Academic literature on the topic 'Gameplay experience'

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Journal articles on the topic "Gameplay experience"

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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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Jang, Wooyoung (William), Kevin K. Byon, and Hyunseok Song. "Effect of Prior Gameplay Experience on the Relationships between Esports Gameplay Intention and Live Esports Streaming Content." Sustainability 13, no. 14 (2021): 8019. http://dx.doi.org/10.3390/su13148019.

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This study examined the effect of prior experience with esports gameplay on its antecedents and consequences. Prior experience is considered a significant factor in consumers’ intention and behavior, and in gameplay engagement it is considered the amount of gameplay time. While esports consumers are heterogeneous, only a few esports studies have been conducted. Thus, this study focused on prior esports gameplay experience to explain consumers’ behavior better and examine antecedents, esports gameplay intention, and live esports streaming content across two groups (i.e., high and low frequencie
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Singh, C. B., S. Y. Huang, E. Jeong, R. Dang, and T. M. Chan. "P143: An exploratory study to understand relationship between gameplay experience and observed actions." CJEM 20, S1 (2018): S107—S108. http://dx.doi.org/10.1017/cem.2018.341.

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Introduction: The GridlockED game is a serious game aimed at teaching junior learners about flow and organization in the emergency department(ED). With serious games, the mechanism of learning is thought to be via the gameplay experience. Objectives built into gameplay are aimed at teaching players about a specific concept; in this case, we hoped to teach players about interprofessional collaboration and basic mechanics that drive flow in the ED. However, before a player can be taught, he or she must be engaged and have a positive gameplay experience. From the GridlockED gameplay, we aim to ex
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Zheng, Meixun, and Hiller A. Spires. "Fifth Graders' Flow Experience in a Digital Game-Based Science Learning Environment." International Journal of Virtual and Personal Learning Environments 5, no. 2 (2014): 69–86. http://dx.doi.org/10.4018/ijvple.2014040106.

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This mixed methods study examined 73 5th graders' flow experience in a game-based science learning environment using two gameplay approaches (solo and collaborative gameplay). Both survey and focus group interview findings revealed that students had high flow experience; however, there were no flow experience differences that were contingent upon gameplay approaches. Results identified four game design features and student personal factors (reading proficiency) that significantly impacted student game flow experience. Students made significant science content learning gains as a result of game
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Frome, Jonathan. "Interactive Works and Gameplay Emotions." Games and Culture 14, no. 7-8 (2019): 856–74. http://dx.doi.org/10.1177/1555412019847907.

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Video games differ from films, books, and other mainstream media both in their interactive capabilities and in their affordances for gameplay. Interactivity and gameplay are closely related, as interactivity is necessary for gameplay. Unfortunately, this close relationship has led many video game scholars to conflate these two concepts when discussing player experience. In this article, I argue that, when discussing emotional responses to video games, gameplay and interactivity should be understood as distinct concepts: Gameplay involves both interactive and noninteractive elements, and intera
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Berkman, Mehmet İlker, Güven Çatak, and Mıstık Çağın Eremektar. "Comparison of VR and Desktop Game User Experience in a Puzzle Game: “Keep Talking and Nobody Explodes”." AJIT-e: Online Academic Journal of Information Technology 11, no. 42 (2020): 180–204. http://dx.doi.org/10.5824/ajite.2020.03.008.x.

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Since the contemporary game production process is based on the Integrated Development Environment (IDE) applications, it is easier for developers to create multiple versions of their game for both VR and desktop platforms. This provided a great opportunity for researchers to conduct comparative studies to explore the user experience of the relatively novel virtual reality applications In this study, we evaluated a puzzle game through a within-subjects experiment design using objective measures of game success and gameplay duration, as well as plenty of subjective measures in order to assess ga
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Seah, Erik Tiong Wee, David Kaufman, Louise Sauvé, and Fan Zhang. "Play, Learn, Connect: Older Adults' Experience With a Multiplayer, Educational, Digital Bingo Game." Journal of Educational Computing Research 56, no. 5 (2017): 675–700. http://dx.doi.org/10.1177/0735633117722329.

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This mixed-methods study examined the social gameplay and learning experience of 50 adults aged 60 years or more during 4 weeks of playing a multiplayer, educational digital Bingo game with embedded learning content about nutrition and health. The first phase consisted of 4 weeks of gameplay with quantitative data collection using pretests and posttests; the second phase used postgame interviews of selected players to collect qualitative data. The results of this study showed significant improvement in players' scores for knowledge, social connectedness, and attitudes toward digital games from
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Chew, Evelyn C., and Alex Mitchell. "Bringing Art to Life: Examining Poetic Gameplay Devices in Interactive Life Stories." Games and Culture 15, no. 8 (2019): 874–901. http://dx.doi.org/10.1177/1555412019853372.

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A life story’s ability to evoke the emotion experienced by a protagonist is crucial to its success. Authors of interactive life stories sometimes strategically alter the interactive feedback loop to help convey this subjective experience. Using Mitchell’s conception of defamiliarizing poetic gameplay, this study identifies poetic gameplay devices, which creatively alter the feedback loop for emotional narrative impact. The article suggests extending the term “poetic gameplay” beyond interactive devices whose primary goal is critical appreciation of aesthetic form, to techniques directed at dee
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Mandasari, Rizza Indah Mega, and Bambang Pudjoatmodjo. "Player Experience Measurements Using Immerse Experience Questionnaire on Pewayangan Game." IJAIT (International Journal of Applied Information Technology) 3, no. 01 (2019): 10. http://dx.doi.org/10.25124/ijait.v3i01.1609.

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Wayang is an Indonesian heritage that becomes the world's heritage based on the recognition of UNESCO on 7 November 2003. However, the establishment of the wayang as a world cultural heritage does not make it is recognized by the young generation in Indonesia. They considered that wayang is only as a conventional culture, the duration is too long, and it tends to be boring. Creative and interactive media are needed to attract the younger generation to wayang, one of them is using the game. A Game is an interactive media that is much liked by all ages because they are entertaining, challenging,
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Yap, Kevin Yi-Lwern, Shawn Ignatius Boon Heng Tan, Kai Zhen Yap, and John Yin Gwee Yap. "Students’ perceptions of an in-house developed pharmacy serious game for professional skills training." BMJ Simulation and Technology Enhanced Learning 6, no. 5 (2020): 293–96. http://dx.doi.org/10.1136/bmjstel-2019-000547.

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BackgroundAn in-house three-dimensional (3D) multiplayer online role-playing game was developed for professional skills training of pharmacy students. Students play the game in a post-apocalyptic world to save humankind from zombies. They solve virtual patient encounters through visual and motion-capture technologies. Their gaming perceptions and experiences were investigated.MethodA self-administered questionnaire obtained participants’ demographics, gaming interests, perceptions of game effectiveness, preferences on gaming elements and gameplay experience through the Game Engagement Question
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Dissertations / Theses on the topic "Gameplay experience"

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Fekete, Lorand, and Maria Hagelbäck. "Gameplay experience with eye tracking." Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5320.

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This study is about how a person who is used to play games experiences playing a game with their eyes as input. The participants played a 3D game where the player had to collect coins by moving a ball over them. The participants first tried the game with keyboard as input and then right after only interacting by gazing via screen. The achieved score was recorded both for input from keyboard and input from eye. After the game session the participants were asked to answer two questionnaires that contained questions about their background and questions referring to the game they just played. The
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Mäyrä, Frans, and Laura Ermi. "Fundamental components of the gameplay experience : analysing immersion." Universität Potsdam, 2011. http://opus.kobv.de/ubp/volltexte/2011/4983/.

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This co-authored paper is based on research that originated in 2003 when our team started a series of extensive field studies into the character of gameplay experiences. Originally within the Children as the Actors of Game Cultures research project, our aim was to better understand why particularly young people enjoy playing games, while also asking their parents how they perceive gaming as playing partners or as close observers. Gradually our in-depth interviews started to reveal a complex picture of more general relevance, where personal experiences, social contexts and cultural practices al
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Du, Yajie. "Enhancing board gameplay experience with light based timers." Thesis, KTH, Skolan för informations- och kommunikationsteknik (ICT), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-209408.

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In this thesis we will present a study on using lighting to enhance the gameplay of modern board games as a gameplay element timer. Based on the research on the usage of the timers in various social board games, we categorize the timers into 3 types: the turn-taking timer, the reminder timer and the warning timer. For designing and developing the light based timers, we frame the design space and propose 4 types of timers to be our design object: the turn-taking timer, the reminder timer, the warning timer and the combination timer of warning and reminding timer. We designed different light eff
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Almeida, Samuel de Jesus. "The player and video game interplay in the gameplay experience construct." Doctoral thesis, Universidade de Aveiro, 2013. http://hdl.handle.net/10773/13417.

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Doutoramento em Informação e Comunicação em Plataformas Digitais<br>Among the many discussions and studies related to video games, one of the most recurrent, widely debated and important relates to the experience of playing video games. The gameplay experience – as appropriated in this study – is the result of the interplay between two essential elements: a video game and a player. Existing studies have explored the resulting experience of video game playing from the perspective of the video game or the player, but none appear to equally balance both of these elements. The study present
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Ambekar, Kiran. "Improving the Gameplay Experience and Guiding Bottom Players in an Interactive Mapping Game." Thesis, University of North Texas, 2017. https://digital.library.unt.edu/ark:/67531/metadc984203/.

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In game based learning, motivating the players to learn by providing them a desirable gameplay experience is extremely important. However, it's not an easy task considering the quality of today's commercial non-educational games. Throughout the gameplay, the player should neither get overwhelmed nor under-challenged. The best way to do so is to monitor the player's actions in the game because these actions can tell the reason behind the player's performance. They can also tell about the player's lacking competencies or knowledge. Based on this information, in-game educational interventions in
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Bräysy, Alex, and Axel Arkö. "Fourth Wall Manipulation in Digital Games and its Impact on the Gameplay Experience." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-32431.

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This thesis explores how manipulation of the fourth wall can affect players’ Gameplay Experience in digital games, due to the lack of any significant research regarding the matter. In preparation of the study, multiple commercially released digital games with instances of fourth wall manipulation were analysed. This led to the creation of four distinct game design patterns. These patterns were implemented into a game artefact specifically created for the study, which was played by eight participants. After playing, the participants were interviewed about how they experienced the game artefact.
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Santos, Hélia Vannucchi de Almeida. "A importância das regras e do gameplay no envolvimento do jogador de videogame." Universidade de São Paulo, 2010. http://www.teses.usp.br/teses/disponiveis/27/27159/tde-22062010-102953/.

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Este trabalho tem como intuito trazer luz a elementos que possibilitem o claro entendimento dos conceitos responsáveis pelo envolvimento do jogador com o jogo, em especial, as regras e o gameplay, que consideramos como primordiais para a construção de sua experiência de jogar. Neste intento, partimos do entendimento do conceito de jogo, buscando identificar os elementos que são importantes para que um jogo se constitua como tal, derivando os que consideramos ser essenciais ao jogo. Discutimos os conceitos de regras e gameplay, seus tipos e elementos, e as relações e as influências que se estab
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Khunyeli, Ramotsamai Itumeleng. "'Technic' practices of the computer game Lanner: identity development through the LAN-gameplay experience." Thesis, Rhodes University, 2011. http://hdl.handle.net/10962/d1013405.

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This thesis is a reception analysis using qualitative interviews to investigate the formation of cultural groups around computer-game LANs present in Rhodes University. It also looks at how issues of social inequalities evident on the university's campus impact on the participation of students in these LANs. The findings of this study are that the participants have established a community around the practice of computer LAN-gameplay based on values developed through the combination of the material and gameworlds. It serves as a home-on-campus for them; where they can fully explore their passio
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Crépault, Wibe Catherine. "Investigating gameplay and gaming experience in an audio-only puzzle game using stressful versus calm ambience." Thesis, Luleå tekniska universitet, Institutionen för ekonomi, teknik, konst och samhälle, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:ltu:diva-84624.

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This study investigates if gameplay in an audio-only puzzle game differs when the player is feeling stressed or calm. This was done by conducting a test where 14 participants played an audio-only, puzzle game with two levels. One level containing stressful ambience and the other level containing calm ambience. The players were timed during the playtest and the results were analyzed. The results showed a significant decrease of played time in the level containing stressful ambience. The study has also investigated whether the participants preferred the level with the stressful ambience or the l
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Lundmark, Martin. "The dice are still rolling : A study that shows how AR technology can create new gameplay specific qualities." Thesis, Högskolan Kristianstad, Fakulteten för ekonomi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hkr:diva-22065.

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The gaming industry is changing, and new games and gaming experiences are being developed. From board games to video games, to the latest AR and VR games. Right now, developers are trying to develop experiences that combine the real and the virtual into one wholesome and believable mix. This gives new opportunities to implement technology in classical artifacts. In the context of board games there are several tangible pieces, and the dice is the chosen main character for this study. Placed in the middle, between board games and digital games, AR games comes now. Previous research of board game
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Books on the topic "Gameplay experience"

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Schleiner, Anne-Marie. Transnational Play. Amsterdam University Press, 2020. http://dx.doi.org/10.5117/9789463728904.

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Transnational Play approaches gameplay as a set of practices and a global industry that includes diverse participation from players and developers located within the global South, in nations outside of the First World. Players experience play in game cafes, through casual games for regional and global causes like environmentalism, through piracy and cheats, via cultural localization, on their mobile phones, and through urban playful art in Latin America. This book offers a reorientation of perspective on the global developers who make games, as well as the players who consume games, while stil
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Stankovich, Christopher, and Todd Kays. The Parent's Playbook: Developing a Gameplan for Maximizing Your Child's Athletic Experience. Champion Athletic Consulting, 2002.

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Gibbons, William. Love in Thousand Monstrous Forms. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780190265250.003.0008.

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Borrowing Mikhail Bakhtin’s notion of the grotesque, this chapter explores how the use of remixed classical works contributes to the game Catherine’s pervasive focus on opposing dualities. The chapter describes in detail how, for example, music comments on the real world and horrific dreamworld experienced within the game by the main character, Vincent, who is in the midst of a major life crisis. It explores how the careful selection of musical works in Catherine, along with the irreconcilable combination of high and low arts, mirrors dualistic structures found throughout the game, from the mi
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Bloom, Gina. Games. Edited by Henry S. Turner. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780199641352.013.10.

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This chapter examines the historical intersections between theatre and games in order to understand the formal dimensions of spectatorship within the specific institution of the early modern theatre and the dramas staged within it. It considers how early modern card and board games would have trained theatre audiences in the performative conventions of a newly commercialized stage, and how theatricality itself becomes a kind of game whose rules are explored, modified, and constantly reinvented through their performance by actors and the audiences who watched them. It shows that staged parlour
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Book chapters on the topic "Gameplay experience"

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Teixeira, Carla, Breno Carvalho, Jarbas Agra, et al. "Newsgames: Gameplay and Usability in Simulation Games." In Design, User Experience, and Usability: Interactive Experience Design. Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20889-3_28.

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Toh, Weimin. "Gameplay I—Players’ Actions and Mechanics." In A Multimodal Approach to Video Games and the Player Experience. Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-10.

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Ahmad, Ibrahim, Erman Hamid, Nazreen Abdullasim, and Azizah Jaafar. "Game Interface Design: Measuring the Player’s Gameplay Experience." In Advances in Visual Informatics. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70010-6_46.

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Rughiniş, Răzvan. "Work and Gameplay in the Transparent ‘Magic Circle’ of Gamification." In Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39241-2_63.

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Toh, Weimin. "Gameplay II—Loop, Phase Types, and Stage(s)." In A Multimodal Approach to Video Games and the Player Experience. Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-11.

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Pereira, Luís Lucas, and Licinio Roque. "A Preliminary Evaluation of a Participation-Centered Gameplay Experience Design Model." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39062-3_21.

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Almeida, Samuel, Ana Veloso, Licínio Roque, and Óscar Mealha. "Assessing Player Motivations and Expectations within a Gameplay Experience Model Proposal." In Lecture Notes in Computer Science. Springer International Publishing, 2013. http://dx.doi.org/10.1007/978-3-319-03161-3_37.

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Leino, Olli Tapio. "Untangling Gameplay: An Account of Experience, Activity and Materiality Within Computer Game Play." In The Philosophy of Computer Games. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-4249-9_5.

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Brown, Michael, Aidan Kehoe, Jurek Kirakowski, and Ian Pitt. "Beyond the Gamepad: HCI and Game Controller Design and Evaluation." In Evaluating User Experience in Games. Springer London, 2009. http://dx.doi.org/10.1007/978-1-84882-963-3_12.

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Gonçalves, Guilherme, Érica Mourão, Leonardo Torok, Daniela Trevisan, Esteban Clua, and Anselmo Montenegro. "Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad." In Entertainment Computing – ICEC 2017. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-66715-7_7.

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Conference papers on the topic "Gameplay experience"

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Mirza-Babaei, Pejman. "Data-driven gameplay experience balancing." In XIX Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/ihc.2020.14046.

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The overall aim of developing a game that is fun to play is often hard to achieve due to the complexities of the game development process. An accurate understanding of player behavior and their gameplay experiences can help identify and resolve any potential problem areas before release. In this keynote, I will use commercial case studies and academic research projects to provide a summary of my work in developing new evaluation methodologies, tools and data visualizations for games UX evaluation. I will discuss approaches and provide guidelines on how game developers and researchers can benef
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Hash, Chelsea, and Katherine Isbister. "Reactive animation and gameplay experience." In the 6th International Conference. ACM Press, 2011. http://dx.doi.org/10.1145/2159365.2159428.

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Pereira, Luís Lucas, and Licinio Roque. "Gameplay experience evaluation centered on participation." In CHI '13 Extended Abstracts on Human Factors in Computing Systems. ACM Press, 2013. http://dx.doi.org/10.1145/2468356.2468558.

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Lim, Theodore, James Ritchie, and Craig Fletcher. "From Gameplay Experience to Haptic-Aided Process Planning." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-46500.

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Process planning incorporating material removal is a critical phase in the realization of a product between design and manufacture where all the decisions are made and documented with regard to how the product is going to be manufactured. Any decisions at this point can have a major impact on final cost and quality. While computer-aided process planning (CAPP) systems are widely available, evidence suggests that they are unable to meet users’ expectations sufficiently as indicated by their low commercial uptake. This research investigated the reasons why and defined a systematic approach for t
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Kors, Martijn. "Towards Design Strategies for the Persuasive Gameplay Experience." In CHI PLAY '15: The annual symposium on Computer-Human Interaction in Play. ACM, 2015. http://dx.doi.org/10.1145/2793107.2810281.

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Porcino, Thiago, Daniela Trevisan, and Esteban Clua. "DEMO: Using gameplay data to classify cybersickness level in virtual environments." In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8462.

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Virtual Reality is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not offer a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness is one of the most critical problems that make the game industry fearful of higher investments. In this demo we developed a plugin for a commercial game engine to collect relevant data in a virtual reality game to use as a database to future resea
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Mirza-Babaei, Pejman. "Biometrics to Improve Methodologies on Understanding Player’s Gameplay Experience." In Proceedings of HCI 2011 The 25th BCS Conference on Human Computer Interaction. BCS Learning & Development, 2011. http://dx.doi.org/10.14236/ewic/hci2011.6.

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Watson, Matthew, and Lila Bozgeyikli. "Introduction to Game Theory via an Interactive Gameplay Experience." In DIS '19: Designing Interactive Systems Conference 2019. ACM, 2019. http://dx.doi.org/10.1145/3301019.3323899.

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Porcino, Thiago, Daniela Trevisan, and Esteban Clua. "Using Gameplay and Players Data to Recommend Strategies to Reduce Cybersickness." In XXI Symposium on Virtual and Augmented Reality. Sociedade Brasileira de Computação - SBC, 2019. http://dx.doi.org/10.5753/svr_estendido.2019.8449.

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Virtual Reality (VR) is an upcoming trend in games and entertainment applications as the use of head-mounted displays becomes accessible for the mass market. These systems aim to provide immersive experiences, but they still do not provide a completely seamless experience, mostly due to sickness symptoms that can be experienced by the players. Cybersickness (CS) is one of the most critical problems that make the game industry fearful for higher investments. In this work, we made a critical study on the theories and causes of CS in virtual environments. We unified in a paper most of the leading
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van den Broek, Wesley, Günter Wallner, and Regina Bernhaupt. "Modata -- Improving Dota 2 Experience and Spectatorship through Tangible Gameplay Visualization." In CHI PLAY '19: The Annual Symposium on Computer-Human Interaction in Play. ACM, 2019. http://dx.doi.org/10.1145/3341215.3356284.

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