Academic literature on the topic 'Interface e Game Design'

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Journal articles on the topic "Interface e Game Design"

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Chen, Yu. "Studies on Web Game Interface Design." Applied Mechanics and Materials 401-403 (September 2013): 1756–59. http://dx.doi.org/10.4028/www.scientific.net/amm.401-403.1756.

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WebGame translated into Chinese is "web game", "web game" user interface uses browser as direct media to communicate with game and users, which has big difference with interface design of other games. Web game has huge potential audience, it simplifies game experience process to the extreme. The industry has recently treats browser as a virtual operating system, which makes a better prospect for web games. We hope that we have come to effective principles and methods and can guide future web game interface design.
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Soyluçiçek, Seza. "The situation and importance of game interface design education in Turkey and a lesson proposal." Global Journal of Arts Education 7, no. 4 (December 29, 2017): 93–98. http://dx.doi.org/10.18844/gjae.v7i4.2894.

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Digital gaming industry has been an entertainment area that, since the mid 20th century, has come into prominence and distinguished itself in the game industry. Digital games have come a long way and reached large numbers of users since the time they got into the market. As for the digital game industry, the education of game design, along with the game production, is given high importance especially in USA and Europe. In these countries, game interface design with regards to programming and aesthetically designing is given place in the bachelor and master’s degree education. It can be said that, in Turkey, the number of researches in this field, lessons and game companies has been increasing in recent years. However, it’s clear that as a country, we have to come into prominence more in the international game field. As the necessity of developing more appealing, qualified and unique game interfaces is known, game companies are to act responsibly during the game interface design process. In terms of the creation of scenes, characters, environments, animations and the usage of the game engines, more professional tools and techniques are used and more original game designs are pursued nowadays. With regard to this, it’s clear that the need for qualified graphic designers to design aesthetically successful game interfaces has been increasing and will continue to. It’s seen that game design lessons have started to be given at bachelor and master’s degree programs at Universities in Turkey. Yet, the lessons are mostly on game programming at departments such as computer engineering. Game interface design lessons, on the other hand, are given at certain universities. In this study, the proposal of a game interface design lesson that can take place in the curriculum of Visual Communication Design or Graphic Departments of Fine Arts Faculties at Universities in Turkey is examined. Keywords: Game interface design education, graphic design education, game design, curricula.
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Mersch, Elizabeth M., Kyle J. Behymer, Gloria L. Calhoun, Heath A. Ruff, and Jared S. Dewey. "Game-Based Delegation Interface Design for Unmanned Vehicles." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 60, no. 1 (September 2016): 122–26. http://dx.doi.org/10.1177/1541931213601028.

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Video game interfaces featuring multiple distinct icons that enable a player to quickly select specific actions from a larger set of possible actions have the potential to inform the development of interfaces that enable a single operator to control multiple unmanned vehicles (UVs). The goal of this research was to examine the design of a video game inspired interface for delegating actions (called “plays”) to highly autonomous UVs. Specifically, the impact of color coding (by Play Type, by Vehicle Type, and No Color) and icon row assignment (by Play Type, by Vehicle Type, and Random) for a delegation play calling interface was evaluated in terms of participants’ performance in identifying and manually selecting a commanded play icon in an interface depicting a large set of UV plays. Both the objective performance data and subjective ratings indicated that icon row assignment impacted icon selection, whereas color coding did not. Mean icon selection time and subjective ratings were more favorable when the icons were assigned to rows in the Play Calling interface by vehicle type. Suggestions are made for follow-on research.
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Guo, Fu, Jun-Yi Jiang, Xiao-Hui Tian, and Jia-Hao Chen. "Applying Event-Related Potentials to Measure Perceptual Experience toward the Navigation Interface of a Mobile Game for Improving the Design." Symmetry 11, no. 5 (May 24, 2019): 710. http://dx.doi.org/10.3390/sym11050710.

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High-level user experience has become the key factor that one game can be successful in the game market. The home page of mobile games, especially the design of the navigation interface, has a significant impact on users’ initial experience, which is an important determent to users’ preferences and purchase decision. Hence, measuring users’ perceptual experiences of the navigation interface can help designers understand real demands from users. Previous studies primarily used self-report scales or interviews to measure gamers’ perceptual experiences. However, it may not reflect gamers’ real perceptions that they are feeling as most of time the feeling is short-lived and implicit. To fill this gap, the current study attempted to combine subjective evaluation with event-related potentials (ERP) to objectively measure gamers’ perceptual experience evoked by the navigation interface of the mobile game. The navigation interfaces of mobile games with low, medium, and high perceptual experience were developed and the ERP experiment was conducted to detect the differences in users’ electroencephalograph (EEG) components when subjects were exposed to the different design levels of navigation interface. The results showed that N1 reaction showed asymmetry in brain regions, and P2 and N2 showed symmetry, and relative to the navigation interface with low and medium perceptual experiences, the high level of navigation interface induced a larger amplitude of N2 in the anterior scalp and P2 in the frontal scalp. These EEG components can, therefore, be regarded as significant indicators reflecting gamers’ perceptions of the navigation interface. The findings benefit game companies of navigation interface designs.
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Febriyanto, Wahyu, Brenda Chandrawati, and Erdhi Widyarto. "Game Design to Introduce Pets." SISFORMA 3, no. 1 (February 13, 2017): 33. http://dx.doi.org/10.24167/sisforma.v3i1.624.

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Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface) is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image
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Bastian, Henry, and Godham Eko Saputro. "DESAIN USER INTERFACE GAME FAIRPLAY POKER MENGGUNAKAN METODE UCD (USER CENTERED DESIGN)." ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia 7, no. 01 (February 28, 2021): 122–30. http://dx.doi.org/10.33633/andharupa.v7i01.4247.

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AbstrakDi Indonesia, salah satu permainan yang menjadi kegemaran adalah bermain game Poker. Poker merupakan permainan kartu aturan yang dapat dimainkan secara langsung maupun lewat internet. Game Poker online adalah salah satu sarana efektif untuk menghabiskan waktu sekaligus hiburan kesenangan bermain poker dengan banyak orang. Salah satu game Poker yang terkenal adalah Zynga Poker. Pencarian data yang ditemukan bahwasannya permainan tersebut mempunyai kekurangan pada bagian user interface yang berat saat digunakan sehingga penulis mencoba untuk membuat user interface game online sejenis menggunakan metode UCD (User-Centered Design) dengan nama game FairPlay Poker. Desain yang dihasilkan adalah desain ilustrasi 2D yang digunakan dengan lebih ringan. Kata kunci: Game, metode UCD, User interface, Poker, AbstractIn Indonesia, one of the favorite online games is poker. Poker is a card game with some rules that can be played directly or via the internet. Online Poker game is one of the effective media to spend time and amuse pleasure by playing poker with peoples. The Infamous Poker game is known as Zynga Poker. From the data search that had been done, the game still has a few weaknesses in the heavy User Interface that the authors try to develop a similar user interface poker game. Which name the Fairplay Poker using UCD (User-Centered Design) methodology. A design resulted in an illustration designed in 2D that can improve loading with lighter. Keywords: Game, UCD Method, User interface, Fairplay
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Enggar Pamudyaningrum, Friskila, Hestiasari Rante, Muhammad Agus Zainuddin, and Michael Lund. "UI/UX Design for Metora: A Gamification of Learning Journalism Interviewing Method." E3S Web of Conferences 188 (2020): 00008. http://dx.doi.org/10.1051/e3sconf/202018800008.

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In learning, effective media is needed to deliver the material. Visual media can be more acceptable and facilitate understanding and strengthen memory. In this modern era, digital-based visual media is more effectively captured by students. Educational games in the form of gamification can provide the same effect as effective learning media. To support educational games, interface design and user experience are the first aspects seen by users. This study explored the user interface and user experience in the process of developing a gamification of a non-game subject, Journalism Interviewing Method. User interface includes colour, shape and layout the interface. User experience in game design process includes the tangible user interface, constructive and helpful feedback, content and storytelling, how to appreciate user. This study explored the user interface and user experience in the process of developing a gamification of a non-game subject, Journalism Interviewing Method.
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Wong, Seng Yue, and Simin Ghavifekr. "User Experience Design of History Game." International Journal of Distance Education Technologies 16, no. 3 (July 2018): 46–63. http://dx.doi.org/10.4018/ijdet.2018070103.

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User experience (UX) and user interface design of an educational game are important in enhancing and sustaining the utilisation of Game Based Learning (GBL) in learning history. Thus, this article provides a detailed literature review on history learning problems, as well as previous studies on user experience in game design. Future studies on educational history games will benefit from this systematic review and analysis of current educational history games, as this article examines in detail which game features are the most effective in promoting engagement and supporting the process of learning Malaysian history. The results have revealed that mobile game applications with historical content can indeed be a meaningful way to create gaming experience, learning experience, adaptivity and usability, which can facilitate history learning through UX of playing history mobile games. The correlation results of these four dimensions have indicated four positive and significant relationships.
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Ferreira, Alessandro Luiz Stamatto, Juvane Nunes Marciano, Leonardo Cunha de Miranda, and Erica Esteves Cunha de Miranda. "Understanding and Proposing a Design Rationale of Digital Games based on Brain-Computer Interface: Results of the AdmiralMind Battleship Study." Journal on Interactive Systems 5, no. 1 (July 9, 2014): 1. http://dx.doi.org/10.5753/jis.2014.638.

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Brain-Computer Interfaces (BCIs) present great potential to the field of digital games, though the design of this kind of interface is still a challenge for most of the game designers and developers. In this work it is presented a literature review about digital games based on BCI, aiming to analyze the interaction design of these games, to identify the approaches applied, limitations and implications related to BCIs design. After the review, we accomplish a reflection about the design decisions involved in the development of digital games based on BCI. This approach leads to the construction of a design rationale developed to support the process of BCI-based games, with its use established on the design of a battleship game based on BCI. As contributions of this work, we highlight the literature review, design rationale and results of the study accomplished.
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Soylucicek, Seza. "New generation console game technologies; Console game application supported with projection mapping." Global Journal of Arts Education 6, no. 4 (June 12, 2017): 120–25. http://dx.doi.org/10.18844/gjae.v6i4.1827.

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AbstractUp to now the relationship between console games and gamers has been restricted by limitations in screen size. The gradual enlargement of these sizes has accommodated for a technological boom in the development of game software programs, some of which have been hugely successful and had broad repercussions across both the gaming and technological landscape. In 2010, Microsoft and their Kinect team released an advertisement using projection mapping technique, which gave users an exciting preview of the future of game technology and provided inspiration for aspiring young game developers. With the help of new techniques, developers had the chance to produce artistically unique projects by creating a variety of different game experiences. Additionally, the enhancement of digital games, their interactive features, and the enlargement of the screens enabled users to experience a completely new level of immersion in their games. Each new development within the industry allows for new avenues of exploration and provides the potential to further refine and enhance successful techniques. Two creative examples of application adaptations are Microsoft’s Illumiroom and RoomAlive projects, which include a game experience which incorporates a large part of the user’s physical environment using reflective techniques. The world of gaming entertainment and the technological advancements which propel it, are constantly improving the experience of its users, and this study, which starts out with aforesaid improvements, further examines the relationship between new generation interactive console games, aesthetic aspects of game interface designs, Microsoft Kinect and Projection Mapping. In light of these, this study discusses the future opportunities of console development, the current industry innovators, and the potential immersive qualities of digital games. Keywords: console game, game design, graphic design, game experience, game user interface design, projection mapping.
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Dissertations / Theses on the topic "Interface e Game Design"

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Venngren, Evelina. "Applying Principles of Game Design to User Interface." Thesis, Uppsala universitet, Institutionen för speldesign, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-449220.

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This thesis investigates how principles of game design can be applied to a PC game settings menudesign to make the interaction fun and enhance the user satisfaction of interaction and navigation.Through exploring the question “How can principles of game design be applied to UI design inorder to enhance the user satisfaction of interacting with an interface?” it might be possible to addto the experience of using UI without removing any of the usability goals that is customary today.This is determined through user testing of a common design pattern of game settings menusrecognized in World of Warcraft (2004) Elder Scrolls V: Skyrim (2011) Stardew Valley (2016)and a game settings menu designed through game design principles where the respondentsevaluated their experience in an SUS form (Brooke, 1996) and a form created for this study basedon Swink’s (2009) Game Feel. The results revealed that the common menu design generatedhigher scores in usability than the interface designed through game design principles but therewas no significant difference in game feel between the prototypes. However, when dividing gamefeel into questions regarding usability and aesthetics a clear difference between the twoprototypes could be determined where the prototype designed through game design principlesdisplays a trend to score higher in aesthetics than the traditional UI. This could be strengthenedthrough optional comments from the participants where 6 used the word “fun” to describe thegame design prototype while the traditional UI design were described with words such as“functional” “intuitive” “straightforward” “easy to use” and “felt more like a chore”.
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MACIEL, Gabriela Albuquerque. "Objetos lúdico-digitais educativos: uma análise de aspectos da interface voltada para o game design e a usabilidade." Universidade Federal de Pernambuco, 2017. https://repositorio.ufpe.br/handle/123456789/18434.

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Submitted by Irene Nascimento (irene.kessia@ufpe.br) on 2017-03-27T17:28:51Z No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação_ObjetosLúdico-DigitaisEducativos_GabrielaAlbuquerqueMaciel.pdf: 7245862 bytes, checksum: 29e42ed3396e8c7d4ad98aa3039c9f31 (MD5)
Made available in DSpace on 2017-03-27T17:28:51Z (GMT). No. of bitstreams: 2 license_rdf: 1232 bytes, checksum: 66e71c371cc565284e70f40736c94386 (MD5) Dissertação_ObjetosLúdico-DigitaisEducativos_GabrielaAlbuquerqueMaciel.pdf: 7245862 bytes, checksum: 29e42ed3396e8c7d4ad98aa3039c9f31 (MD5) Previous issue date: 2017-07-29
CAPES
A presente pesquisa tem um caráter exploratório, na qual tive como objetivo montar um modelo de analise para interface de Jogos Digitais e Gamificações Educativos referindo-me aos dois como Objetos Lúdico-Digitais de Educação, OLUDEs, partindo do Game Design e da Usabilidade e seus aspectos contribuintes para a educação. Antes de tudo, fiz um panorama geral do assunto abordado: o mercado de jogos, a história dos jogos educativos, a Gamificação, o aprendizado e a imersão. Ainda neste ponto comparei princípios de Usabilidade e Game Design, nas perspectivas de Rouse (2005), Schuytema (2008), Nielsen (1995) e Jordan (1998), para compreender em que pontos estas áreas coincidem e divergem e basear a fase de análise. Na pré-metodologia usei da metodologia de design de pesquisa de Lankoski & Björk (2015) e acrescida da meta-teoria de Morgan & Smircich (1980). Já na Análise, montei e apliquei um modelo de análise para OLUDEs, numa amostra de 16 sistemas, sendo 8 Gamificações e 8 Jogos educativos com questões em escala Likert (1932), seguidas de um campo de resposta subjetiva, podendo ser preenchido com pontos para comentário posterior. Para esta fase utilizei também Turkay & Adinolf (2012, p.3-4), Gee apud Klopfer, Osterweil & Salen (2009). Por fim, como principal resultado obtive que o modelo gerado parece ser eficiente na análise dos objetos da pesquisa nos moldes aqui delimitados, podendo também ser útil em análises de artefatos específicos, grupos de objetos de um determinado gênero, em análises de similares ao até em pesquisas de natureza quantitativa. Sobre os OLUDEs avaliados em si a principal informação adquirida foi a confirmação da suspeita de que a maior diferença entre as Gamificações e os Jogos voltados para a educação parece estar em seu foco, pois enquanto as gamificações estão mais focadas na educação os jogos o está na diversão.
This research has an exploratory character, in which I had intended to make an analysis model for Digital Games and Educational Gamification interface, naming the two as Ludic-Digital Educational Objects - OLUDEs, starting from Game Design and Usability and their contributing aspects to education. First of all, I did an overview of the subject matter: the gaming market, the history of educational games, the gamification, learning and immersion. At this point too, I compared principles of Usability and Game Design, by the follow authors: Rouse (2005), Schuytema (2008), Nielsen (1995) and Jordan (1998), to understand at what points these areas overlap and diverge and base the analysis phase. In the pre-methodology it was used the Lankoski & Björk (2015) research design methodology and increased Morgan & Smircich (1980) meta-theory. In the analysis, I set up and applied an analytical model for OLUDEs in a sample of 16 systems, 8 Gamifications and 8 Educational games with questions in Likert (1932) scale, followed by a subjective response field, which can be filled with points for further comment. For this phase I also used Turkay & Adinolf (2012, p.3-4), Gee cited Klopfer, Osterweil & Salen (2009). Finally, as the main result got that the generated model appears to be effective in the analysis of the research object in the manner herein defined, may also be useful in specific artifacts analysis, groups of a particular gender objects in similar analyzes, even in research of quantitative nature. About OLUDEs evaluated itself the main information acquired was to confirm the suspicion that the biggest difference between Gamifications and Educational Games seems to be in their focus because while gamificações are more focused on education, games are in fun.
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Kumar, Manu. "Gaze-enhanced user interface design /." May be available electronically:, 2007. http://proquest.umi.com/login?COPT=REJTPTU1MTUmSU5UPTAmVkVSPTI=&clientId=12498.

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Hulterström, Kristina. "Witches, Warlocks and Traffic Encounters : Designing the interaction for an ad hoc gaming experience." Thesis, Linköping University, Department of Science and Technology, 2003. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-2059.

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This thesis explores the problems and possibilities concerning the interaction between players physically located in different cars during temporary meetings in a gaming situation. The thesis is part of a study set out to investigate how traffic encounters can be used as a resource in a mobile, multiplayer game intended as entertainment for children travelling in the backseat of cars. The multiplayer capabilities are realised by using wireless networks in ad hoc peer- to-peer mode, GPS positioning and a digital compass.

Designing the interaction for an ad hoc, mobile multiplayer experience introduces several design challenges, such as how to adapt to the temporality of traffic encounters and how to establish a connection between the digital game and the physical context. The nature of traffic encounters inspired us to take a newapproach to the interaction. The interaction is accomplished using a device, which enables direct interaction between players physically located in different cars. A prototype game was constructed within the frames of the project, which this thesis was part of, to test the functionality of the game concept. The prototype has been tested in its real setting, i.e. inside a car. The study and the work on this thesis was initialised and supervised by Liselott Brunnberg and the work was carried out at the Mobility Studio at the Interactive Institute in Stockholm during late spring and summer 2003.

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Tseng, Te Hua. "The iterative construction process of a spectator interface for Competitive Multiplayer Online Battle Arena (MOBA) Game : What to consider when designing a spectator interface." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-104097.

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Electronic sport or esport is a trend that involves playing competitive video games professionally. Traditional sports and esport have been compared to each other because of their similarities. Esport has grown in terms of viewership. Every year more spectators get interested and the number rises. One popular genre played in esports is MOBA. It stands for Multiplayer Online Battle Arena. Two teams face each other, and the goal is to destroy the enemy’s base with the help of their selected character, in-game mechanics and objectives. There are several focus points to highlight for the spectator. Hence, a dedicated spectator interface in the esports scene helps understand the progression of the game while watching. Developers might want to market their MOBA game into the esports scene, but it is hard to know what spectators want within the interface. This study investigates the major factors to consider when designing a spectator interface for a gaming genre; multiplayer online battle arena games (MOBA) in a competitive setting. The methods used to achieve the results were literature studies that include spectatorship, cognitive theories, and game interface theories. Analysing a popular MOBA game spectator interface and redesigned the interface of a game named League of Legends. Redesigns will go through an iterative process with the help of feedback, using questionnaires and interviews on the target group. Results discovered factors that could provide the spectator with a better viewing experience and contributed to producing a guideline for designers. The study concluded the guideline could help future work or contribute to previously established guidelines for general competitive games. However, further investigations are required to explore and validate the proposed guidelines in practice.
Elektronisk sport eller esport är en trend som handlar om att spela tävlingsinriktade videospel professionellt. Traditionella sporter och esport har ofta jämförts med varandra på grund av likheterna. Esport har vuxit enormt när det gäller tittarskap. Varje år blir fler åskådare intresserade och antalet stiger. En populär genre som spelas i esports heter MOBA. Det står för Multiplayer Online Battle Arena. Två lag möter varandra och målet är att förstöra fiendens bas med hjälp av spelmekanik och spelmål. Det finns flera fokuspunkter som ska visas för åskådaren. Därför används ett dedikerat åskådargränssnitt i esport-scenen för att hjälpa förstå spelets utveckling medan åskådaren tittar på. Utvecklare vill möjligtvis marknadsföra sitt MOBA-spel i esport-scenen, men det kan vara svårt att veta vad åskådarna vill ha inom gränssnittet. Denna studie undersöker de viktigaste faktorerna som ska beaktas när man utformar ett åskådargränssnitt för en spelgenre; flerspelarspel online (MOBA) i en tävlingsinriktad miljö. Metoderna för att uppnå resultaten var litteraturstudier som inkluderar åskådarskap, kognitiva teorier och spelgränssnittsteorier. Analys av ett populärt MOBA-spel åskådargränssnitt och redesignade gränssnittet för spelet som heter League of Legends. Det omformade gränssnittet kommer att gå igenom en iterativ process med hjälp av feedback med hjälp av frågeformulär och intervjuer på målgruppen. Resultaten upptäckte faktorer som kunde ge åskådaren en bättre
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Prax, Patrick. "Co-creative Game Design as Participatory Alternative Media." Doctoral thesis, Uppsala universitet, Medier och kommunikation, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-287659.

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The possibility of co-creation exists for all media, but game design has developed a culture that is unusually open to co-creation. This dissertation investigates significant cases of co-creation in mainstream games in order to explore how games can be co-created as alternative or critical media by their players. The core argument in the dissertation is that players co-create the design of a game only if certain conditions are met, namely: (1) player creation of a text or communication infrastructure that modifies the properties of the game and from which play emerges; (2) that this is done for a considerable group of players who share a particular practice of play; (3) that this is done not only by playing the game but by changing how others play it in a distinct creative activity, and (4), with the potential to subvert or contest the original design of the game. This situation where player creators have influence over the design of the game (but little power to enforce their interests) is problematic from the perspective of alternative or critical media, as alternative, local, production is seen as one reason for why a medium can have an alternative message. The industrial production of games as cultural commodities does limit the potential of co-creative game design for subversion because it reduces the level of participation in the creation process, thus keeping player creators relatively disempowered. Player creators do have influence on the design of the game, while at the same time having very little power to enforce their interests and design visions. The influence of player creators comes from the consumer power of millions of players who use co-created assets and who want to them to continue exiting, and this creates a mutually dependent relationship (and even partnership), between co-creators and commercial owners. The dissertation concludes that co-creative game design, despite limitations related to the industrial production of games as cultural commodities, is already happening, and shows a potential for turning games into alternative media.
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Österman, Axel, and Nolasco Chelsi Mutya Nuevo. "A Study on Mixed-Initiative for Fostering Creativity in Game Design." Thesis, Malmö universitet, Fakulteten för teknik och samhälle (TS), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20051.

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Mixed-initiative systems highlights the collaboration between humans and computers infostering the generation of more interesting content in game design. In light of theever-increasing cost of game development, providing mixed-initiative tools can not onlysignificantly reduce the cost but also encourage more creativity amongst designers. Thisstudy focused on the improvement of mixed-initiative aspects for a previously developedtool called Evolutionary Dungeon Designer or Eddy for short. Eddy placed a focus onusing its genetic algorithms to produce content that adhere to game design patterns.Using the feedback from Eddy 2.0’s user study and studying other related works, newfeatures have been planned and implemented to improve the elements of mixed-initiativein Eddy for version 3.0. The results primarily feature a new and improved workflow aswell as enhancing a room’s context with the addition of a logical world grid. This in turnimproves the program’s intuitiveness and makes it possible for the designer to createmore complex designs of their preference while maintaining the general functionalities ofthe original Eddy.The study was evaluated with a small scale user study of five users at a gamedevelopment company with most of the feedback being positive in nature. From thefeedback more features have been planned for a future version of Eddy being version 4.0.
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Huang, Duzhi Sherwin. "Cipher cities : creating tools to support and sustain community co-production in the area of mobile game design." Queensland University of Technology, 2007. http://eprints.qut.edu.au/16607/.

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My foray into location based gaming started because as a web designer, I felt that I wanted to expand my practice from one that consisted of straightforward interface design, to one that encompassed a wider variety of skills by improving on my knowledge and expertise in the burgeoning field of interaction design. This allowed me at the same time, to incorporate other aspects of design that include the usercentred design of tools for collaboration, content creation and community creation. I take a particular interest in the opportunities afforded by the convergence of web and game based technologies, especially when mobile interaction is afforded by such convergences. This exegesis describes the theoretical underpinnings that have informed the creation of a series of graphical interfaces that serve to bridge the gap between system capabilities as envisaged by the developers and a user's experience facilitated by an interface. The actual research into creation of the interface was preceded by an exploration of the field of location based gaming from which the initial area of interest was derived. Due to the fact that location based gaming is still an emerging field, it required the creation of a custom taxonomy for the works to be systematically separated into their various elements for analysis. The taxonomy to be created involved the combination of three smaller individual taxonomies in a way that has not been attempted previously and in a way that would give a balanced account of what makes up a location based game. The area of interested identified was how location based games might be made more readily available for a wider audience. Cipher Cities, which was a system in development at the time, was one that was already designed for such an application, but now required an interface that would appropriately represent what it aimed to achieve. I joined the team as their interface designer and it became clear that due to the location centric nature of the game, the only feasible way to go about democratising the participation in such games was to make it easy for people to build their own. The issue that arose was how an interface could encourage the creation of as well as participation in location based games. This required reference from current Web 2.0 applications that use members as creators of content as well as research into the theories behind community building, content creation and distribution in support of such an interface. These theories were put into practice and implemented before being evaluated and verified through a series of user testing sessions that served to refine the system in terms of user interface design and system functions. The result of the research is the first interface ever created that works to support a system for the creation of location based games by the public. More importantly, it is a robust, interface that is attractive as well as usable.
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Greip, Martin. "Communicating Game Feedback through Pictorial Means : A Case Study of the Game Among Ripples." Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1955.

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This thesis studies how one can convey meaning in games by utilising pictorial feedback alone. With the help of Peircean visual semiotics the signs for the case study Among Ripples are assembled and later analysed in detail. As a subtopic the thesis also explores if it is possible to embed pictorial feedback into the game world instead of having it superimposed. The results showed that it is possible to convey some feedback with pictorial means alone, and that the entry points for understanding are not the same between different people. They look at different cues from the pictorial feedback constructed.
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Nilsson, Christoffer. "Designing and Implementing a Mobile Web-based Math Game with Good and Stable Performance." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-138740.

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Designing games, especially for mobile devices, requires that developers think through their design of content, both logically and visually. The user interaction tools differs a lot between desktop and mobiles, and does often need to be considered during the development. When the game is also meant to be played through a web browser in some way, advantages and limitations by having that layer, should be taken into account as well, as it restricts access to file system, but at same time provides its own storage functionality. As game development in general is rather complex, this thesis focus is to give an example of a mobile web game, which could be extended and adjusted regarding some specific topics. It also shows that game development frameworks like Phaser, are very useful. The game is developed in Javascript, with the aforementioned Phaser framework. Some results found, shows that Canvas is still superior to WebGL for mobile devices. Atlases do help even for smaller amount of images, although not by very much, and that choosing an appropriate game level generation algorithm as well as its implementation can greatly affect performance, but that there might be trade-off between speed and functionality.
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Books on the topic "Interface e Game Design"

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Fox, Brent. Game interface design. Boston, MA: Thomson Course Technology, 2005.

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Saunders, Kevin. Game development essentials: Game interface design. 2nd ed. Australia: Delmar, Cengage Learning, 2013.

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

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Playful design: Creating game experiences in everyday interfaces. Brooklyn: Rosenfeld Media, 2012.

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Ash, James. The interface envelope: Gaming, technology, power. New York: Bloomsbury Academic, an imprint of Bloomsbury Publishing, Inc., 2015.

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Dabbs, Alistair. Interface design. New York: Watson-Guptill Publications, 2002.

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Interface design. London: Cassell, 2002.

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Thesmann, Stephan. Interface Design. Wiesbaden: Springer Fachmedien Wiesbaden, 2016. http://dx.doi.org/10.1007/978-3-658-03857-1.

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Suter, Beat, René Bauer, and Mela Kocher, eds. Narrative Mechanics. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839453452.

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What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
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A survey of characteristic engine features for technology-sustained pervasive games. Cham: Springer, 2015.

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Book chapters on the topic "Interface e Game Design"

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Rehfeld, Gunther. "UI, Interaktion und Interface." In Game Design und Produktion, 161–70. München: Carl Hanser Verlag GmbH & Co. KG, 2020. http://dx.doi.org/10.3139/9783446463677.007.

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Rehfeld, Gunther. "UI, Interaktion und Interface." In Game Design und Produktion, 158–67. München: Carl Hanser Verlag GmbH & Co. KG, 2013. http://dx.doi.org/10.3139/9783446436213.007.

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Yang, Haojie, Ziyou Zhuang, and Jianfeng Zhang. "Design Methods of Game Interface." In Advances in Intelligent Systems and Computing, 1619–24. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-25128-4_201.

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Kalmpourtzis, George. "Game Interfaces." In Educational Game Design Fundamentals, 267–94. Boca Raton, FL : CRC Press, 2018.: A K Peters/CRC Press, 2018. http://dx.doi.org/10.1201/9781315208794-11.

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Harrison, Lynn Thomas. "User Interface." In Introduction to 3D Game Engine Design Using DirectX 9 and C#, 29–77. Berkeley, CA: Apress, 2003. http://dx.doi.org/10.1007/978-1-4302-0821-1_2.

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Schell, Jesse. "Players Play Games through an Interface." In Tenth Anniversary: The Art of Game Design, 267–95. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b22101-15.

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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, 500–509. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70010-6_46.

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Jucá, Paulyne Matthews, Ingrid Teixeira Monteiro, and José Cezar de Souza Filho. "Game for Heuristic Evaluation (G4H): A Serious Game for Collaborative Evaluation of Systems." In Human-Computer Interaction. User Interface Design, Development and Multimodality, 341–52. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58071-5_26.

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Charles, Darryl, and Daniel Livingstone. "AI: the Missing Link in Digital Game Interface Design?" In Entertainment Computing – ICEC 2004, 351–54. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-28643-1_44.

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Cao, Jing, and Ying Cao. "Application of Human Computer Interaction Interface in Game Design." In Communications in Computer and Information Science, 103–8. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-58753-0_16.

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Conference papers on the topic "Interface e Game Design"

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Scrapper, Christopher J., Frederick M. Proctor, and Stephen Balakirsky. "A Simulation Interface for Integrating Real-Time Vehicle Control With Game Engines." In ASME 2007 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2007. http://dx.doi.org/10.1115/detc2007-34495.

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This paper describes the use of video game engines as simulation environments that aid the development and testing of real-time vehicle controllers. The use of game engines for simulation is surveyed, with relevant technologies noted. The need to switch between different vehicle controllers, game engines and real vehicles gave rise to an integration architecture. The features of the architecture are described, including the execution model, message set and knowledge base. Adaptation of existing controllers, simulations and vehicles to this architecture is discussed. Issues of performance and scalability are addressed. An example is provided to illustrate the concepts.
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Park, Wanjoo, Laehyun Kim, Hyunchul Cho, and Sehyung Park. "Design of haptic interface for brickout game." In 2009 IEEE International Workshop on Haptic Audio visual Environments and Games (HAVE 2009). IEEE, 2009. http://dx.doi.org/10.1109/have.2009.5356137.

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Biggs, Brandon, Peter Coppin, and James Coughlan. "Design and Evaluation of an Audio Game-inspired Auditory Map Interface." In ICAD 2019: The 25th International Conference on Auditory Display. Newcastle upon Tyne, United Kingdom: Department of Computer and Information Sciences, Northumbria University, 2019. http://dx.doi.org/10.21785/icad2019.051.

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This study evaluated a web-based auditory map prototype built utilizing conventions found in audio games and presents findings from a set of tasks participants performed with the prototype. The prototype allowed participants to use their own computer and screen reader, contrary to most studies, which restrict use to a single platform and a self-voicing feature (providing a voice that talks by default). There were three major findings from the tasks: the interface was extremely easy to learn and navigate, participants all had unique navigational styles and preferred using their own screen reader, and participants needed user interface features that made it easier to understand and answer questions about spatial properties and relationships. Participants gave an average task load score of 39 from the NASA Task Load Index and gave a confidence level of 46/100 for actually using the prototype to physically navigate.
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Eisapour, Mahzar, Shi Cao, and Jennifer Boger. "Game Design for Users with Constraint." In UIST '18: The 31st Annual ACM Symposium on User Interface Software and Technology. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3266037.3266124.

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Shabbir, Naila, Zeeshan Bhatti, and Dil Nawaz Hakro. "Serious Game User Interface Design Rules for dyslexic children." In 2019 13th International Conference on Mathematics, Actuarial Science, Computer Science and Statistics (MACS). IEEE, 2019. http://dx.doi.org/10.1109/macs48846.2019.9024786.

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Toups, Zachary O., Igor Dolgov, and Elizabeth M. Bonsignore. "A theory of game mechanic signaling for interface design." In CHI PLAY '14: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2658537.2661318.

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Paliyawan, Pujana, Kingkarn Sookhanaphibarn, Worawat Choensawat, and Ruck Thawonmas. "Body motion design and analysis for fighting game interface." In 2015 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2015. http://dx.doi.org/10.1109/cig.2015.7317960.

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Ismail, S. F., R. Hashim, and S. Z. Z. Abidin. "Collaborative bridge game: A comparative study on User Interface design." In Knowledge Management (CAMP). IEEE, 2010. http://dx.doi.org/10.1109/infrkm.2010.5466950.

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Kim, Jung-A., Kyung-Kyu Kang, Hyun-Roc Yang, and Dongho Kim. "A Sensory Gate-Ball Game for the Aged People and its User Interface Design." In 2009 Conference in Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2009. http://dx.doi.org/10.1109/vs-games.2009.19.

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Jung, Hyun Yi, and Hyunggi Kim. "Interface Design of Game Content for Children Using Motion Cognition Technology." In Games and Graphics 2014. Science & Engineering Research Support soCiety, 2014. http://dx.doi.org/10.14257/astl.2014.54.18.

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Reports on the topic "Interface e Game Design"

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Shinar, J. Stochastic Game Approach to Guidance Design. Fort Belvoir, VA: Defense Technical Information Center, November 1987. http://dx.doi.org/10.21236/ada194574.

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Hammerstrom, Donald J., Jewel D. Adgerson, Chellury Sastry, Richard M. Pratt, and Robert G. Pratt. PinBus Interface Design. Office of Scientific and Technical Information (OSTI), December 2009. http://dx.doi.org/10.2172/974986.

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de Alfaro, Luca, and Thomas A. Henzinger. Interface-Based Design. Fort Belvoir, VA: Defense Technical Information Center, January 2004. http://dx.doi.org/10.21236/ada461347.

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Jerome, Christian J., Amanda M. Howey, and Deborah R. Billings. Heuristic Evaluation of a User Interface for a Game-Based Simulation. Fort Belvoir, VA: Defense Technical Information Center, September 2007. http://dx.doi.org/10.21236/ada475444.

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Schmidt, Vincent A. User Interface Design Patterns. Fort Belvoir, VA: Defense Technical Information Center, July 2010. http://dx.doi.org/10.21236/ada530798.

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Chen, Jessie Y., Ellen C. Haas, Krishna Pillalamarri, and Catherine N. Jacobson. Human-Robot Interface: Issues in Operator Performance, Interface Design, and Technologies. Fort Belvoir, VA: Defense Technical Information Center, July 2006. http://dx.doi.org/10.21236/ada451379.

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O'Hara, John, and S. Fleger. Human-System Interface Design Review Guidelines. Office of Scientific and Technical Information (OSTI), July 2020. http://dx.doi.org/10.2172/1644018.

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Aldrich, C. H. Radar stimulator interface protocol, preliminary interface design and Doppler Beam Sharpening implementation. Office of Scientific and Technical Information (OSTI), June 1993. http://dx.doi.org/10.2172/10194448.

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Lunati, Jean-Michel, and Alexander I. Rudnicky. The Design of a Spoken Language Interface. Fort Belvoir, VA: Defense Technical Information Center, January 1990. http://dx.doi.org/10.21236/ada457799.

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Lane, Thomas G. A Design Space and Design Rules for User Interface Software Architecture. Fort Belvoir, VA: Defense Technical Information Center, November 1990. http://dx.doi.org/10.21236/ada237049.

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