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 The feeling of immersion is an important aspect of gaming experiences. It can be greatly impacted by back- ground music. In this work, we investigate the use of algorithmically-generated background music as a mean to ge- nerate immersion in gaming experiences. For such, we developed two versions of the same game. One of them uses music written by a composer. The other uses real-time generated melodies based on a Markov chain. We evaluated the immersion level related to each of these versions using user questionnaires and performance measures. The re- sults did show only a
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Lee, Ji-Hun. "A Study on the Effect of How Game Scenarios, Game Usage Convenience, and Game Visualization affect Interaction among Game Players and their Immersion in Games." Journal of the Korea Entertainment Industry Association 10, no. 6 (2016): 467. http://dx.doi.org/10.21184/jkeia.2016.12.10.6.467.

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Cheng, M. T., H. C. She, and L. A. Annetta. "Game immersion experience: its hierarchical structure and impact on game-based science learning." Journal of Computer Assisted Learning 31, no. 3 (2014): 232–53. http://dx.doi.org/10.1111/jcal.12066.

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Yi, Jamyoung. "Game Usage Behavior of Children and Adolescent Game Users: Focusing on Adaptive-use and Over-immersion of Games." Korean Association For Learner-Centered Curriculum And Instruction 20, no. 18 (2020): 1473–97. http://dx.doi.org/10.22251/jlcci.2020.20.18.1473.

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Carbonell-Carrera, Carlos, Jose Luis Saorin, and Dámari Melián Díaz. "User VR Experience and Motivation Study in an Immersive 3D Geovisualization Environment Using a Game Engine for Landscape Design Teaching." Land 10, no. 5 (2021): 492. http://dx.doi.org/10.3390/land10050492.

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Realistic 3D geovisualization is necessary to facilitate the perception of a landscape designer in relation to the environment, which is a determining factor in decision-making in landscape planning and management. In the field of landscape design teaching learning environments, game engines can offer an immersive 3D geovisualization mode through Virtual Reality technology, which, in addition, can be motivating for the student. Game engines allow designing the scenarios where videogames take place, but game engines can also be used for geovisualization tasks in landscape design teaching enviro
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Martínez, Carolina. "The struggles of everyday life: How children view and engage with advertising in mobile games." Convergence: The International Journal of Research into New Media Technologies 25, no. 5-6 (2017): 848–67. http://dx.doi.org/10.1177/1354856517743665.

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Digital and mobile games are an important part of many children’s daily media usage and are used by children for, among other things, entertainment and relaxation purposes. Mobile games are commonly ‘free-to-play’ and have revenue models based on in-app purchases and advertising. These revenue models affect the content and structure of mobile games and, consequently, also the gaming experiences. Drawing on group interviews with 9- and 12-year-old children, this article analyses how children view and engage with advertising in mobile games, and what consequences in-game advertising have for chi
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