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Journal articles on the topic 'Open-World Game'

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1

Rohan, Ukey Vipul Jambhulkar Sameer Gomkar Sameera Naaz Warsi Afreen Kausar Anukul R. Sharma Prof. Itrat Fatima. "Rise of Rebel." International Journal of Research in Computer & Information Technology 7, no. 2 (2022): 19–21. https://doi.org/10.5281/zenodo.6675969.

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The “Rise of Rebel” is an open-world RPG (role-playing game) game. Players will be able to play our protagonist “RON” similar to all RPG games, this game is also set in a virtual world full of mysteries. Rise of Rebel is an action-adventure game played from a third-person perspective.  The main objective of the game is to tell the stories of our protagonist as well as provide players an experience of all his adventures.  As the game is story-driven the objectives and mission in the game will be based on the problems and difficulties faced by our protagonist on
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Wilujeng, Panggio Restu, and Nurvita Wijayanti. "Religion Simulacrum in Open World Video Game." BELIEF: Sociology of Religion Journal 1, no. 2 (2023): 114. http://dx.doi.org/10.30983/belief.v1i2.7859.

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<em>Apart from being a medium for entertainment simulation, video games also provide a representation of the social world. Game industry developers always carry out research to provide socio-cultural, historical and philosophical system content to enrich the content in the game. The story background in video games aims to provide experiences and impressions for the players. This research aims to qualitatively explore forms of religious representation that are simulated in open world video games. So players can play role characters in the game to experience spirituality and religiosity. E
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Azzmi, Naufal, Lailatul Husniah, and Ali Sofyan Kholimi. "Island Generator pada Game Open world Menggunakan Algoritma Perlin noise." Jurnal Repositor 2, no. 7 (2020): 965. http://dx.doi.org/10.22219/repositor.v2i7.601.

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AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator unt
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Shree, Dr Tanu. "City Of Dreams: An Open-World Games." International Scientific Journal of Engineering and Management 03, no. 04 (2024): 1–9. http://dx.doi.org/10.55041/isjem01622.

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In recent years, the gaming industry has witnessed a remarkable evolution, with open-world games emerging as a dominant genre that captivates players with expansive virtual worlds, intricate narratives, and immersive gameplay experiences. Among these innovative titles, "City of Dreams" stands out as a pinnacle of open-world game design, offering players a richly detailed urban landscape to explore, inhabit, and shape according to their desires. This research paper provides a comprehensive analysis of "City of Dreams," examining its technical development, player engagement dynamics, societal im
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Kasianenko, Maksym, and Alla Nahirna. "Metric Quality Analysis in Open-World Video Games." NaUKMA Research Papers. Computer Science 7 (May 12, 2025): 18–24. https://doi.org/10.18523/2617-3808.2024.7.18-24.

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Video games are a very popular aspect of software engineering. However, they require a large time commitment and investment. Creating a modern video game requires a large budget. However, there is a significant risk of not recouping the investment if the game becomes a commercial failure. To ensure that the final product is high-quality, developers use different analytical tools, such as metrics.Despite being used for a long time, metrics still have a limited scope of application. All common metric analysis approaches focus on retaining the audience of an already released product. Moreover, th
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Min, Wookhee, Bradford Mott, Jonathan Rowe, et al. "Multimodal Goal Recognition in Open-World Digital Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (2021): 80–86. http://dx.doi.org/10.1609/aiide.v13i1.12939.

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Recent years have seen a growing interest in player modeling to create player-adaptive digital games. As a core player-modeling task, goal recognition aims to recognize players’ latent, high-level intentions in a non-invasive fashion to deliver goal-driven, tailored game experiences. This paper reports on an investigation of multimodal data streams that provide rich evidence about players’ goals. Two data streams, game event traces and player gaze traces, are utilized to devise goal recognition models from a corpus collected from an open-world serious game for science education. Empirical eval
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Wang, Yang. "Immersion in open-world games based on Grounded theory -- A case study of Genshin Impact." Transactions on Computer Science and Intelligent Systems Research 6 (October 17, 2024): 390–97. http://dx.doi.org/10.62051/9pdbz647.

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In recent years, with the expansion of the game market and the rapid growth of game users, the game market has great potential. At the same time, open world games are loved by the vast majority of users. [Purpose/Significance] Explore the factors that affect the immersion of players in open world games, drive the improvement of the quality of open world games, help improve the industrial ecology, and achieve richer functional values. [Research design/Methods] Taking the open world adventure role-playing game "Genshin Impact" as a case study, semi-structured interview was used to obtain first-h
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Zhai, Qirui. "AI-driven design and enhanced immersion in open-world games." Applied and Computational Engineering 64, no. 1 (2024): 208–16. http://dx.doi.org/10.54254/2755-2721/64/20241435.

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The essay conducts a systematic analysis of the present condition and difficulties faced by AI application in open-world games by means of a literature survey. The text delves into strategies and techniques for augmenting the level of immersion in games, expanding the interaction with non-player characters (NPCs), and advancing customized gaming experiences through the utilization of artificial intelligence (AI) technology. The ultimate objective is to augment players' self-awareness within games and investigate novel approaches to social interaction. In order to accomplish this objective, a n
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Cui, Tian-ju, and Chang-wook Lee. "A Study on the Personal Computer Game UI Design to Improve User Usability -Focusing on open world games-." Journal of Communication Design 84 (July 31, 2023): 328–43. https://doi.org/10.25111/jcd.2023.84.21.

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Feng, Zi Hang, and Dong Min Cho. "Impact of Dynamic Weather System on Game User Immersion in Open World Game Environment." Korean Society of Science & Art 42, no. 4 (2024): 709–20. http://dx.doi.org/10.17548/ksaf.2024.09.30.709.

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Gupta, Anisha, Dan Carpenter, Wookhee Min, Jonathan Rowe, Roger Azevedo, and James Lester. "Enhancing Multimodal Goal Recognition in Open-World Games with Natural Language Player Reflections." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 18, no. 1 (2022): 37–44. http://dx.doi.org/10.1609/aiide.v18i1.21945.

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Open-world games promote engagement by offering players a high degree of autonomy to explore expansive game worlds. Player goal recognition has been widely explored for modeling player behavior in open-world games by dynamically recognizing players’ goals using observations of in-game actions and locations. In educational open-world games, in-game reflection tools can help students reflect on their learning and plan their strategies for future gameplay. Data generated from students’ written reflections can serve as a source of evidence for modeling player goals. We present a multimodal goal re
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Cerny, Martin, Cyril Brom, Roman Bartak, and Martin Antos. "Spice It Up! Enriching Open World NPC Simulation Using Constraint Satisfaction." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 1 (2021): 16–22. http://dx.doi.org/10.1609/aiide.v10i1.12715.

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With more computing power available, video games may spare increasing amounts of processing time for AI. One prospective application of the newly available resources is the simulation of large amounts of non-player characters (NPCs) in open world games. While it is relatively easy to simulate simple behaviours of individual NPCs it is much more difficult to create meaningful interactions between the NPCs. However, without interaction, the world cannot look very alive. In this paper we present a technique that enriches the NPC simulation with pre-scripted situations - short sketches involving c
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Plch, Tomas, Matej Marko, Petr Ondracek, Martin Cerny, Jakub Gemrot, and Cyril Brom. "An AI System for Large Open Virtual World." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 10, no. 1 (2021): 44–51. http://dx.doi.org/10.1609/aiide.v10i1.12705.

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In recent years, computer games have reached unprecedented level of graphical fidelity to the real world. As the non-player characters (NPCs) in the game world look more and more realistic, players expect them to manifest believable behavior as well. This is accented especially in games that feature large open worlds, which players may explore freely and it is thus not possible to explicitly account for all possible player interactions. In this paper we focus mainly on ambient AI - the logic behind day to day behaviors of NPCs as they sleep, work and entertain themselves in the virtual world.
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Fang, Yingrong, Qitong Wang, and Wei Wang. "Aokana: A GPU-Driven Voxel Rendering Framework for Open World Games." Proceedings of the ACM on Computer Graphics and Interactive Techniques 8, no. 1 (2025): 1–17. https://doi.org/10.1145/3728299.

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Voxels are among the most popular 3D geometric representations today. Due to their intuitiveness and ease-of-editing, voxels have been widely adopted in stylized games and low-cost independent games. However, the high storage cost of voxels, along with the significant time overhead associated with large-scale voxel rendering, limits the further development of open-world voxel games. In this paper, we introduce Aokana , a GPU-Driven V o xel Rendering Framewor k for Ope n World G a mes. Aokana is based on a Sparse Voxel Directed Acyclic Graph (SVDAG). It incorporates a Level-of-Details (LOD) mec
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Kim, Yeo Jin, Alex Goslen, Jonathan Rowe, Bradford Mott, and James Lester. "Language Model-Based Player Goal Recognition in Open World Digital Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 19, no. 1 (2023): 75–85. http://dx.doi.org/10.1609/aiide.v19i1.27503.

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Devising models that reliably recognize player goals is a key challenge in creating player-adaptive games. Player goal recognition is the task of automatically recognizing the intent of a player from a sequence of observed player actions in a game environment. In open-world digital games, players often undertake suboptimal and varied sequences of actions to achieve goals, and the high degree of freedom afforded to players makes it challenging to identify sequential patterns that lead toward specific goals. To address these issues, we present a player goal recognition framework that utilizes a
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Warde-Brown, Ailbhe. "Waltzing on Rooftops and Cobblestones." Journal of Sound and Music in Games 2, no. 3 (2021): 34–55. http://dx.doi.org/10.1525/jsmg.2021.2.3.34.

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The relationship between music, sound, space, and time plays a crucial role in attempts to define the concept of “immersion” in video games. Isabella van Elferen’s ALI (affect-literacy-interaction) model for video game musical immersion offers one of the most integrated approaches to reading connections between sonic cues and the “magic circle” of gameplay. There are challenges, however, in systematically applying this primarily event-focused model to particular aspects of the “open-world” genre. Most notable is the dampening of narrative and ludic restrictions afforded by more intricately lay
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Chen, Yi-Chieh, Lin-Huan Hu, Wan Chen Lu, Jei-Zheng Wu, and Jiun-Jen Yang. "Multiple Criteria Decision-Making for Developing an International Game Participation Strategy: A Novel Application of the Data Envelopment Analysis (DEA) Two-Stage Efficiency Process." Mathematics 9, no. 14 (2021): 1700. http://dx.doi.org/10.3390/math9141700.

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Background: This study aims to develop an efficient future game participation strategy for teenaged athletes based on an analysis of the 2019 International Table Tennis Federation (ITTF) World Tour game expenditure efficiency and prize-winning efficiency. Methods: In this research, Chinese Taipei (TPE) players served as the main research subjects. The input and output categories were determined through a literature analysis. A two-stage efficiency process of data envelopment analysis (DEA) and Boston consulting group (BCG) matrix were applied in this study to facilitate the calculation. Result
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Maulana Arliansyah, Farhan, Iwan Rizal Setiawan, and Fathia Frazna Az-Zahra. "GAME EDUKASI OPEN WORLD PEMBELAJARAN TARIAN DI JAWA BARAT MENGGUNAKAN METODE GAME DEVELOPMENT LIFE CYCLE (GDLC)." JATI (Jurnal Mahasiswa Teknik Informatika) 8, no. 5 (2024): 10713–20. http://dx.doi.org/10.36040/jati.v8i5.11118.

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Perkembangan teknologi informasi dan komunikasi (TIK) telah mempengaruhi berbagai aspek kehidupan, termasuk pendidikan. Di Indonesia, yang memiliki keanekaragaman budaya yang kaya, Penelitian ini bertujuan untuk mengembangkan sebuah game edukasi dengan tema tarian tradisional Jawa Barat menggunakan metode Game Development Life Cycle (GDLC). Tujuan utamanya adalah memperkenalkan kekayaan budaya bangsa kepada anak-anak melalui platform game yang menarik dan interaktif. Dalam penelitian ini, game dikembangkan menggunakan Unity 3D dan bahasa pemrograman C#, dengan model 3D dan bersifat offline. Ga
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Camuñas-García, Daniel, María Pilar Cáceres-Reche, María de la Encarnación Cambil-Hernández, and Manuel Enrique Lorenzo-Martín. "Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games." Education Sciences 14, no. 4 (2024): 396. http://dx.doi.org/10.3390/educsci14040396.

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Video games have emerged as a promising tool for enhancing engagement with cultural heritage. However, there is limited knowledge about how existing games can effectively fulfill this role. This study compiled and analyzed 100 video games based on cultural heritage by adapting an existing framework that includes 10 game attributes for a comparative statistical analysis of the games’ engagement features. These features include narrative-driven gameplay, information capsules, task-driven learning, ease of play, identity-driven content, open-world exploration, people-centered perspectives, meanin
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Jones, Allen. "“Open World” Texts: A Framework for Analyzing Recombinatory Writing Games (RWGs)." European Conference on Games Based Learning 18, no. 1 (2024): 455–64. http://dx.doi.org/10.34190/ecgbl.18.1.2745.

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This paper uses a literary studies and game-based design approach to propose a theoretical framework for understanding, assessing, and designing recombinatory writing games (RWGs) as well as for establishing the relationship between RWGs and the larger category of creative writing games for reading (CWGR). Central to understanding this framework is the way RWGs integrate and develop Surrealist and Oulipo writing techniques (play, collaboration, juxtaposition, and constraint) to democratize traditional notions of Literature in order to create the inclusive, non-judgmental arena necessary to est
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Scacchi, Walt. "Modding as an Open Source Approach to Extending Computer Game Systems." International Journal of Open Source Software and Processes 3, no. 3 (2011): 36–47. http://dx.doi.org/10.4018/jossp.2011070103.

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This paper examines what is known about the role of open source software development within the world of game mods and modding practices. Game modding has become a leading method for developing games by customizing or creating Open Source Software extensions to game software in general, and particularly to proprietary closed source software games. What, why, and how OSS and closed source software come together within an application system is the subject for this study. Observational and qualitative is used to highlight current practices and issues that can be associated with software engineeri
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Celis Vargas, Alejandra, Georgios Papageorgiou, Rikke Magnussen, Birger Larsen, and Ingrid Mulder. "The Open Data Newsroom: A Game Approach for Developing Open Data Competencies in Elementary School." European Conference on Games Based Learning 18, no. 1 (2024): 197–206. http://dx.doi.org/10.34190/ecgbl.18.1.2637.

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Open Data refers to digital data that is made available to anyone with the legal and technical conditions to be freely used, reused, and redistributed. Although it has emerged as a new common with the potential to increase citizen participation and transparency, current literature suggests the lack of skills for managing data and participating in Open Data processes, as one of the main barriers to achieve these benefits. Integrating Open Data in school education has been recognized as key to fostering a larger community able to participate in Open Data ecosystems. This study showcases the desi
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Gómez-Maureira, Marcello A., Isabelle Kniestedt, Max van Duijn, Carolien Rieffe, and Aske Plaat. "Level Design Patterns That Invoke Curiosity-Driven Exploration." Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–32. http://dx.doi.org/10.1145/3474698.

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Video games frequently feature 'open world' environments, designed to motivate exploration. Level design patterns are implemented to invoke curiosity and to guide player behavior. However, evidence of the efficacy of such patterns has remained theoretical. This study presents an empirical study of how level design patterns impact curiosity-driven exploration in a 3D open-world video game. 254 participants played a game in an empirical study using a between-subjects factorial design, testing 4 variables: presence or absence of patterns, goal or open-ended, nature and alien aesthetic, and assure
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Li, Siqing. "Localization of Online Game Genshin Impact Based on Multimodal Analysis." Education, Language and Sociology Research 4, no. 4 (2023): p85. http://dx.doi.org/10.22158/elsr.v4n4p85.

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Genshin Impact (Yuan shen 原神), a fantasy-themed open-world action role-playing game, has been a runaway success since its initial release in September 2020, implying Chinese game is gaining popularity in the whole world. Genshin Impact achieves a major cultural export around the world owe to its successful game localization. Prior studies focused on analyzing the linguistic and visual modes. Therefore, the study analyzes how audio modes make effects on audio translation and linguistic translation in a case study of elemental skill dubbing for Zhongli and Xingqiu and inventive opera Divine Dams
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Ren, Ran. "Research on the Reasons for the Success of Genshin Impact." Communications in Humanities Research 5, no. 1 (2023): 285–89. http://dx.doi.org/10.54254/2753-7064/5/20230281.

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Genshin Impact has taken the gaming world by storm. Developed and published by miHoYo, this game has captured the attention of gamers worldwide with its stunning visuals, interesting storyline, and engaging gameplay. Genshin Impact is an open-world game that allows players to explore a vast world and interact with a variety of characters. The game also has very diverse mechanics, including combat, adventure, puzzle solving, character development, and more. Players need to constantly upgrade their character level, combat ability, and equipment level in order to better explore and complete quest
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Frelik, Paweł, Emmanuel Guardiola, Jussi Holopainen, and Roland Klemke. "Editorial." Journal of Gaming & Virtual Worlds 14, no. 1 (2022): 3–6. http://dx.doi.org/10.1386/jgvw_00047_2.

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This introduction opens a Special Issue devoted to Cyberpunk 2077 (2020), an open-world, action‐adventure roleplaying video game whose release has polarized players and critics alike for a number of reasons ranging from its technically problematic launch to the depth of the in-game world and its politics. The seven contributions to the issue illuminate Cyberpunk 2077’s multiple facets, focusing on it as an experience and a text.
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Drake, John, Alla Safonova, and Maxim Likhachev. "Towards Adaptability of Demonstration-Based Training of NPC Behavior." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (2021): 179–85. http://dx.doi.org/10.1609/aiide.v13i1.12949.

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Using demonstration to guide behavior generation for non-player characters (NPCs) is a challenging problem. Particularly, as new situations are encountered, demonstration records often do not closely correspond with the task at hand. Open-world games such as The Elder Scrolls V: Skyrim or Borderlands often reuse locations within the game world for multiple quests. In each new quest at each location, the particular configuration of game elements such as health packs, weapons, and enemies changes. In this paper, we present an approach that utilizes user demonstrations for generating NPC behavior
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Fu, Huiyao. "Analysis of “Justice Online” Mobile Game Based on Creative Communication Management Theory." SHS Web of Conferences 185 (2024): 03005. http://dx.doi.org/10.1051/shsconf/202418503005.

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2023, China’s mobile game market competition is very fierce, and an open world 3D martial arts action MMO mobile game "Justice Online" mobile game was officially launched on 30 June, and quickly stood out in a crowd of hand tour. Based on the creative communication management theory, this paper analyses the creative communication strategy of "Justice Online" mobile game from the participants of creative communication and the path of realization, and thinks about the inspiration of its success, so as to provide a reference for the game marketing communication.
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Retno, Sujacka. "Developing a Classic Turn-Based RPG: The Making of 'Waduh! Aku Pergi Ke Isekai' with RPG Maker MV." Gameology and Multimedia Expert 1, no. 4 (2024): 95. http://dx.doi.org/10.29103/game.v1i4.18854.

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The game "Waduh! Aku Pergi ke Isekai" is a classic Role Playing Game (RPG) developed using RPG Maker MV. It tells the story of a young man named Makecar who is suddenly summoned to another world by a Goddess to defeat a Demon God threatening the world's destruction. The game combines classic RPG elements such as a Standard Turn-Based battle system, open-world exploration, and a variety of main and side quests, offering players diverse gameplay experiences. RPG Maker MV was chosen for its ease of use, even for beginner developers, utilizing a graphical user interface and simplified JavaScript s
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Grosser, Michelle. "“Even Though It’s Completely Random”." Journal of Sound and Music in Games 5, no. 1 (2024): 62–82. http://dx.doi.org/10.1525/jsmg.2024.5.1.62.

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Typically, the role of non-diegetic music in video games is to set the environment, connect important gameplay events, serve as a transition between moments of action, provide the player with information about the game, and/or create meaning in game events. Games that are successful in these functional goals use music that is bound to player action and game context including setting, time, and location. Music in popular open-world games such as The Elder Scrolls V: Skyrim, Dark Souls, and The Legend of Zelda: Breath of the Wild all achieve their functional goals through their connection with p
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Ke, Zhong. "Marketing of games--Take Genshin Impact for example." BCP Business & Management 38 (March 2, 2023): 2442–48. http://dx.doi.org/10.54691/bcpbm.v38i.4118.

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Genshin impact is an open-world game that was released in September 2020 and has attracted a lot of foreign fans in the months since its launch. It has been included in the list of national key cultural export projects and is a successful case of Chinese cultural export. This article focuses on the capabilities of Genshin Impact's operating company and why the game is so popular with gamers. A game and its company are not perfect, so this article will also mention the problems of game promotion, solutions and suggestions. Now Chinese culture is going to the world, more and more people like Chi
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Prawadika Aji, Angga. "From Scorching Desert to Tropical Paradise: New Form of Video Game Orientalism in Far Cry 3." Jurnal Media dan Komunikasi Indonesia 2, no. 1 (2021): 73. http://dx.doi.org/10.22146/jmki.60739.

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This paper provides an analysis of different form of orientalism found in the third title of the popular Far Cry game series. The open world system offered by Far Cry 3 brings a new nuance in the discourse of orientalism in video games, especially within the context of military shooter game. It provides both opportunities and challenges for developers to build ‘world’ as real as possible for players to explore. This construction process often reflects the orientalism practices shown by game developers in describing Eastern society and culture. Through a variety of activities such as hunting, e
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Yu, Kristen. "Personalized Procedural Content Generation for Increased Player Agency." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 16, no. 1 (2020): 343–45. http://dx.doi.org/10.1609/aiide.v16i1.7456.

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My interest is in the intersection between AI directors, player modeling, and procedural content generation. Using a combination of these tools, I believe that we can expand the space of tellable stories to create a story that is completely driven by the player’s actions in the game. There are two use cases for this work. The first is adding additional content to an open-world game by letting the player influence the world after the main story is completed, which would help address the problem of replayability. The second is to allow the player to create a completely personalized story from th
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Khoiriyah, Laila Hafidhotul. "Well – Lit : Penciptaan Game Mix-Genre Adventure Puzzle 2D." Journal of Animation & Games Studies 2, no. 1 (2017): 69. http://dx.doi.org/10.24821/jags.v2i1.1414.

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Smartphone is currently a trend that is prevalent throughout the world because there are featur and attractive interfaces are offered, such as the operating system Android. Excess own Android operating system that provides an open platform or commonly referred to as open source for developers to create their own variety of millions of applications that will be used for a wide range of mobile devices. This has led to the development of applications based on the Android mobile phone game very quickly. One popular type of game is a platformer. There are so many bestselling platformer game even a
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Vuong, Quan-Hoang, Manh-Toan Ho, Viet-Phuong La, Tam-Tri Le, Thanh Huyen T. Nguyen, and Minh-Hoang Nguyen. "A Multinational Data Set of Game Players' Behaviors in a Virtual World and Environmental Perceptions." Data Intelligence 3, no. 4 (2021): 606–30. http://dx.doi.org/10.1162/dint_a_00111.

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Video gaming has been rising rapidly to become one of the primary entertainment media, especially during the COVID-19 pandemic. Playing video games has been reported to associate with many psychological and behavioral traits. However, little is known about the connections between game players' behaviors in the virtual environment and environmental perceptions. Thus, the current data set offers valuable resources regarding environmental worldviews and behaviors in the virtual world of 640 Animal Crossing: New Horizons (ACNH) game players from 29 countries around the globe. The data set consists
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Tomai, Emmett, Rosendo Salazar, and Roberto Flores. "Mimicking Humanlike Movement in Open World Games with Path-Relative Recursive Splines." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 1 (2021): 93–99. http://dx.doi.org/10.1609/aiide.v9i1.12692.

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In this paper we explore the use of recursive cubic Hermite splines to mimic human movement in open world games. Human-like movement in an open world environment has many characteristics that are not optimal or directed towards clear, discrete goals. Using data collected from a simple MMORPG-like game, we use our spline representation to model human player movements relative to corresponding optimal paths. Using this representation, we show that simple distributions can be used to estimate control parameters to generate human-like movement across a population of agents in a novel environment.
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Zhao, Yi. "Research on the Development Trends of Open-World Anime Games in the Chinese Market." Advances in Economics, Management and Political Sciences 128, no. 1 (2024): 31–36. https://doi.org/10.54254/2754-1169/2024.18261.

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With the continuous development of digital entertainment, open-world anime-style games have shown a significant growth trend in the Chinese market. This study focuses on analyzing the driving factors behind this phenomenon and its impact on the gaming industry, particularly how anime culture plays a role in game design and meeting player demands. Utilizing methods of literature review and market research, this paper delves into the characteristics of anime culture, the development of open-world games, and how their integration innovates the gaming experience, attracting a large number of playe
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Kabadayi, Abdülkadir. "CHANGING GAME PREFERENCES OF CHILDREN: EFFECTS OF COMPUTER GAMES ON CHILDREN." Actual Problems in the System of Education: General Secondary Education Institution – Pre-University Training – Higher Education Institution, no. 4 (July 2, 2024): 8–16. http://dx.doi.org/10.18372/2786-5487.1.18716.

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As children's play preferences increasingly gravitate toward computer games, it is essential to examine the multifaceted effects these games have on their development. Computer games offer interactive platforms that enhance cognitive skills such as problem-solving and decision-making. Yet, concerns arise over excessive gaming leading to attention issues and impulsivity. While some games foster social interaction and teamwork, others may expose children to cyberbully and inappropriate content. Emotionally, games can evoke empathy and engagement, but excessive exposure to intense content may des
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Prasetyo, Muhammad Adhithyas, Chandra Gelar Pamungkas, and Gayuh Budi Luhur. "Game Design For an Environmental-themed 2D Adventure Mobile Game." International Journal of Research and Applied Technology 2, no. 2 (2022): 49–57. http://dx.doi.org/10.34010/injuratech.v2i1.7950.

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Game is a game based on technology media, which is currently one of the entertainments today. The development of games has become a technology that can be felt, through computers to cellphones. One of the game media, namely mobile games, is an attraction for gamers (people who play games) now. Game makers are competing to make games interesting and useful for game lovers. The genres presented are also diverse, such as RPG, Open World, Horror, Puzzle, Sport, and others. At this time the design of the mobile game focuses on the slide type game, where the camera in the game moves right and left,
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Prasetyo, Muhammad Adhithyas, Chandra Gelar Pamungkas, and Gayuh Budi Luhur. "Game Design For an Environmental-themed 2D Adventure Mobile Game." International Journal of Research and Applied Technology 2, no. 2 (2022): 49–57. http://dx.doi.org/10.34010/injuratech.v2i2.7950.

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Game is a game based on technology media, which is currently one of the entertainments today. The development of games has become a technology that can be felt, through computers to cellphones. One of the game media, namely mobile games, is an attraction for gamers (people who play games) now. Game makers are competing to make games interesting and useful for game lovers. The genres presented are also diverse, such as RPG, Open World, Horror, Puzzle, Sport, and others. At this time the design of the mobile game focuses on the slide type game, where the camera in the game moves right and left,
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Yang, Ming, and Dong Min Cho. "A Fusion Study of User’s Loneliness in Open World Games - Focus on In-Game Elements and Player Types -." Korean Society of Science & Art 40, no. 2 (2022): 203–12. http://dx.doi.org/10.17548/ksaf.2022.03.30.203.

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Muhammad Rafli Aulia Rojani Lutfi, Humam Maulana Tsubasanofa Ramadhan, and Wahyu S. J. Saputra. "PENERAPAN KECERDASAN BUATAN DALAM PEMILIHAN ARTIFACT PADA GAME GENSHIN IMPACT DENGAN LOGIKA FUZZY TSUKAMOTO." JURNAL ILMIAH ILMU KOMPUTER 8, no. 2 (2022): 71–75. http://dx.doi.org/10.35329/jiik.v8i2.226.

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Genshin Impact adalah game yang bergenre open world action RPG (Role Playing Game), yang memungkinkan pemain untuk bebas menjelajah dunia dan meningkatkan kekuatan karakter mereka. Pada game ini pemain dapat memasangkan perlengkapan seperti senjata dan item yang disebut artifact pada karakter untuk meningkatkan kemampuan bertarung karakter. Bagi para pemula pemilihan perlengkapan yang tepat untuk karakter mereka akan terasa membingungkan, terutama ketika pemilihan artifact. Pada paper kali ini akan dibahas tentang penerapan kecerdasan buatan untuk membantu pemain dalam memilih artifact untuk k
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Sullivan, Anne, Sherol Chen, and Michael Mateas. "Integrating Drama Management into an Adventure Game." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, no. 1 (2021): 222–23. http://dx.doi.org/10.1609/aiide.v4i1.18703.

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Often, video game designers must choose between creating a linear experience, and designing an open world with many different story lines that fail to form a tightly crafted narrative arc. A drama manager (DM) can provide a solution to this dilemma. ADM monitors an interactive experience, such as a computer game, and intervenes to shape the global experience so that it satisfies the author's expressive goals without decreasing a player's interactive agency. In this demo we present the first integration of declarative optimization-based drama management (DODM) into an adventure-style dungeon ga
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Van Ooijen, Erik. "On the Brink of Virtual Extinction: Hunting and Killing Animals in Open World Video Games." Eludamos: Journal for Computer Game Culture 9, no. 1 (2018): 33–45. http://dx.doi.org/10.7557/23.6164.

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The article focuses on the underlying structures evaluating acts of violence against different bodies in games. Taking the hunting mechanics of open-world games as its point of discussion, it looks at how game design manifests procedural arguments on the ideological aspects of animal violence. Whereas there are instances of explicit violence in these games, the article argues that the explicitness of such depictions serves to emphasize the “messiness” of producing animal goods, thus impeding the “carnist” ideological view of meat as pure commodity. By considering how games distinguish humans f
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Pais, Pedro, David Gonçalves, Kathrin Gerling, Teresa Romão, Tiago Guerreiro, and André Rodrigues. "Promoting Family Play through Asymmetric Game Design." Proceedings of the ACM on Human-Computer Interaction 8, CSCW1 (2024): 1–24. http://dx.doi.org/10.1145/3637392.

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For families, where abilities, motivations, and availability vary widely, opportunities for intergenerational play are limited. Designing games that cater to these differences remains an open challenge. In this paper, we first identify barriers related with time and expertise. Next, we propose asymmetric game design and asynchronous play to reconcile children's and adults' requirements; and interdependent gameplay mechanics to foster real-world interactions. Following this approach, we designed a testbed game and conducted a mixed-methods remote study with six pairs of adult-child family membe
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Wolf, Mark J. P. "The experience and exploration of worlds in single-player video games." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (2021): 223–30. http://dx.doi.org/10.14746/i.2021.38.14.

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The author indicates a few of the most common experiences that are encountered, particularly in single-player open-world games where exploration of the world plays a large part of the enjoyment of a game. The experiences mentioned in the essay are: arrival in the world, the gaining of an objective, the revelation of the expansiveness of the world, the first contact with the world’s residents, world routines, travel to the world’s boundaries, and the completist’s exhaustion of the world when one has seen and experienced everything.
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Benabbou, Hamid, and Khddouj Karim. "Efficiency of Public Procurement Function in Moroocco." American Journal of Economics and Business Innovation 3, no. 2 (2024): 75–84. http://dx.doi.org/10.54536/ajebi.v3i2.2838.

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Public procurement, involving the public sector’s purchase of goods, services, or works from the pri-vate sector, accounts for 13-20% of global GDP (The World Bank, 2020). In Morocco, this sector rep-resents 17% of GDP (The World Bank, 2014) and is a crucial source of business for SMEs, which make up 95% of all businesses (Augier, Castel & El Malki, 2019). The efficiency of public procure-ment is a central issue in research due to its strategic, economic, and managerial impact (Kakwezi & Nyeko, 2019). While past research often focused on practical assessments (Flynn & Davis, 2014)
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Zhang, Yueyi. "Analysis of Player Attitudes and Behaviors towards Different Mobile Games based on Variance." Highlights in Science, Engineering and Technology 49 (May 21, 2023): 136–41. http://dx.doi.org/10.54097/hset.v49i.8493.

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This article is based on a survey of farm games, MOBA arena games, women's games, asymmetric arena games, and open world games, all of which are mobile games. The data were collected through questionnaires. This paper analyzed player data for Obi Island, King of Glory, Shinning Nikki, Identity V, and Genshin Impact using analysis of Variance, One-way analysis of variance, and Pearson Analysis of Variance. The net result is a majority of women. The open-world game was the only one of the five where more than half of the players were male. Women's games require less time per day, but cost the mo
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Wu, Miqi. "A Musical Analysis of The Legend of Zelda: Tears of the Kingdom." Highlights in Art and Design 10, no. 2 (2025): 15–21. https://doi.org/10.54097/w61dp068.

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As a seminal exemplar of open-world game design, The Legend of Zelda: Tears of the Kingdom achieves profound immersive experiences through its music system, which integrates dynamic interactivity, environmental storytelling, and emotional guidance. This study examines its acoustic characteristics through three analytical dimensions: spatial integration, interactive mechanics, and narrative functionality. The research demonstrates that the game’s music transcends conventional ambient utilities, functioning as an “invisible narrator” that actively contributes to world-building and gameplay mecha
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Kaniewska, Joanna. "The moon, the play and the end of history: A study of lunar temporality in Cyberpunk 2077." Journal of Gaming & Virtual Worlds 14, no. 1 (2022): 7–25. http://dx.doi.org/10.1386/jgvw_00048_1.

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This article aims to analyse the representation of the moon in the open-world action RPG Cyberpunk 2077, released by CD Projekt Red in 2020, and its influence on a experience of time during the play. A close reading of CD Projekt’s title suggests a non-mimetic, cinematic and subjective approach to time in the game. Additionally, in Night City, the moon does not change its appearance and remains in its full phase almost until the end of the game. It serves as a bridge between the pre-designed narrative and the ludic interactions with the open world, creating an experience unique to the medium o
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