Academic literature on the topic 'Gaming web application'

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Journal articles on the topic "Gaming web application"

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Ibrahim, Amalina, Wan Noorshahida Mohd-Isa, Sin-Ban Ho, Suraya Nurain Kalid, Khairul Akhyar Khairul Annuar, and Razi Razaleigh. "Optimizing Gaming Experiences with a Web-Based Marketplace Peripherals." International Journal of Membrane Science and Technology 10, no. 2 (2023): 1631–49. http://dx.doi.org/10.15379/ijmst.v10i2.1838.

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Over the past decade, the global gaming peripheral market has emerged as a major investment in world trade. Numerous brands, including Razer and Logitech Inc., strive to make a significant impact and set trends in the industry by offering a wide range of products. These products cater to users' preferences and game system requirements, ranging from off-the-shelf options to fully custom-made gaming peripherals. This paper presents an application blueprint study for a centralized marketplace that compares on-market products from different renowned gaming peripheral producers. By leveraging this
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Ajith, Anagha. "GESTURE CONTROLLED SMART GLOVE WITH WEB APPLICATION." International Scientific Journal of Engineering and Management 03, no. 04 (2024): 1–9. http://dx.doi.org/10.55041/isjem01615.

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his paper presents a gesture-controlled smart glove system integrated with a web application for interactive user interface and control. The glove utilizes an array of sensors, such as accelerometers, gyroscopes, and flex sensors, to detect hand movements and gestures with high precision. These sensors capture real-time data, which is processed by an embedded microcontroller unit (MCU) onboard the glove. The processed data is then transmitted wirelessly to a web application via Bluetooth or Wi-Fi connectivity. The web application, accessible through a browser on any device, provides a user-fri
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Latubessy, Anastasya, and Ahmad Jazuli. "Web application to measure level of addictive game." International Journal of Engineering & Technology 7, no. 3 (2018): 1791. http://dx.doi.org/10.14419/ijet.v7i3.16097.

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Game becomes very popular within all ages. The intensity of someone playing games can influence the behavior of that person. World Health Organization (WHO) is classifying gaming disorder as an addictive behavior disorder. According to psychologists, there are six types of game addiction behavior, such as, Salience, Euphoria, Conflict, Tolerance, Withdrawal, and the last is Relapse and Reinstatement. A person is said to be addicted to the game if it meets at least three of the six types of behavior that exist. The six types of game addiction behavior then modeled using backward chaining algori
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Toporetska, Z. M., C. V. Aymedov, T. V. Synitska, and O. P. Oliinyk. "A socio-psychological portrait of a pathological gambler as a prerequisite for preventing gambling addiction (gambling disorder)." Medicni perspektivi 29, no. 1 (2024): 143–50. http://dx.doi.org/10.26641/2307-0404.2024.1.301141.

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Gambling always carries risks for the player's mental health, as it can provoke the development of gaming addiction. A direct connection between the socio-psychological portrait of the player, his gaming behavior, and the risks of game addiction can be traced. The purpose of the work is to form a socio-psychological portrait of a "pathological" gambler. The work was performed based on the State Institution "Institute of Forensic Psychiatry of the Ministry of Health of Ukraine". Methods used: CAWI (Computer Assisted Web Interviewing) questionnaires in online gambling establishments; CAPI (Compu
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Toporetska, Z.M., C.V. Aymedov, T.V. Synitska, and O.P. Oliinyk. "A socio-psychological portrait of a pathological gambler as a prerequisite for preventing gambling addiction (gambling disorder)." Medicni perspektivi 29, no. 1 (2024): 143–50. https://doi.org/10.26641/2307-0404.2024.1.301141.

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Gambling always carries risks for the player's mental health, as it can provoke the development of gaming addiction. A direct connection between the socio-psychological portrait of the player, his gaming behavior, and the risks of game addiction can be traced. The purpose of the work is to form a socio-psychological portrait of a "pathological" gambler. The work was performed based on the State Institution "Institute of Forensic Psychiatry of the Ministry of Health of Ukraine".  Methods used: CAWI (Computer Assisted Web Interviewing) questionnaires in online gambling establishments; CAPI
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Singh, Rakesh Kumar, and Ranjan Singh. "Cloud computing-A scientific review." Anusandhaan - Vigyaan Shodh Patrika 3, no. 01 (2015): 88–94. https://doi.org/10.22445/avsp.v3i01.8582.

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Cloud Computing or Cloud based computing is actually an internet based process and use of computer application in a optimized way, Google apps is an example of cloud computing, which provides business application in a online mode and can be reached using the web browser, Information in servers on the internet(applications, web pages , programs ,etc,) are stored forever and also temporarily stored on the desktop computer, notebooks , gaming consoles, smart phones of the users, To put is slightly extended and simple way it mean as that so far we had software program on our computer, laptop and n
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Indra, Evta, Steffanily, and Tamarai Dinesh. "Designing Android Gaming News & Information Application Using Java-Based Web Scraping Technique." Journal of Physics: Conference Series 1230 (July 2019): 012069. http://dx.doi.org/10.1088/1742-6596/1230/1/012069.

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Waworuntu, Alexander. "Leveraging Content-Based Filtering for Personalized Game Recommendations: A Flutter-Based Mobile Application Development." Ultimatics : Jurnal Teknik Informatika 16, no. 2 (2025): 149–54. https://doi.org/10.31937/ti.v16i2.3936.

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The background of this study stems from the need for a recommendation system to assist users in finding games that match their interests. With the rapid growth of the gaming market, an increasing number of people engage in gaming activities. In 2022, the personal computer (PC) gaming market accounted for 37.9% of all gamers worldwide. One of the largest PC gaming platforms is Steam, developed by Valve Corporation, which boasts over 184 million active users. However, the overwhelming number of options can lead users to lose interest in purchasing games. Therefore, a recommendation system is req
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Akbulut, Yavuz. "Predictors of inconsistent responding in web surveys." Internet Research 25, no. 1 (2015): 131–47. http://dx.doi.org/10.1108/intr-01-2014-0017.

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Purpose – The purpose of this paper is to investigate the antecedents of inconsistent responding in web surveys. Consistency of responses to personal information questions and scale items were compared, and the influence of perceived social support, social appearance anxiety, academic self-efficacy and social networking habits on inconsistent responding was examined. Design/methodology/approach – A gaming application on Facebook was used to collect data. A repeated-measures design was conducted with 806 respondents in two online survey administrations. After inconsistent responses provided by
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Oktaviana R, Shinta, and Rifqi Avriyansyah Prayudha. "ANALISA KEPUASAN PENGGUNA WEBSITE TOP UP VOUCHER GAMES ONLINE MENGGUNAKAN WEBQUAL 4.0." INTI Nusa Mandiri 18, no. 2 (2024): 147–56. http://dx.doi.org/10.33480/inti.v18i2.5036.

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The online gaming industry generates revenue through the sale of games that customers pay to play. In Indonesia, there are numerous programs that offer online game vouchers at different costs and with various payment options. The objective of this study is to identify the variables that influence user satisfaction on web applications that offer online game coupons. The study used the WebQual 4.0 methodology as a tool for evaluating the caliber of web apps. The research was conducted online via the Google Form application. The data collection period spanned from June 11, 2023 to June 29, 2023,
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Dissertations / Theses on the topic "Gaming web application"

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Письменний, Є. І., Юлія Вікторівна Парфененко, Юлия Викторовна Парфененко та Yuliia Viktorivna Parfenenko. "Архітектура серверної частини адміністратора ігрового веб-додатку". Thesis, Сумський державний університет, 2017. http://essuir.sumdu.edu.ua/handle/123456789/64945.

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Books on the topic "Gaming web application"

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La Hera, Teresa, Jeroen Jansz, Joost Raessens, and Ben Schouten, eds. Persuasive Gaming in Context. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463728805.

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The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called 'persuasive games', that is, gaming practices that combine the dissemination of information with attempts to en
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Krishna, P. Venkata. Emerging Technologies and Applications for Cloud-Based Gaming. IGI Global, 2016.

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Ballester, Belén Rubio. Neurorehabilitation. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199674923.003.0059.

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This chapter considers the ability of the damaged brain to reorganize following trauma and how this can be facilitated through interaction with virtual reality or robotic technologies. Stroke represents one of the main causes of adult disability and will be one of the main contributors to the burden of disease in by 2030. In this chapter we first review the main neuroscientific principles of recovery. Second, we explore the some of the latest technological approaches for neurorehabilitation, such as assistive exoskeletons and virtual reality systems. We describe a new virtual reality gaming sy
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Snart, Jason Allen. Hybrid Learning. ABC-CLIO, LLC, 2010. http://dx.doi.org/10.5040/9798400667701.

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A call for the extension of hybrid learning urges that it become not just a quick fix or a boon for the bottom line, but an educational mode that reenvisions quality teaching and learning for the 21st century. Hybrid Learning: The Perils and Promise of Blending Online and Face-to-Face Instruction in Higher Education is an in-depth exploration of a new learning mode that could radically change higher education, incorporating emerging trends in technology and multimedia use—including online gaming, social networking, and other Web 2.0 applications—to create engaging and dynamic learning environm
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Book chapters on the topic "Gaming web application"

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Tempesta, Stefano. "Decentralized Gaming and Fan Clubs." In Application Architecture Patterns for Web 3.0. Productivity Press, 2024. http://dx.doi.org/10.4324/9781003491934-7.

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Portugal, Carlos, David Vaz, Miguel Sales Dias, Pedro Trocado, Alcina Prata, and Fernando Brito e. Abreu. "Enhancing the Visitor Experience with Immersive Technologies and Gaming: The Monserrate Use Case." In Smart Life and Smart Life Engineering. Springer Nature Switzerland, 2025. https://doi.org/10.1007/978-3-031-75887-4_13.

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Abstract Immersive technologies, such as augmented reality (AR) and virtual reality (VR), are effective technologies being implemented across diverse fields. We propose an AR/VR-based Web app to be applied in the cultural tourism field with the objective of enhancing the visitors’ experience of the Monserrate Palace, part of a UNESCO cultural landscape located in Sintra, Portugal, managed by Parques de Sintra – Monte da Lua SA. This chapter overviews the state of the art on immersive technologies in cultural heritage sites and the visitor experience at these sites. Then, it exposes the palace’
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Mahilraj, Jenifer, Josephine Sahaya Vergin, Vidhyavathi Ramasamy, Nooriya Begam, Joseph Sahayarayan, and Sivaram Ponnusamy. "Advanced Method of MOB-I App Used for Medical and Agriculture." In Advances in Web Technologies and Engineering. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-8306-0.ch004.

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Over the past few years India has a significant rise in mobile applications. The development of apps for remote work, education, and healthcare has dramatically increased. Applications for cloud meetings, food delivery, gaming, business, social media, healthcare, and fitness are being downloaded by more users. The prevalence of smart phones, increased internet usage, and the incorporation of artificial intelligence and machine learning into mobile applications all suggest that demand for mobile will continue to increase in the future (apps). The importance of AI and ML in application developme
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Tarannum, Tasnim, Hamida Mosharraf Moniea, and Mohammad Khasro Miah. "The Impact of the World Wide Web on Tertiary Education." In Advances in Educational Technologies and Instructional Design. IGI Global, 2024. http://dx.doi.org/10.4018/979-8-3693-1854-6.ch008.

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This research aims to investigate and identify the impact of the World Wide Web on students' academic performance at public and private universities in Bangladesh. Data has been collected from Bangladeshi students who are currently enrolled in two public and private universities. The participants were posed with questions about their encounters with four distinct forms of web utilization: web browsing, streaming entertainment, social networking, and online gaming, which might be adversely associated with three aspects of their long-term academic accomplishment: academic achievement (i.e., grad
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Cordero-Brito, Staling, and Juanjo Mena. "Gamification and Its Application in the Social Environment." In Research Anthology on Game Design, Development, Usage, and Social Impact. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch035.

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This study sets out to conduct a systematic review of the emergence and evolution of gamification in the social environment, its main components, and its application as a learning tool through the motivation and engagement it generates in people. The results were obtained by consulting two major scientific databases, namely, Scopus and the Web of Science, which provided 136 articles published on the social environment from 2011 through to mid-2016 using the term gamification. The results of this study reveal how over time gamification has been gaining importance in the social environment throu
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Gomes, Jorge Vareda, and Mário Romão Romão. "Information and Communication Systems and Technologies in Health." In Advances in Civil and Industrial Engineering. IGI Global, 2023. http://dx.doi.org/10.4018/978-1-6684-7874-5.ch012.

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Web portals, sensors, electronic records, video communication, on-line gaming, and mobile apps: these are all examples of information and communication technologies (ICT) applications or devices that might cause benefits to healthcare. ICT has the potential to dramatically change the way individuals or society see the sector and provide tremendous opportunities for supporting professionals, improving effectiveness and efficiency. Healthcare organizations have become more and more challenged on how to assure a fair return from ICT investments. Thus, the application of project management in heal
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Gomes, Jorge, and Mário Romão. "Information and Communication Technologies in the Healthcare." In Data Analytics in Medicine. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-1204-3.ch101.

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Web portals, sensors, electronic records, video communication, on-line gaming and mobile apps. These are all examples of information and communication technologies (ICT) applications or devices that might cause benefits to healthcare. The ICT has the potential to dramatically change the way individuals or society see the sector, and provide tremendous opportunities for supporting professionals, improving effectiveness and efficiency. Healthcare organizations have become more and more challenged on how to assure a fair return from ICT investments. Thus, the application of project management in
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Moses J., Sharon, Dhinesh Babu L. D., Nirmala M., M. Rajasekhara Babu, and P. Venkata Krishna. "A Survey on Strategies, Trends, Economics, and Prospects of Cloud-Based Gaming." In Emerging Technologies and Applications for Cloud-Based Gaming. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0546-4.ch001.

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Cloud gaming-as-a-service is emerging as one of the potential revenue generating futuristic fields with a higher growth rate. Cloud gaming service is an entertainment service that depends totally on the cloud computing technology. Cloud gaming delivers games to the gamers, anywhere at any time without any gaming specific hardware and without diminishing the gamer's quality of experience. From getting the user command to rendering the graphics, everything is processed at the gaming service provider end. The only need for the gamer is to use a thin client like web browser to access the cloud gam
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Jackson, Lorraine D., and Joe Grimes. "The Hybrid Course; Facilitating Learning through Social Interaction Technologies." In Web-Based Education. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-963-7.ch038.

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This chapter surveys the benefits and challenges of hybridcourses, which blend face-to-face instruction with onlinelearning, and opportunities provided by the introduction of web-based social interaction technologies. It discusses thepedagogical implications of various Web 2.0 tools; that is, asynchronous discussion boards, blogs, wikis, podcasts, RSS, e-portfolios, folksonomies, educational gaming, data mashups, and simulations. The authors argue that ashybrid courses continue to evolve to meet the needs of students, instructors, and institutions of higher learning,the integration of Web 2.0
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Borchert, Otto, Lisa Brandt, Eric J. Gutierrez, Guy Hokanson, Brian M. Slator, and Bradley Vender. "Principles and Signatures in Serious Games for Science Education." In Gaming and Cognition. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-717-6.ch014.

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The World Wide Web Instructional Committee at North Dakota State University has developed a number of serious games aimed at science education. Their games are all multiuser, with a role-based orientation, promoting a task-and-goal cultural awareness. Constructed in collaboration with content experts, these games were developed under a proven set of design guidelines (design principles and signature elements) that serve to preserve consistency among the applications. As a consequence of this high-concept design constraint, their systems share important cognitive and pedagogical features that a
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Conference papers on the topic "Gaming web application"

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Clarke, Stephen. "Raising Interest in Statistics through Sporting Predictions on the Internet." In Statistics and the Internet. International Association for Statistical Education, 2003. http://dx.doi.org/10.52041/srap.03102.

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Researchers and teachers should consider using the web to publicize the results of their statistical projects to a wide audience. Such sites can create interest in statistics, and be used by teachers as a source of motivation, data or practical problems. For several years, Swinburne Sports Statistics has published on our web site www.swin.edu.au/sport, predictions of sporting events based on statistical modelling and simulations. The growth of sports betting has seen commercial application for the predictions and methods, and has led to the development of a subject 'Chance and Gaming', where p
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Stefan, Ioana andreea, Harald jan gerrit Warmelink, Sylvester Arnab, Francesca Dagnino, Julia Lo, and Jane Mooney. "ACCESSIBILITY, REUSABILITY AND INTEROPERABILITY IN THE EUROPEAN SERIOUS GAME COMMUNITY." In eLSE 2013. Carol I National Defence University Publishing House, 2013. http://dx.doi.org/10.12753/2066-026x-13-116.

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Reuse and repurposing are two of the most basic software concepts. They are powerful practices that can deliver significant improvements in software productivity and quality, as well as substantially lower software development and maintenance costs. Unfortunately, few serious gaming research entities have been able to capitalize on the tremendous benefits that reuse and repurposing offer. The rapid growth of the serious game research community in the EU has set the stage for a large diversity in serious gaming scientific research in terms of the application domains (military, health, business,
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Bouras, Christos, Vassilis Poulopoulos, Ioannis Sengounis, and Vassilis Tsogkas. "Networking Aspects for Gaming Systems." In 2008 3rd International Conference on internet and Web Applications and Services (ICIW). IEEE, 2008. http://dx.doi.org/10.1109/iciw.2008.70.

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"Session 3C Network issues for multimedia, web and gaming applications II." In Proceedings. 2004 12th IEEE International Conference on Networks (ICON 2004). IEEE, 2004. http://dx.doi.org/10.1109/icon.2004.1409137.

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Madeira, Rui Neves, André Antunes, and Octavian Postolache. "Web applications and web services support therapists in a multi-sensor platform for therapeutic gaming." In iiWAS2017: The 19th International Conference on Information Integration and Web-based Applications & Services. ACM, 2017. http://dx.doi.org/10.1145/3151759.3151839.

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"Session 2 C Network issues for multimedia, web and gaming applications I." In Proceedings. 2004 12th IEEE International Conference on Networks (ICON 2004). IEEE, 2004. http://dx.doi.org/10.1109/icon.2004.1409112.

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Fayyad, Mohamed Y., Amr Kamel, and Akram Salah. "ACUAI framework for automatic composition of web services using gaming AI." In 2015 Fifth International Conference on Digital Information and Communication Technology and its Applications (DICTAP). IEEE, 2015. http://dx.doi.org/10.1109/dictap.2015.7113161.

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Santiago, José Marcelo Silva, Monck Charles Nunes De Albuquerque, Fernanda Kécia De Almeida, Francisco Ranulfo Freitas Martins, and Yuri Soares De Oliveira. "MathQuiz: A Game App for M-Learning." In XXIV Simpósio Brasileiro de Sistemas Multimídia e Web. Sociedade Brasileira de Computação - SBC, 2018. http://dx.doi.org/10.5753/webmedia.2018.4569.

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This paper presents the MathQuiz application as an option to gamify some mathematics classes in elementary education II. Basically, MathQuiz is a question and answer quiz where the teacher can register questions. MathQuiz was developed for android and can be easily installed on mobile phones. MathQuiz was created in a TCC job, has been tested and perfected, and is ready to be used in classrooms.
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Gradinaru, Alexandru, Alin Moldoveanu, and Florica Moldoveanu. "DESIGNING A VIRTUAL REALITY LEARNING MANAGEMENT SYSTEM." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-072.

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Virtual reality (VR) is an emerging technology that has already applications in many areas like gaming, entertainment, training, health and education. Recent advancements allow average consumers to dive into highly immersive experiences using head-mounted displays (HMDs) for just around a couple of hundred dollars and even lower with headsets compatible with smartphones. Expecting more than 1 million HMD devices by the end of 2017, VR will have a great impact in the next few years, thus more and more teachers are interested to use VR experiences in class to increase motivation and help student
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Boboc, Andreealarisa, Ivona Stoica, Cristina Niculescuciocan, and Gheorghe Orzan. "GAMIFICATION AND GAME-BASED LEARNING - A SOLUTION FOR ROMANIAN EDUCATION SYSTEM?" In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-033.

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Throughout history, many people have supported the use of game and gaming-inspired design in order to improve the human life. In the middle of 2000s, the confluence of web technologies, digital business models and online games gave rise to the latest manifestation of this basic idea. Large organizations have begun to explore gaming as a way to motivate people and improve user experience. Gamification is applied from education and training to health, management, innovation, employee involvement, patrimony, crowdsourcing, civic engagement and marketing (Seaborn & Fels, 2015). Also, mobile ap
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Reports on the topic "Gaming web application"

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Prokhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4416.

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This paper reveals the process of creating a career guidance 3D quest game for applicants who aim to apply for IT departments. The game bases on 3D model of computer science and information technologies department in the National Aerospace University “Kharkiv Aviation Institute”. The quest challenges aim to assess the digital competency level of the applicants and first- year students. The paper features leveraged software tools, development stages, implementation challenges, and the gaming application scenario. The game scenario provides for a virtual tour around a department of the 3D univer
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