Academic literature on the topic 'Non-digital game'

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Journal articles on the topic "Non-digital game"

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Mortenson, W. Ben, Andrew Sixsmith, and David Kaufman. "Non-Digital Game Playing by Older Adults." Canadian Journal on Aging / La Revue canadienne du vieillissement 36, no. 3 (2017): 342–50. http://dx.doi.org/10.1017/s0714980817000162.

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RÉSUMÉLes jeux sont une activité de loisirs importante qui peut contribuer à la qualité de vie et à l’interaction sociale. Bien qu’il y ait eu de nombreuses recherches sur les effets des jeux vidéo sur la cognition et le comportement, peu de recherches ont exploré des formes non-numériques de jeu qui ne nécessitent pas l’utilisation d’ordinateurs ou de systèmes de jeu, en particulier parmi les personnes âgées. Dans le cadre d’un plus grand sondage sur le jeu, 886 répondants masculins et féminins (≥ 55 ans) ont rempli des questionnaires sur jouant de jeux non-numériques. Les objectifs de l’étud
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Petri, Giani, Alejandro Calderón, Christiane Gresse von Wangenheim, Adriano Borgatto, and Mercedes Ruiz. "Games for Teaching Software Project Management: An Analysis of the Benefits of Digital and Non-Digital Games." JUCS - Journal of Universal Computer Science 24, no. (10) (2018): 1424–51. https://doi.org/10.3217/jucs-024-10-1424.

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Driven by the need to provide more hands-on opportunities to computing students, educational digital and non-digital games have been used as an instructional strategy for teaching Software Project Management (SPM). However, a question that arises is to which regard the expected benefits of these games are real. Thus, the objective of this study is to analyse the benefits of digital and non-digital games used for SPM education in order to evaluate their quality in terms of player experience and perceived learning adopting the MEEGA+ evaluation model. The analysis is based on data collected from
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Pratiwi, Andi Citra, Ahmad Ardillah Rahman, Haris Haris, Zakiyah Mar'ah, and Rughaya Salsabila. "Students’ Attitude toward A Non-Digital Game-Based Learning in English for Biology Course." KLASIKAL : JOURNAL OF EDUCATION, LANGUAGE TEACHING AND SCIENCE 5, no. 3 (2023): 630–38. https://doi.org/10.52208/klasikal.v5i3.1123.

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addresses the appeal of game-based learning for students. Despite the prevalence of game-based learning research, limited studies focus on non-digital approaches, particularly in English for Biology courses among English as a Foreign Language (EFL) learners in higher education settings. Accordingly, this quantitative descriptive study aims to fill the research gap by exploring undergraduate students' attitude towards non-digital game-based learning in an English for Biology course. The study, conducted at the Biology Education Department, Universitas Negeri Makassar, involves 64 students who e
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Ho, Shin-Jia, Yu-Shan Hsu, Chien-Hung Lai, Fong-Han Chen, and Ming-Hour Yang. "Applying Game-Based Experiential Learning to Comprehensive Sustainable Development-Based Education." Sustainability 14, no. 3 (2022): 1172. http://dx.doi.org/10.3390/su14031172.

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To promote the United Nations’ Sustainable Development Goals (SDGs), public awareness of the importance and urgency of sustainable development should be raised by providing relevant education programs. Although game-based learning has been confirmed to be one of the most effective routes to deepen public understanding of the SDGs and sustainable development in general, games for comprehensive sustainable development-based courses have yet to be popularized. Thus, we developed a game-based learning approach that delivers comprehensive conceptual information on SDGs. Based on Kolb’s theory of ex
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Anjuman Shaheen and Panagiotis Fotaris. "Enhancing Digital Game-Based Learning Through Reflective Game Design (RGD)." European Conference on Games Based Learning 18, no. 1 (2024): 1163–72. http://dx.doi.org/10.34190/ecgbl.18.1.3107.

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Reflective learning is an acknowledged and effective mode of acquiring knowledge in every domain. Ongoing studies indicate that digital games possess reflective characteristics that offer experiential learning, creating an immersive and secure environment for stealth learning. Such games empower learners to autonomously identify, explore, fail, and retry, fostering a dynamic learning process. The fundamental game elements such as user interface (UI), head-up displays (HUDs), maps, prompt messages, and social interactions inherently embody reflective attributes. This inherent reflective nature
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Debrenti, Edith. "Using Digital Game-Based Learning in Mathematics Education: A Case Study with Teacher Training Students." International Journal for Technology in Mathematics Education 31, no. 3 (2024): 153–62. http://dx.doi.org/10.1564/tme_v31.3.06.

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Using game-based learning (GBL) and digital game-based learning (DGBL) as a teaching and learning environment can be a pedagogical resource and a good strategy in the classroom to support mathematical learning (Santos et al.,2023). Even though primary school teachers are demonstrating strong preferences for using non-digital games instead of digital games to support mathematics instruction, much of the research review literature has focused on learning outcomes associated with digital mathematical games (Russo et al., 2024). In this paper, I conduct a quasi-experiment using an empirical action
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Palencsár, Enikő, and Szilvia Szilágyi. "Navigating the transition of a mathematical didactic game from tabletop to digital." Multidiszciplináris Tudományok 14, no. 2 (2024): 64–76. http://dx.doi.org/10.35925/j.multi.2024.2.7.

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Game-based learning is gaining prominence across various educational levels due to its ability to accommodate the preferences commonly exhibited by Generation Z students for visual and experiential learning. Game-based methods are applicable in digital platforms and traditional classroom settings alike, with digital GBL typically taking the form of immersive video games, while non-digital GBL is generally represented by tabletop games. This paper aims to provide an examination of the most significant advantages and drawbacks associated with digital and non-digital didactic games. Subsequently,
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Russo, James, Leicha Bragg, Toby Russo, and Michael Minas. "Identifying the Characteristics of Non-Digital Mathematical Games Most Valued by Educators." Education Sciences 13, no. 1 (2022): 30. http://dx.doi.org/10.3390/educsci13010030.

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Non-digital games are frequently used to support primary mathematics instruction. Moreover, we know from the literature that to increase the likelihood that a chosen mathematical game is educationally rich it should reflect specific principles, such as offering a balance between skill and luck and ensuring that a key mathematical focus is central to gameplay. However, there is limited research informing us, from a teacher’s perspective, of the specific characteristics of mathematical games that are most indicative of a game’s value for supporting learning, and the likelihood that teachers will
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Xie, Weihong, Diwen Zheng, Jianbin Luo, Zhong Wang, and Yongjian Wang. "Research of cooperation strategy of government-enterprise digital transformation based on differential game." Open Mathematics 20, no. 1 (2022): 791–808. http://dx.doi.org/10.1515/math-2022-0480.

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Abstract To cope with the development of digital economy, it is particularly important to discuss the digital transformation strategy of government-enterprise cooperation. Taking government and enterprise as game subjects, this paper constructs a game model of government subsidy behavior and enterprise digital transformation effort in the process of digital transformation based on differential game theory and studies different game strategies in noncooperative game, Stackelberg game, and cooperative game. The results show that (1) as an effective regulation mechanism, the government subsidy co
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Mohd. Yusof, Nurul Aqilah, and Masitah Shahrill. "The Effects of Non-Digital Game-Based Learning on Students’ Mathematical Perspectives and Achievements." Southeast Asian Mathematics Education Journal 11, no. 1 (2021): 25–40. http://dx.doi.org/10.46517/seamej.v11i1.113.

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The purpose of this study is to investigate the effectiveness of non-digital game-based learning approach by assessing the students’ achievement score differences of the pre-test with the post-test on the topic of multiplication and division with indices. A paired sample t-test was used to investigate whether there is a significant difference in the students’ achievements after implementing the non-digital game-based learning intervention. A total of 35 students from two Year 9 classes in one of the secondary schools in Brunei Darussalam were involved in the study. Another aim of this study is
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Dissertations / Theses on the topic "Non-digital game"

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Tjernberg, Wilmer. "Tabletop game player experience in the age of digitization : Social and material aspects of play." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-20134.

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This thesis explores physical and social aspects of playing tabletop games physically versus remotely. It also examines the experiences of contemporary players of tabletop games, with focus placed on play during the COVID-19 pandemic. The report begins with an explanation of tabletop games, including social and material aspects as examined in previous work. To explore the thesis’ problem area, several tabletop game players were interviewed, resulting in a number of recurring themes. The interview results suggest that social rituals and material aspects of tabletop games are highly important to
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Herbertsson, Anna, and Rosanna Johansson. "Does it matter?" Thesis, Blekinge Tekniska Högskola, Sektionen för planering och mediedesign, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4956.

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Swedish: Det här kandidatarbetet undersöker om karaktärer med icke-normativ sexualitet finns representerade i digitala spel och hur dessa framställs. Arbetet har även fokus på de reaktioner samhället har visat i samband med att spel som behandlar ämnet icke-normativ sexualitet kommit ut på marknaden. Syftet är att uppmärksamma och ge insikt om icke-normativ sexualitet som ämne och hur diskussionen av detta kan leda till en utveckling inom spelmediet. Informationen som användes för att undersöka ämnet och dess reaktioner finns sammanställt under ett forskningsmomentet, vilket sedan utvecklas ti
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Blomqvist, Anja. "Jag har inte tid att spela tevespel : En kvalitativ studie om icke-spelares syn på digitalt spelande." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-29584.

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This study explores possible contributing factors to why some people don’t engage in playing digital games. The purpose of this paper is to gain a deeper understanding of why they don’t participate in this activity. The objective was to examine the social aspect, the time facet and the technical requirement of mastery as hindering barriers. A strategic selection of eight participants was made in Stockholm between October 2015 and November 2015. Focus group discussion was chosen for its potential to get a rich data set and to get answers to questions that the respondents had no way to prepare a
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Souza, Erica Silvani. "Caracterização de um sistema digital de aquisição de imagens radiográficas utilizando nêutrons térmicos e raios gama para a inspeção de componentes mecânicos." Universidade do Estado do Rio de Janeiro, 2012. http://www.bdtd.uerj.br/tde_busca/arquivo.php?codArquivo=7458.

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Ensaio não destrutivo é uma ferramenta essencial quando um equipamento, dispositivo ou componente não pode ser submetido a procedimentos destrutivos ou invasivos devido a razões de segurança, alto custo ou outras restrições físicas ou logísticas. Dentro deste quadro radiografias por transmissão com raios gama e nêutrons térmicos são técnicas singulares para inspecionar um objeto e desvendar sua estrutura interna devido à capacidade de atravessar uma vasta gama de materiais utilizados na indústria. Grosso modo, raios gama são mais atenuados por materiais pesados enquanto nêutrons térmicos são m
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Tuğsal, Fatma Kübra. "Examination of primary school children's playing habits through digital puzzle games, and the impact of non-educational commercial puzzle games on the development of logical thinking in primary school children : An ethnographic case study with Supaplex." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-16176.

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Supaplex is a single player video-game released at the beginning of the 90's which known as a challenging puzzle game developed for MS-DOS and Amiga. Although Supaplex did not get an intense interest and did not become a "POP" icon like PacMan or Super Mario or Sonic during the 90's, it was quite popular among people who like puzzle games such as Boulder Dash. This paper aims to revive this nostalgic video-game and show if Supaplex help to improve the development of logical thinking in primary school children. This paper examines how can Supaplex effect on primary school children's way of deve
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Lefvedahl, Felicia. "Icke-verbala beteenden och uttryck hos icke-spelarkaraktärer inom datorspel : En studie kring icke-verbala uttrycks påverkan på icke-spelarkaraktärers trovärdighet." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-44945.

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Under de senaste decennierna har datorspel etablerats som ett legitimt forskningsområde. Inom denna forskning har den artificiella intelligensen (AI) varit av stort intresse framförallt i relation till de karaktärer inom spel som kallas för non-playable characters (NPC). Fokus har legat på att göra dessa karaktärer mer trovärdiga och på så sätt göra spel mer engagerande och potentiellt främja immersion. I och med detta bör alla aspekter av NPC:er utforskas för att säkerställa att alla bidragande faktorer har identifierats och kan därefter användas för att ytterligare utveckla dessa. Då social
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Hammad, Hayssam Mohammed Saber Abdallah. "Ownership and authorship in copyright law : a proposal to re-categorise works and a digital implementation." Thesis, University of Exeter, 2015. http://hdl.handle.net/10871/17636.

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The thesis argues that there is a pressure on the authorship concept since the emergence of collections of facts, anthologies, and adaptations of pre-existing works. These works were the reason that Judges offered various interpretations to authorship and originality, as some Judges lessened the requirement of originality to obtain copyrightability for these works and some raised it. This led to make the protection granted by copyright law to intellectual works vague and uncertain. This became apparent in conflicts in courts decisions on copyright subsistence in works. This subsequently led to
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Nicklin, Hannah. "First person theatre : how performative tactics and frameworks (re)emerging in the digital age are forming a new personal-as-political." Thesis, Loughborough University, 2014. https://dspace.lboro.ac.uk/2134/14579.

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This study sets out to explore first person theatre as a means of opening the individual to the problems of contemporary capitalism and its increasing pervasion of the personal in an era of embeddedness enabled by networked pervasive technology. Firstly setting out key definitions and a theoretical analysis of the problems of being in the digital age in chapter 1, and then setting this against the history of interaction in performance in chapter 2. The study then goes on (in chapters 3-5) to investigate three key aspects of first person performance as personal-as-political; sound and the city,
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Maia, Marta Gomes. "Atividades de competição como fator de aprendizagem em Geografia. Aplicação de jogos no 9º e 11º anos de escolaridade." Master's thesis, 2018. http://hdl.handle.net/10362/62907.

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Este relatório é o resultado da Prática de Ensino Supervisionada (PES) realizada no âmbito do Mestrado de Ensino da Geografia no 3º ciclo do Ensino Básico e no Ensino Secundário, da Faculdade de Ciências Socias e Humanas – Universidade Nova de Lisboa para a obtenção do grau de mestre. A Prática de Ensino Supervisionada (PES) realizou-se no ano letivo 2017/2018 na Escola Básica e Secundária de Alvide, sob a orientação do professor Doutor Miguel Inez Soares. O tema aplicado no decorrer do ano letivo, e exposto neste relatório, diz respeito à utilização de atividades de competição como fator de
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Books on the topic "Non-digital game"

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Brathwaite, Ms Brenda L., and Mr Ian Schreiber. Challenges for Games Designers: Non-Digital Exercises for Video Game Designers. Createspace Independent Publishing Platform, 2008.

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cárdenas, micha. Poetic Operations. Duke University Press, 2021. http://dx.doi.org/10.1215/9781478022275.

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In Poetic Operations artist and theorist micha cárdenas considers contemporary digital media, artwork, and poetry in order to articulate trans of color strategies for safety and survival. Drawing on decolonial theory, women of color feminism, media theory, and queer of color critique, cárdenas develops a method she calls algorithmic analysis. Understanding algorithms as sets of instructions designed to perform specific tasks (like a recipe), she breaks them into their component parts, called operations. By focusing on these operations, cárdenas identifies how trans and gender-non-conforming ar
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Weiss, Elon. NFT Revolution. Metaverse and NFTs for Beginners : Making Money with Non-Fungible Tokens: Invest in Top Metaverse Tokens, Games, and Digital Real Estate. Independently Published, 2021.

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Sarathy, Ravi. Enterprise Strategy for Blockchain. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/14085.001.0001.

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How companies can gain strategic advantage by developing blockchain capabilities. Blockchain is far more than cryptocurrency. Regarded for a decade as complex and with limited application, blockchain has now matured to be on the verge of fully realizing its disruptive potential. In Enterprise Strategy for Blockchain, business strategy expert Ravi Sarathy shows how companies can gain competitive advantage by developing and deploying blockchain capabilities. Sarathy explains what makes blockchain unique, including its capacities to eliminate intermediaries, guard against hackers, decentralize, a
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Paulo Guimarães, João. Experimental American Poetry and the New Organic Form. Bloomsbury Publishing Plc, 2025. https://doi.org/10.5040/9781350414914.

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Arguing that the 19th century concept of “living form” (the idea that, like an organism, a poem develops itself from within, according to an internal logic) is not, as some critics have argued, anathema to avant-garde writing, this book contends that the concept survived and flourished in the work of a number of contemporary experimental poets.Indebted to 19th century science, the notion of a “living form” endured throughout the 20th century and the poetic vanguard’s word games and collages mirrored the disjunctive frameworks that redefined how scientists made sense of life in the age of netwo
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Hopwood, Jennifer L. Best STEM Resources for NextGen Scientists. ABC-CLIO, LLC, 2015. http://dx.doi.org/10.5040/9798400617690.

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Intended to support the national initiative to strengthen learning in areas of science, technology, engineering, and mathematics, this book helps librarians who work with youth in school and public libraries to build better collections and more effectively use these collections through readers’ advisory and programming. A versatile and multi-faceted guide, Best STEM Resources for NextGen Scientists: The Essential Selection and User’s Guide serves as a readers’ advisory and collection development resource for youth services and school librarians seeking to bring STEM-related titles into their c
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Book chapters on the topic "Non-digital game"

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Torner, Evan. "The Separation of Analog and Digital Game Studies." In Historiographies of Game Studies. punctum books, 2025. https://doi.org/10.53288/0441.1.22.

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The essay speculates on underlying historical reasons for Game Studies’ relative neglect of non-digital or analog games in favor of digital games. Despite calls by leaders in the field to include non-digital games in their purview, the emphasis on digital games has taken root and produced a number of biases in research, hiring, teaching, and promotion. The reasons given for this oversight, despite a contemporary renaissance in analog games, are numerous. The 1980s Satanic Panic proved more a public-sphere detriment to hobbyist analog games than the 1990s anti-video-game-violence movement to vi
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Tagliamonte, Giovanni, and Yaochong Yang. "Isekai: Tracing Interactive Control in Non-interactive Media." In Paratextualizing Games. transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-015.

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Literary texts have played an essential role in the media environment of digital games since the 1970s. Giovanni Tagliamonte and Yaochong Yang explore the persistence of this close relationship in contemporary culture. The two contributions review the popular sub-genre of Isekai novels-their typical elements, their production cycles, their game logic, and protocological character-as well as two game adaptations of Isekai novels. They argue that Isekai novels, by adapting elements of Japanese Role-Playing Games (JRPG), are critical paratextualizations of game systems while the adaptations of th
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Laiti, Outi Kaarina. "Unveiling the Path." In Historiographies of Game Studies. punctum books, 2025. https://doi.org/10.53288/0441.1.18.

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In this chapter I explore how a Sámi worldview can be present, and how to employ Sámi methodologies, in the field of game studies. In this chapter I continue the work of Indigenous methodological thinkers and ground my work in the long line of Sámi dutkama máttut, the methodological thinkers in all the fields where Sámi research is present. This chapter is an autoethnographic description of how my research on Sámi digital games has reshaped game studies, and it is based on my field notes and reflections on the process that led to a doctoral dissertation in the field of Sámi game studies. By de
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Evans, Sarah. "Queer(ing) Game Studies: Reviewing Research on Digital Play and Non-normativity." In Queerness in Play. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-90542-6_2.

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Yildiz, Abdurrahim. "Gamification and Mobile Apps for Rehabilitation." In Complementary Medicine with New Approaches. Nobel Tip Kitabevleri, 2024. http://dx.doi.org/10.69860/nobel.9786053359418.5.

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The integration of gamification and mobile apps in rehabilitation offers a promising approach to enhance patient engagement and improve outcomes in physical therapy. Gamification, which involves incorporating game design elements into non-game contexts, has been shown to motivate patients by making rehabilitation exercises more engaging and enjoyable. Techniques such as immersive games, point systems, and personalized progress tracking can help reduce hospital stays and encourage self-management. Mobile apps further complement these efforts by providing convenient, flexible, and interactive pl
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Casiano, Princess Krizzle M., Bernadeth A. Encarnacion, Shania H. Jaafar, and Ericson O. Alieto. "Digital-Game-Based Language Learning: An Exploration of Attitudes Among Teacher Aspirants in a Non-metropolitan Area." In Proceedings of Third International Conference on Computing and Communication Networks. Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-97-0892-5_34.

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Zhao, Yan, and Gideon Kinnah. "Sino-Ghana Collaboration on Cryptocurrency: Practices and Implications." In China-Africa Science, Technology and Innovation Collaboration. Springer Nature Singapore, 2024. http://dx.doi.org/10.1007/978-981-97-4576-0_22.

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AbstractThe proliferation of digital transformation through the Internet of Things has sparked the emergence of cryptocurrencies and elicited varied perspectives in both developed and developing countries. Ghana has imposed restrictions on the use and trading of cryptocurrencies, prompting ambiguities, uncertainties, and implications beyond the cryptocurrency world. Despite this, Ghana positions itself as a major player in the digital transformation of the African continent, both in mobile payment solutions and cryptocurrency. Given the long-standing Sino-Africa relationship, we examine the po
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Ibrahim, Dr Yasmin. "politics of gaze: non-stop capture and consumption on digital media." In Politics of Gaze. Routledge, 2019. http://dx.doi.org/10.4324/9780429402142-1.

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Buchem, Ilona, Lukas Brömmling, and Niklas Bäcker. "“NAO Says”: Designing and Evaluating Multimodal Playful Interactions with the Humanoid Robot NAO." In Digital Interaction and Machine Intelligence. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-37649-8_14.

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AbstractNAO is a small humanoid robot which affords multimodal interaction through speech, non-verbal sounds, visual pattern recognition, gestures and touch. NAO can be animated to move its head, arms, legs in space and to manifest emotional reactions through dialogue, sounds, body movements and light effects. This paper reports on the design, implementation, play-testing and evaluation of a multimodal, playful interaction with NAO in two pre-studies and one pilot study with altogether 209 participants of all age groups. The application “NAO says” was designed based on the popular imitation ga
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Voulgari, Iro, and Georgios N. Yannakakis. "Digital Games in Non-formal and Informal Learning Practices for Science Learning: A Case Study." In Lecture Notes in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34350-7_52.

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Conference papers on the topic "Non-digital game"

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Anis, Khadijah, Alias Masek, Muhammad Nurtanto, Nur Kholifah, Nurhidayati, and Mustofa Abi Hamid. "Development of ProSkiND Problem-solving Framework-based on Non-Digital Games for Preschool Children." In 2024 International Conference on TVET Excellence & Development (ICTeD). IEEE, 2024. https://doi.org/10.1109/icted62334.2024.10844617.

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Souza, Joana Gabriela R. de, Marcos Vinicius C. Pacheco, and Raquel Oliveira Prates. "Extensibility Analysis of Game Engines for Building Simplified Game Development Interfaces." In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2024. https://doi.org/10.5753/sbgames_estendido.2024.241329.

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Creating video games requires a multidisciplinary team and specialized tools for graphics and interaction mechanisms. While games are valuable educational tools, game engines are often too complex for non-programmers. Simplified design tools democratize game development for educators. This study aims to support Brazilian elementary school teachers by analyzing game engines for customization possibilities and developing a prototype authoring tool to create digital educational games quickly.
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Redder, Benjamin Dorrington. "Revitalising of History through Historical Games in the Digital Era: An opening provocation into teaching history through multimodality." In Te Puna Aurei LearnFest 2022. Cardiff University Press, 2024. http://dx.doi.org/10.18573/conf2.i.

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This chapter advances multimodality in expanding historical game education research and application of historical video games for the teaching of history within secondary schools and tertiary institutions. A multimodal focus on historical representations encased in historical gameplay sequences and game developer integrations of digital and non-digital historical research methods and sources informing game design in development of a game’s historical world comprise some of the innovative areas within this contribution in exploring the possibilities of history teachers using historical games as
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Aleksić, Veljko. "Using Artificial Intelligence Concepts to Design Non-Playable Characters in Road Traffic Safety Games." In Proceedings TIЕ 2024. University of Kragujevac, Faculty of Technical Sciences, Čačak, 2024. http://dx.doi.org/10.46793/tie24.239a.

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The integration of artificial intelligence concepts into digital games design has revolutionized the gaming industry. Among other elements, artificial intelligence significantly influenced modern gameplay mechanics, elevated player experiences, and streamlined game development processes. Road traffic safety driving simulation games are an emerging educational tool aimed at improving road safety awareness and skills among drivers. A critical component of these games is the AI-driven Non-Playable Characters (e.g., NPCs) that expand dynamic and immersive gameplay experience by exhibiting various
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Vasilateanu, Andrei, Sebastian Wyrazic, and Bujor ionel Pavaloiu. "A SCIENCE FICTION SERIOUS GAME FOR LEARNING PROGRAMMING LANGUAGES." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-082.

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The paper presents a serious game, implemented as a software application, aimed towards beginner programmers with the purpose of teaching programming languages fundamentals. The application is a top-down 2D game combining elements from the shooter and strategy (particularly tower defense) genres, with high-level visual programming elements, giving it an educational component. The user creates the scripts in a visual manner, creating the flow of scripting elements then programming each element. Serious games are games which are designed and developed without having entertainment as their main p
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Putz, Thomas. "THE PROJECT LABOUR MARKET IN TOUCH: NEW NON-ROUTINE SKILLS VIA MOBILE GAME-BASED LEARNING." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-150.

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The project Labour Market in Touch: new non-routine skills via mobile game-based learning is implemented from November 2010 until October 2012, involves people from 8 project partners in 7 European countries (SE, LT, IT, UK, FR, AT, BG), enables nearly 1600 person-days resources, involves more than 600 employees in more than 100 SME all over Europe is supported by the EC in the Lifelong Learning Programme . This 2 years project aims to spread an innovative approach enabling new generations of workers from business services SMEs to develop their crucial non-routine skills via mobile Learning. O
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Kaufman, Geoff, and Mary Flanagan. "Playing the System: Comparing the Efficacy and Impact of Digital and Non-Digital Versions of a Collaborative Strategy Game." In Proceedings of DiGRA/FDG 2016 Conference. Digitial Games Research Association DiGRA, 2016. https://doi.org/10.26503/dl.v2016i1.795.

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Panopoulou, Eleni, and Stavros Vassos. "AI-assisted Serious Games: Interrogating an Avatar in Virtual Reality." In Emerging Tech Conference Edge Intelligence 2022. Hellenic Emerging Technology Industry Association, 2025. https://doi.org/10.63438/qren9612.

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Cutting-edge technologies such as Virtual Reality and Artificial Intelligence have helped elevate the digital storytelling and gaming experience. Consequently, serious games emerged as a powerful alternative to traditional classroom-based learning in various sectors including the law enforcement sector. In this context, the LAW-GAME project develops a social AI-powered VR game platform targeting specifically the training needs of Law Enforcement Agencies (LEAs). Focusing on one of the platform’s gaming modes, namely the Police Interrogation, this paper explores the implications of implementing
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Santos, Alysson Diniz dos, Felipe Rocha de Aquino, Lara Sucupira Furtado, Ticiana Coelho da Silva, and Lívia Cruz. "Gamification and civic engagement in digital government applications: a review." In Workshop de Computação Aplicada em Governo Eletrônico. Sociedade Brasileira da Computação, 2021. http://dx.doi.org/10.5753/wcge.2021.15986.

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In the context of Human Computer Interaction, engagement might be seen as a reflection of users' involvement and interaction with a digital system. To digital government initiatives, civic engagement refers to the ways in which citizens participate in the life of a community, in order to improve conditions for others or to help shape the communitys future. Recent studies have approached civic engagement harnessed by gamification, i.e. the adoption of game elements in non-game contexts. In this context, the goal of this research is to investigate which gamification studies and features have bee
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Souza, Gregory Lauar e., Flávio Henrique Batista de Souza, Marconi Augusto Aguiar dos Reis, et al. "Gamification as a Neurology Teaching Method." In XIII Congresso Paulista de Neurologia. Zeppelini Editorial e Comunicação, 2021. http://dx.doi.org/10.5327/1516-3180.295.

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Background: Digital games play an important role in the learning process, and are used to teach languages and train surgeons. Based on theoretical frameworks that prove the relevance of games in teaching, we began developing a computer game that simulates a hospital, so that medical students could analyze clinical cases from different areas of medical science, including neurology, while playing a game. Objectives: Create a game to teach medicine in a ludic manner. Design and Setting: The game is being developed by Doctors, Programmers, Engineers, students of Medicine, Information Technology (I
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Reports on the topic "Non-digital game"

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Keogh, Brendan, Dan Golding, and Taylor Hardwick. Australian Music and Games 2023 Benchmark. Queensland University of Technology and Swinburne University of Technology, 2023. http://dx.doi.org/10.5204/rep.eprints.243139.

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Digital games are a global cultural force, of which music is a foundational aspect. Music is crucial for digital games to develop atmosphere, convey narratives, and frame player interactions. At the same time, digital games provide musicians exciting new opportunities to experiment with dynamic, adaptive, and non-linear music structures. However, writing, producing, licensing, and implementing music for digital games also poses new challenges to existing screen music practices and business models. This benchmark is the first ever investigation into the scope and scale of Australia’s game music
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Pavarini, Gabriela, Emma Reay, and Lindsay Smith. Ethical implications of applied digital gaming interventions for mental health: a systematic review and critical appraisal. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, 2023. http://dx.doi.org/10.37766/inplasy2023.3.0035.

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Review question / Objective: What are the ethical and practical considerations of gaming interventions in mental health? What existing viewpoint, commentary or theoretical points have been made in the literature regarding ethical issues in the development of serious games? What benefits and risks of games development in mental health are discussed in the literature? How are the core healthcare ethical principles of beneficence, non-maleficence, autonomy and justice discussed as relating to applied games in mental health? How might this information inform future thinking regarding the ethical d
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