Academic literature on the topic 'Game project management'

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Journal articles on the topic "Game project management"

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CURIEL, IMMA. "PROJECT MANAGEMENT GAMES." International Game Theory Review 13, no. 03 (September 2011): 281–300. http://dx.doi.org/10.1142/s0219198911003003.

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This paper studies situations in which companies can cooperate in order to decrease the earliest completion time of a project that consists of several tasks. This is beneficial for the client who wants the project to be completed as early as possible. The client is willing to pay more for an earlier completion time. The total payoff must be allocated among the companies that cooperate. Cooperative game theory is used to model this situation. Conditions for the core of the game to be nonempty are derived. We study a class of project management games for which necessary and sufficient conditions for the nonemptiness of the core can be derived. We will show that a subset of the set of balanced project management games can be partitioned into a class of 1-convex games and a class of big boss games. Expressions for the extreme points of the core, the τ-value, the nucleolus, and the Shapley-value of games in these two classes are derived.
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Rumeser, David, and Margaret Emsley. "Lessons learned from implementing project management games." International Journal of Serious Games 6, no. 1 (March 14, 2019): 71–92. http://dx.doi.org/10.17083/ijsg.v6i1.130.

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The purpose of this paper is to identify the principles governing successful project management serious (educational) game design and implementation by identifying lessons learned from implementing such games. This paper applied a triangulation method that qualitatively blends the perspectives of project management practitioners, game designers, and learners. The findings of this paper suggest principles of game realism, context, display, gameplay clarity, target audience, feedback, setting, debriefing, communication mode, and personalization. The main potential beneficiaries of this research include project management educators, trainers, students, training participants, and game designers. The study provides a comprehensive project management game design and implementation guideline that could help improve the quality of project management serious games. This paper is the first exploratory study to blend the perspectives of learners (students), serious game experts, and experienced project management practitioners in order to identify the key principles of delivering successful project management educational or serious games.
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Jääskä, Elina, Kirsi Aaltonen, and Jaakko Kujala. "Game-Based Learning in Project Sustainability Management Education." Sustainability 13, no. 15 (July 22, 2021): 8204. http://dx.doi.org/10.3390/su13158204.

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Projects and project-based activities account for over 30% of the global GPD and act as significant vehicles in the transition towards a more sustainable future. Sustainability strategies are typically enacted and implemented through projects in project-based organisations and firms. Incorporating sustainability principles into the project, product, and service management processes with successful project decision making is a challenging task and requires new personnel competencies and skills. Project sustainability management education requires the embedding of sustainability principles into project management education in a purposeful, integrative, innovative, and seamless manner. One way to facilitate this process is educational games. Active and experiential teaching methods will enable learning and practising complex project management activities in a simulative environment and are challenging at the same time. To extend knowledge of designing and using educational games for project sustainability management education, we explore the development and use of a novel educational game solution called the Project Business Game. It provides students and teachers with a computer game environment and game-based learning solution in which project planning, stakeholder management, cost management, decision making, and risk management skills can be enhanced by means of experiential, situational, and problem-based learning. The use of the game was explored in the context of educating European students of ‘Junior Expert in Circular Economy’ on a blended learning course in spring 2021. Action design research was applied as a research method. The results describe the requirements and goals for the instruction and the game design process based on these needs and experiences of the implementation. The findings indicate the strong suitability of using game-based learning methods to teach project sustainability management and create positive student experiences of achieving learning goals and improving engagement.
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Moraes, Renato de Oliveira, and André Heleno Batista. "Project management business game." Product Management & Development 13, no. 2 (2015): 95–102. http://dx.doi.org/10.4322/pmd.2015.008.

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Baleani, Federico, and Habib Sedehi. "Education game per Project Management." PROJECT MANAGER (IL), no. 31 (August 2017): 40–43. http://dx.doi.org/10.3280/pm2017-031011.

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Rounds, Jerald L., David Hendrick, and Scott Higgins. "Project Management Simulation Training Game." Journal of Management in Engineering 2, no. 4 (October 1986): 272–79. http://dx.doi.org/10.1061/(asce)9742-597x(1986)2:4(272).

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M., Nitish. "Game Design for Project Management Game – A Tool to Educate on Software Project Management." International Journal of Computer Applications 180, no. 37 (April 18, 2018): 10–14. http://dx.doi.org/10.5120/ijca2018916917.

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Fei, Wei. "Interval-Valued Bimatrix Game Method for Engineering Project Management." International Journal of Fuzzy System Applications 4, no. 3 (July 2015): 1–9. http://dx.doi.org/10.4018/ijfsa.2015070101.

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The bimatrix game theory is concerned with how two players make decisions when they are faced with known exact payoffs. The aim of this paper is to develop a simple and an effective bilinear programming method for solving bimatrix games in which the payoffs are represented by intervals. Because the payoffs of the bimatrix game are intervals, the values of the bimatrix game for both players are intervals as well from the viewpoint of logic. Based on the definition of the values of the bimatrix game for players, the game values may be regarded as functions of payoffs belonging to the payoff intervals, which are proven to be monotonic non-decreasing. A pair of auxiliary bilinear programming models is formulated to obtain the upper bound and the lower bound of the interval-type values of the interval-valued bimatrix game by using the upper bounds and the lower bounds of the payoff intervals, respectively. A real example of the engineering project management problem is used to illustrate the applicability and effectivity of the proposed models and method.
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Rumeser, David, and Margaret Emsley. "Can Serious Games Improve Project Management Decision Making Under Complexity?" Project Management Journal 50, no. 1 (November 26, 2018): 23–39. http://dx.doi.org/10.1177/8756972818808982.

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The existing literature on project management serious games tends to ignore the effect of project complexity levels on decision-making performance. This research fills this gap by conducting an experiment whereby two similar project management games with different complexity levels were applied. Our findings suggest that these games can improve players’ decision-making performance both in the less complex and more complex scenarios. We also discover that game complexity levels do not affect teams’ decision-making performance improvement, and that teams with more project work experience tend to improve more than those with less experience in the more complex game.
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Starling, Grover. "Project Management as a Language Game." Industrial Management & Data Systems 93, no. 9 (September 1993): 10–18. http://dx.doi.org/10.1108/eb057533.

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Dissertations / Theses on the topic "Game project management"

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Gkritsi, Aikaterini. "Agile game : a project management game for agile methods." Thesis, University of Southampton, 2010. https://eprints.soton.ac.uk/272766/.

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Since mid-1990s, companies have adopted agile methods and incorporated them in their development methodologies. For this reason, future project managers and developers need to have a full understanding of these methods. At present, the university’s approach to agile methods is theoretical and is not reflected during the development of a product and their practical use. The purpose of this project is the creation of a software system in the form of a game, named Agile Game, which simulates their use. The system is designed for use as supplementary material in lectures, to help students understand agile methods, to present their use within a project, and to demonstrate how they differ from traditional project management methodologies. The final system, which is web based, was implemented using PHP, MySQL and JavaScript. It was fully tested against the requirements and evaluated by peer students. The evaluation showed that the majority of users were satisfied with the system but they thought that it should contain more detailed information at every step of the game. For this reason, some parts of the design and the content were reviewed to meet user requirements.
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Telin, Steven, and Nebil Esmail. "Managing Remote Projects During a Crisis : Game-development and Manufacturing Projects Response to COVID-19." Thesis, Umeå universitet, Företagsekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-185058.

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Although projects and project management has grown to be increasingly influential in all aspects of business operations, project success and efficiency is often harder to measure and arguably harder to execute. Many projects may often change the course of intent, exceed the initial budget, or even finish later than expected. This causes a great debate on the different ways to efficiently manage projects and what actually works best in practise. According to different scholars, some sides mention that traditional methods where planning is completed at the very beginning is the most efficient way to manage projects, while others mention the use of adaptive methods where planning is not ‘set in stone’.  Project management as an academic field is relatively well explored, however as the COVID-19 continues to set restrictions to stop the spread of the virus, academic research to increase the empirical data on project management during the pandemic is needed. This study aims to contribute to this academic field to understand the reasoning behind project management adaptations during the COVID-19 pandemic. Furthermore, this study will aim to gain understanding to the why’s and how’s of common themes regarding how projects have adapted. The industries this study will focus on will be the Swedish game-development industry and the Swedish heavy industry.  Based on a literature search and review on project management evaluations methods, leadership styles, risk and crisis management, and project management methodologies, semi-structured interviews took place with CEO’s, project managers, and other senior managers in decision making positions, representing a total of six firms with three from each industry. The respondents were categorized based on their industry and if their project was completed or not.  The analysis showed practical similarities in the implementations between projects, such as hygienic aspects in the workplace, remote working, and other practical implementations from the guidelines of the Swedish health authorities. The analysis also found the common theme of project responses being external threat recognition followed by the adaptation of remote working, the expansion of communication and finally the closure of the project. the analysis did however find smaller variations depending on the size of the firm and industry, such that smaller projects did not always need a firm wide remote working unit and that heavy industry projects leaned towards traditional project management methodologies with hints of agile methods, while the game-development projects quite explicitly used agile methods. While the study does contribute to the academic field of project management with empirical data and may provide guidance in future pandemics and similar situations, further research is needed in order to gain a full understanding on the pandemics effect on projects in Sweden, especially through a study covering a larger study size.
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Baker, Diana L. "An experimental investigation of the effects of software size increase on software project management behavior." Thesis, Monterey, Calif. : Naval Postgraduate School, 1992. http://handle.dtic.mil/100.2/ADA248362.

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Thesis (M.S. in Information Systems)--Naval Postgraduate School, March 1992.
Thesis Advisor: Abdel-Hamid, Tarek K. "March 1992." Includes bibliographical references (p. 66). Also available in print.
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Oh, Eunjoo. "Project Organization, Diverse Knowledge, and Innovation Systems in the Korean Game Software Industry." Diss., Georgia Institute of Technology, 2007. http://hdl.handle.net/1853/14516.

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This research was initiated in the belief that new product development requires the integration of diverse knowledge located in different units or organizations. In recent decades, evolutionary scholars have emphasized the importance of coherent systems and regional scientists have highlighted the importance of geographical proximity for easier transfer of tacit knowledge. Despite the strength of these explanations, they do not adequately address the balance between tacit and explicit knowledge, ignoring different types of knowledge conversion process (Nonaka and Takeuchi, 1995). My research aims to bring a greater understanding of the integration of diverse knowledge for innovation achievements among different actors. Specifically, this thesis deals with project organization for new product development, exploring three main research areas: (1) company utilization of external companies and freelancers for project formation in relation to resource mobilization of companies; (2) types of knowledge conversion among employees within and between departments; and (3) the impacts of several meditating factors on clustering orientations of companies. These meditating factors include knowledge codification, IT technology for communication, and trust mechanisms that help to mobilize external knowledge and reduce friction among team members. In this study, data are collected from questionnaire survey (104 firms) and interviews with 34 persons in the Korean game industry. Probit model, tobit model, and OLS regression model were used. The main findings are as follows. First, codified knowledge concept reports, prototypes, and manuals is produced through externalization as a game development project is in progress. Second, among several indicators of internal capability of companies, the type of initial industry whether game companies started their business in the game industry and expenditures on the purchase of intellectual property rights from other cultural industries have significant and positive impacts on the utilization of external partners. Third, information communication technology has a significant, negative impact on clustering orientation of companies while reliance on communities of practice and built-in trust have significant, positive impacts on that.
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El, Mansouri Mériem. "Le jeu vidéo didactique ou serious game : processus de conception, ingénierie didactique et game design." Thesis, Université Côte d'Azur (ComUE), 2019. http://www.theses.fr/2019AZUR2028.

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Cette recherche s’inscrit dans une réflexion interdisciplinaire sur le game design de jeux vidéo didactiques souvent appelés serious games ou jeux sérieux. Nous sommes partis du constat que les jeux vidéo pour apprendre actuellement sur le marché présentaient de nombreuses faiblesses aussi bien ludiques que didactiques. L’analyse de ces jeux et de leurs conceptions a mis en lumière que même si la volonté des concepteurs était d’associer ludique (jeu) et didactique (sérieux) dans un même objet, la dichotomie entre les clichés véhiculés par le jeu et le travail (sérieux) persistait dans les esprits jusqu’à conditionner leur conception. Nous proposons donc une nouvelle approche du game design de ces jeux vidéo, avec une modélisation théorique qui couvre l’ensemble du processus de conception et dont la mise en pratique a pris la forme d’une gestion de projet mixte basée sur la recherche et les pratiques professionnelles dans le domaine du jeu vidéo et des sciences de l’information et de la communication d’une part, et sur la recherche et les pratiques professionnelles dans le domaine de l’enseignement et des sciences de l’éducation d’autre part. Nous développons une ingénierie de conception « inclusive » qui exige des compétences d’enseignant-didacticien et de game designer et dans laquelle l’expérience proposée par le jeu vidéo est issue de la fusion du ludique et du didactique dans un scénario unique de jeu. Enfin nous mettons à l’épreuve notre proposition d’ingénierie basée sur la fusion des expériences ludique et didactique, en réalisant et testant un prototype de jeu vidéo didactique sur le thème de l’alimentation intitulé A table , afin de vérifier si elle est capable de remédier aux faiblesses des jeux sérieux actuellement disponibles
This research is part of an interdisciplinary reflection on the game design of didactic video games often called serious games. Everything started with an observation : video games dedicated to the learning activity which are currently on the market suffer from many weaknesses regarding both their funny and didactic characteristics. The analysis of these games and their conception highlighted that even if the will of the designers was to combine those two aspects in the same object, the dichotomy between the “clichés” conveyed by the game and the work (serious) persisted in the minds subsequently conditioning their design. We therefore suggested a new approach to the game design of these video games, with theoretical modeling that covers the entire design process and whose implementation took the form of a mixed project management based on research and professional practices in the field of video games and information and communication sciences on the one hand, and in the field of education and the sciences of education on the other hand. We developed an "inclusive" design engineering that requires the skills of teacher-didactics specialist and game designer, in which the experience offered by the video game comes from the merging of funny and didactic aspects in a unique game scenario. Finally, we are testing such engineering proposal by making and testing a prototype video game focused on the nutrition field called "A table!", in order to figure out if it is able to remedy the weaknesses of serious games currently available
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Higuchi, Marcelo Makoto. "Digital games platforms: a literature review, an empirical assessment of quality and exclusivity in video-game market and a study on project management." Universidade de São Paulo, 2018. http://www.teses.usp.br/teses/disponiveis/3/3136/tde-23052018-114837/.

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Digital games are part of the creative industries, which is based on value creation through ideas and creativity. This market has gained relevance due to technology development that attracted both new firms and users. The present dissertation aims to explore three themes: (1) video game market as a two-sided market; (2) the effects of characteristics and behavior of game titles on consoles sales; and (3) project management to develop digital games. Those themes were explored through three articles: the first is a literature review and a bibliometric study of the economic concepts on two-sided market, which focused at identifying main topics, research trends and avenues for futures research. The second text is an analysis on the simultaneous influence of games\' quality and exclusivity on console sales. The last one is a qualitative, multiple-case study to understand, explore and suggest improvements to game project management in the Brazilian market. Findings include: (1) the main authors and topics, trends and developments, from and avenues for future research; (2) combinations of quality and exclusivity can affect console sales either positively or negatively, (3) quality has a predominant effect on sales over games non-exclusivity; and (4) the use of agile methodologies and Design Thinking are diffused among game developers.
Sem resumo.
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Westerdahl, Matilda. "Challenges in video game development - What does Agile management have to do with it?" Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20026.

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The video game industry has gone through a dramatic change over the last few decades, yetseveral reports show that there are currently many challenges that developers face in their dailywork. A major challenge includes difficulties of getting projects to close within set time andresource restraints. This is something that indicates a connection to the management methodsbeing used, among which Agile management is a popular framework that many turn to. Thisthesis searches for connections between challenges in video game development and the usage ofagile methods like Scrum and Kanban. For this, a qualitative research strategy was used in orderto look into the experiences of video game developers. Five semi-structured interviews with atotal of eleven respondents were conducted. As a complement, a quantitative web-based surveywas made where 23 people participated. The results of this study show that challengespreviously defined within the video game industry, including feature creep, crunch periods anda stressful work pace can also be identified in the industry in southern Sweden to some extent.Underlying patterns indicate the industrial culture as an explanation for an incorrectimplementation of agile methods, which could eventually lead to issues surrounding riskmanagement in projects.
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Albonius, Jonas, and Monica Hagbok. "Projektledning för kreativitet : En fallstudie om hur projektledare skapar förutsättningar för kreativitet i ett distansbaserat datorspelsutvecklingsprojekt." Thesis, Karlstads universitet, Avdelningen för informatik och projektledning, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-31659.

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Companies and projects often face the challenge of creating something new to increase their competitiveness. In this process of creating something new creativity is an important factor. By using a creative approach and utilizing creative processes new innovations emerges. An industry that has grown in recent years is the computer games industry. Competition is fierce and for the companies to succeed, the product need that extra something to make it stand out among all the produced games. The project manager's role in the creative process and the ability to be creative within a distance based company is not something highlighted by previous research. This formed the basis of our research question: How do project managers act to create conditions for creativity among employees in a remotely organized computer game company? To answer our question, we chose to make a descriptive case study. The project is based in the Nordic countries with employees worldwide. It is altogether a distance based project with no shared workspace. We interviewed the projects two project managers, and supplemented with a qualitative survey amongst the employees. The collected material was analyzed with a methodology inspired by Grounded Theory and previous research results. Three approaches of how the project managers act to promote creativity are evident in their stories. These approaches are trust, availability and tolerance. They form the basis of our model on how the project managers in this case act to promote employee creativity. Besides the three approaches, two concepts emerged as important tools for creativity in the project: motivation and communication. Our conclusion can be described as follows: Motivation provides the conditions for creative thinking. By building an organization where project leaders show trust in the ability of employees, and allows tolerance to be a watchword for collaboration, project managers work to improve employee motivation. This will create opportunities for creativity among the employees in this distance based project. Communication is essential for creative work in the project and virtual means of communication a way to increase availability.
Företag och projekt ställs ofta inför utmaningen att skapa något nytt för att till exempel öka sin konkurrenskraft. I processen att ta fram denna nya produkt är kreativitet en viktig faktor. Med hjälp av ett kreativt förhållningssätt och en kreativ process kan nya innovationer växa fram. En bransch som växt mycket de senaste åren är datorspelsbranschen. Konkurrensen är hård och om företagen ska lyckas krävs det att produkten har något extra som gör att det sticker ut bland alla spel som produceras. Projektledarens roll i kreativitetsprocessen är ett område som tidigare forskning inte har belyst särskilt mycket. Inte heller har möjligheten att skapa förutsättningar för kreativitet inom ett distansbaserat företag behandlats särskilt mycket. Studiens forskningsfråga är: Hur agerar projektledare för att skapa förutsättningar för kreativitet hos projektmedarbetare i ett distansbaserat datorspelsutvecklingsprojekt? För att besvara vår frågeställning valde vi att göra en deskriptiv fallstudie. Projektet har sin bas i Norden med medarbetare över hela världen. Det är helt och hållet ett distansbaserat projekt på så sätt att ingen delar arbetsplats. Vi djupintervjuade projektets två projektledare och kompletterade med en kvalitativ enkät till medarbetarna. Med en utgångspunkt i Grounded Theory och tidigare forskningsresultat analyserades materialet. Ur projektledarnas berättelser framträdde tre förhållningssätt. Dessa är tillit, tillgänglighet och tolerans. De ligger till grund för vår modell om hur projektledarna i det undersökta fallet agerar för att främja kreativiteten hos medarbetarna. Dessutom visade det sig att motivation och kommunikation var två viktiga verktyg för att skapa förutsättningar för kreativitet hos medarbetarna. Vår slutsats kan beskrivas på följande sätt: Motivation ger förutsättningar för kreativt tänkande. Genom att bygga en organisation där projektledarna visar tillit till medarbetarnas förmåga, och låter tolerans vara ett ledord för kollaboration, arbetar projektledarna för att höja medarbetarnas motivation. Därmed skapas förutsättningar för kreativitet hos medarbetarna i detta distansbaserade projekt. Kommunikation är en förutsättning för kreativt skapande i projektet och virtuella kommunikationsmedel ett sätt att öka tillgängligheten.
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Geithner, Silke, and Daniela Menzel. "Effectiveness of Learning Through Experience and Reflection in a Project Management Simulation." Sage, 2016. https://tud.qucosa.de/id/qucosa%3A35394.

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Aim. In close cooperation with an international automotive supplier we developed the “C2” business simulation game in order to meet real work practice needs. Based on the example of a site-location decision and the setup of a new factory in China, the participants of the game experienced the challenges of an interdisciplinary project team as well as project management in complex and rapidly changing situations. During the game we used the creative learning method LEGO® Serious Play®,1 which helps to express different understandings through hands-on modelling. The aim of the game is to acquire and improve both technical project management knowledge and soft skills of the participants. Method. In total, 47 students participated in one of six two-day game sessions. They reported self-perceptions about their skill level through pre- and postgame questionnaires. Further data were collected during the simulation game based on observations, lessons learned reflections of the participants and evaluation questionnaires. Results. Results from our pre- and post-game self-assessment questionnaires show that the “C2” business simulation game improves not only conceptual knowledge about project management but also team working and the participants’ other soft skills. Results indicate that the students’ reactions to the simulation game were positive, and students felt that the LEGO Serious Play method helped them to better cope with challenges of teamwork, influences of stakeholders, risk factors and unpredictable project situations. Conclusion. These results suggest that our business simulation game has the potential to be an effective learning and training tool to provide students with relevant skills necessary for project managers. By giving students the opportunity to act in an authentic scenario based on a real project case, we can support their action-oriented as well as their trial-and-error learning, or in short their learning through experience.
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Matsunaga, Roberta Mayumi 1985. "Desenvolvimento de um jogo educativo para crianças com hemofilia : Developing an educational game for children with hemophilia." [s.n.], 2013. http://repositorio.unicamp.br/jspui/handle/REPOSIP/267767.

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Orientadores: Marcos Augusto Francisco Borges, Regina Lúcia de Oliveira Moraes
Dissertação (mestrado) - Universidade Estadual de Campinas, Faculdade de Tecnologia
Made available in DSpace on 2018-08-22T02:03:37Z (GMT). No. of bitstreams: 1 Matsunaga_RobertaMayumi_M.pdf: 3732769 bytes, checksum: 7473b0451c343a4a40d122deb213a2eb (MD5) Previous issue date: 2013
Resumo: De acordo com o último levantamento do Ministério da Saúde, o número de indivíduos com hemofilia cadastrados no Brasil era de 9.978 em 2010 (Ministério da Saúde, 2013), o que torna o Brasil o país com o terceiro maior número de indivíduos identificados com doença. Sendo a hemofilia uma doença que acomete o indivíduo desde o nascimento, é fundamental que a criança conheça suas limitações para ter um desenvolvimento físico saudável. Isso requer cuidados especiais a fim de evitar episódios de traumatismos que podem comprometê-la quando adulta. As crianças com hemofilia carecem de material educativo de qualidade sobre a doença e suas problemáticas. Com o intuito de informar essas crianças de forma lúdica e motivadora, o presente trabalho propõe o desenvolvimento do protótipo de um jogo educativo, denominado Hemotion, que contém informações sobre a doença. A intenção é que o jogo seja um meio lúdico de informar, esclarecer e incentivar comportamentos adequados das crianças em relação à doença que irão enfrentar por toda a vida. Trata-se de um Projeto multidisciplinar que foi desenvolvido no Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia (LIAG-FT) em conjunto com a Unidade de Hemofilia do Hemocentro, ambos da Universidade Estadual de Campinas (UNICAMP). Os desenvolvedores contam com o apoio da equipe multidisciplinar do Hemocentro, que é composta por médicos, fisioterapeutas, enfermeiros, pedagogos e psicólogos
Abstract: The Ministério da Saúde published that in Brazil there are around 9.978 people with hemophilia in the country is the third with the largest number of individuals with this disease. Hemophilia is a disease that affects the individual from birth, so it is fundamental that the child learns his limitation in order to have a healthy physical development. This requires special care to avoid episodes of trauma that may compromise the child as an adult. However, children who suffer from hemophilia do not have quality educational material on hemophilia and it's problematic. In order to inform these children in a ludic and motivating way, this project aims to develop a prototype of an educational game, called Hemotion that will have information about the disease. The intention is that the works in an entertaining way to inform enlighten and encourage appropriate behaviors of children in relation to the disease they will face throughout life. It is a multidisciplinary project that was developed in the Laboratório de Informática, Aprendizagem e Gestão da Faculdade de Tecnologia together with the a Unidade de Hemofilia do Hemocentro, both from the Universidade de Campinas. To support the project, the developers will have the assistance of the multidisciplinary team of the Hemocentro that is composed by doctors, physiotherapists, nurses, educators and psychologists
Mestrado
Tecnologia e Inovação
Mestre em Tecnologia
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Books on the topic "Game project management"

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1966-, Novak Jeannie, ed. Game development essentials: Game project management. Clifton Park, NY: Thomson Delmar Learning, 2007.

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Andrew, Martin. Project management game: A project simulation for management training and team building. Coventry: University of Warwick. Warwick Business School Research Bureau, 1998.

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Stakeholder engagement: The game changer for program management. Boca Raton: CRC Press, Taylor & Francis Group, 2015.

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Bethke, Erik. Game development and production. Plano, Tex: Wordware Pub., 2002.

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Game Harvesting Project Western Ngwaketse Southern District. Western Ngwaketsi, Southern District, Game Harvesting Project: Financial and economic analysis. [Gaborone: s.n., 1989.

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Team leadership in the game industry. Boston, MA: Course Technology, 2009.

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Seth, Spaulding. Team leadership in the game industry. Boston, MA: Course Technology, 2009.

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Seth, Spaulding. Team leadership in the game industry. Boston, MA: Course Technology, 2009.

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U.S. Fish and Wildlife Service. Office of Migratory Bird Management., ed. Webless Migratory Game Bird Research Program: Project abstracts, 1997. Denver, CO (PO Box 25486 DFC, Denver 80225-0486): U.S. Fish and Wildlife Service, Office of Migratory Bird Management, 1998.

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U.S. Fish and Wildlife Service. Office of Migratory Bird Management., ed. Webless Migratory Game Bird Research Program: Project abstracts, 1999. Denver, CO (PO Box 25486 DFC, Denver 80225-0486): U.S. Fish and Wildlife Service, Office of Migratory Bird Management, 2000.

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Book chapters on the topic "Game project management"

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Cooper, Jonathan. "Our Project: Animation Team Management." In Game Anim Video Game Animation Explained, 209–20. Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22299-12.

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Silvius, Gilbert. "Change the Game: Sustainability in Projects and Project Management." In Green Business Process Management, 161–77. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-27488-6_10.

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Ding, Jie. "A Study of Construction Project Conflict Management Based on Evolutionary Game Theory." In Computational Risk Management, 321–26. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15243-6_37.

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Zhang, Guo-jun, and Yun-li Gao. "An Evolutionary Game Model for the Risk Management Cooperation Among the Project Participants." In Computational Risk Management, 153–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15243-6_18.

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Sivakovska, Olena, Mykola Rudynets, Andrii Yashchuk, Rostyslav Redko, and Oleg Zabolotnyi. "Project Safety Management Systems of Students with 3D Game Development." In 5th EAI International Conference on Management of Manufacturing Systems, 459–68. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-67241-6_36.

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Hussein, Bassam. "Using Game-Based Learning to Prompt Reflective and Holistic Thinking in Project Management." In Smart Pedagogy of Game-based Learning, 71–84. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-76986-4_5.

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Xu, Fei, and Hong Ren. "Real Estate Project Quality Control Mechanism Based on Stackelberg Game." In International Asia Conference on Industrial Engineering and Management Innovation (IEMI2012) Proceedings, 747–55. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-38445-5_77.

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Lui, Richard W. C., Hareton K. N. Leung, Vincent T. Y. Ng, and Philip T. Y. Lee. "PMS – A Simulation Game for Interactive Learning of Software Project Management." In Communications in Computer and Information Science, 104–15. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-46158-7_11.

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Calderón, Alejandro, Mercedes Ruiz, and Rory V. O’Connor. "ProDecAdmin: A Game Scenario Design Tool for Software Project Management Training." In Communications in Computer and Information Science, 241–48. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-64218-5_19.

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Mohan, Akash, Pranalika Arya, and Sandeep Athavale. "Building Virtual World for a Project Management Game – A Case Study." In Advances in Computer Entertainment Technology, 746–60. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-76270-8_51.

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Conference papers on the topic "Game project management"

1

Gonen, Amnon, and Uriel Israeli. "New results using project management simulation game." In 2016 IEEE International Conference on Management of Innovation and Technology (ICMIT). IEEE, 2016. http://dx.doi.org/10.1109/icmit.2016.7605050.

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BARAS, Cleo, Remy CHOLLET, and Jerome MARTIN. "Learning project management skills through game programming." In 2017 27th EAEEIE Annual Conference (EAEEIE). IEEE, 2017. http://dx.doi.org/10.1109/eaeeie.2017.8768727.

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Lino, Jose Eduardo Nunes, Marco Antonio Paludo, Fabio Vinicius Binder, Sheila Reinehr, and Andreia Malucelli. "Project management game 2D (PMG-2D): A serious game to assist software project managers training." In 2015 IEEE Frontiers in Education Conference (FIE). IEEE, 2015. http://dx.doi.org/10.1109/fie.2015.7344168.

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Sluka, Inese. "Project manager's competences game: How does it work?" In Proceedings of the 5th IPMA SENET Project Management Conference (SENET 2019). Paris, France: Atlantis Press, 2019. http://dx.doi.org/10.2991/senet-19.2019.26.

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"Co-Creating Educational Project Management Board Games to Enhance Student Engagement." In 13th EuropeanConference on Game Based Learning. ACI, 2020. http://dx.doi.org/10.34190/gbl.20.057.

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Miler, Jakub, and Agnieszka Landowska. "Designing effective educational games - a case study of a project management game." In 2016 Federated Conference on Computer Science and Information Systems. IEEE, 2016. http://dx.doi.org/10.15439/2016f434.

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Zhu, Lei, and Chua David K. H. "Game Theory-based Model for Insurance Pricing in Public-Private-Partnership Project." In International Conference on Engineering, Project, and Production Management. Association of Engineering, Project, and Production Management, 2012. http://dx.doi.org/10.32738/ceppm.201209.0016.

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Chua, David K. H., Qui T. Nguyen, and Ker-Wei Yeoh. "PLAN-IT – A GAME APPROACH TO TEACHING LAST PLANNER METHODOLOGY AND LEAN CONSTRUCTION." In International Conference on Engineering, Project, and Production Management. Association of Engineering, Project, and Production Management, 2013. http://dx.doi.org/10.32738/ceppm.201310.0003.

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Yun, Chen, and He Ling. "Chaos Game Model of Knowledge Learning in Large-Scale Project Teams." In 2009 International Conference on Information Management, Innovation Management and Industrial Engineering. IEEE, 2009. http://dx.doi.org/10.1109/iciii.2009.336.

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Zou, Wan-Ling, and Shan Wu. "Game Behavior Analysis of Project Bidding Period Under Agent-Construction System." In 2014 International Conference on Management Science and Management Innovation (MSMI 2014). Paris, France: Atlantis Press, 2014. http://dx.doi.org/10.2991/msmi-14.2014.122.

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Reports on the topic "Game project management"

1

Granetto, Paul J., Patricia A. Marsh, Byron B. Harbert, Jeffrey A. Lee, Samuel R. Mensch, Jason T. Hamilton, and William F. Kissler. Financial Management: Development and Management of the Army Game Project. Fort Belvoir, VA: Defense Technical Information Center, August 2005. http://dx.doi.org/10.21236/ada471994.

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Berger, Matthew T., and Steven L. Judd. Hellsgate Big Game Winter Range Wildlife Mitigation Site Specific Management Plan for the Hellsgate Project. Office of Scientific and Technical Information (OSTI), January 1999. http://dx.doi.org/10.2172/751953.

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