Academic literature on the topic 'Video game design'

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Journal articles on the topic "Video game design"

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Capasso-Ballesteros, Italo Felipe, and Fernando De la Rosa-Rosero. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. http://dx.doi.org/10.17533/udea.redin.20200369.

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Machinations Ruleset Generator (MaruGen) is a semi-automatic system for the generation of mechanics, rules, spaces (environments), and missions for video games. The objective of this system is to offer an expression mechanism for the video game designer role based on the definition of rules, and the ability to explore the concepts of progression and emergence in video games by using a formal, usable, and defined tool to design games with innovative and complex elements, and behaviors defined from combinations of basic elements. Based on the expressed designs and with the participation of programmers and video game artists, MaruGen allows the generation of agile video game prototypes in the Unity game engine. These prototypes can be analyzed by the entire workgroup to look for games with diverse complexities that make them attractive to their users. MaruGen is based on the expression of rules on elements of interest in video games and the rewriting mechanism using L-Systems for the generation of procedural content. MaruGen was evaluated in the construction of the Cubic Explorer video game and tested by gamers and video game developers during the Game Jam Ludum Dare 38.
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Fernandez-Luque, L., T. Tøllefsen, and E. Brox. "Healthy Gaming – Video Game Design to promote Health." Applied Clinical Informatics 02, no. 02 (2011): 128–42. http://dx.doi.org/10.4338/aci-2010-10-r-0060.

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Summary Background: There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective: The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods: Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results: The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion: There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.
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Chandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (August 13, 2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.

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Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult to systematically derive novel systems and interaction designs based on these results. We review the emerging cognitive mechanism known as common coding (which proposes a common neural representation connecting execution, perception and imagination of movements), and outline how this mechanism could provide an integrated account of the cognitive effects of video games. We then illustrate, using two ongoing projects, how novel video game interaction designs could be derived by extending common coding theory.
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Charrieras, Damien, and Nevena Ivanova. "Emergence in video game production: Video game engines as technical individuals." Social Science Information 55, no. 3 (July 9, 2016): 337–56. http://dx.doi.org/10.1177/0539018416642056.

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This article is interested in the creative practices in video game production. More specifically, the research focuses on the ways in which the use of game engines – a toolkit that offers a set of functionalities to automatize the handling of a range of processes (graphics, sound, game physics, networks, artificial Intelligence) – make possible or impossible certain forms of emergences in video games production. The manipulation of objects in these game engines is done according to a certain programming paradigm. Two main programming paradigms currently govern the internal design of game engines: object-oriented/inheritance-based deep-class hierarchical design and component-based data-driven design. We will describe how different programming paradigms lend themselves to certain affordances to explore the ways in which game workers can interface with game engines. We will use the framework developed by Gilbert Simondon on the artisanal and industrial stage or mode of production. This will enable a better understanding of the technogenesis of different kinds of game engines and the ways in which they can be conceptualized as technical individuals enduring through their associated milieus. This way of describing game engines emphasizes non-anthropocentric forms of creativity and specific modalities of emergent techno-human processes that are too often underestimated in various accounts of cultural production processes.
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Weintrop, David, Nathan Holbert, Michael S. Horn, and Uri Wilensky. "Computational Thinking in Constructionist Video Games." International Journal of Game-Based Learning 6, no. 1 (January 2016): 1–17. http://dx.doi.org/10.4018/ijgbl.2016010101.

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Video games offer an exciting opportunity for learners to engage in computational thinking in informal contexts. This paper describes a genre of learning environments called constructionist video games that are especially well suited for developing learners' computational thinking skills. These games blend features of conventional video games with learning and design theory from the constructionist tradition, making the construction of in-game artifacts the core activity of gameplay. Along with defining the constructionist video game, the authors present three design principles central to thier conception of the genre: the construction of personally meaningful computational artifacts, the centrality of powerful ideas, and the opportunity for learner-directed exploration. Using studies conducted with two constructionist video games, the authors show how players used in-game construction tools to design complex artifacts as part of game play, and highlight the computational thinking strategies they engaged in to overcome game challenges.
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Strååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (October 2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.

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Usability evaluation tools in the form of heuristic lists can be very helpful in software development. In the field of video game design, researchers are continuously developing new heuristic tools aimed specifically at video game productions. However, through previous studies, the authors have found that even though these tools are frequent and common, design issues regularly appear in video games. This study examines whether video game heuristics are able to capture and evaluate softer values of video game interaction, based on the challenges, flow and immersion of gameplay. By conducting a heuristic evaluation on low scoring and high scoring games the authors manage to show which kind of design issues are most frequent in both high and low scoring games. As a further result of the study, two new heuristics are presented.
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Wilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (May 2005): 109–22. http://dx.doi.org/10.1177/1329878x0511500111.

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Though many video games scholars and journalists tend to train their sights on ‘big gaming’, there is a vibrant and varied sector of independent game design, production and distribution. Indie gaming is not a unitary field and, as well as producing a diverse range of games, indie designers occupy a range of positions vis-à-vis mainstream video gaming. Therefore, while this article gives examples of this diversity, it is by no means an exhaustive account. Industry watchers and events are together suggesting that low-cost, independent modes of production will become increasingly important and prevalent in the immediate future. Scholars and practitioners alike will do well to understand the historical trajectories of indie design, and to keep pace with its present and future diversity.
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Prena, Kelsey, and John L. Sherry. "Parental perspectives on video game genre preferences and motivations of children with Down syndrome." Journal of Enabling Technologies 12, no. 1 (March 19, 2018): 1–9. http://dx.doi.org/10.1108/jet-08-2017-0034.

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Purpose Video games have the potential to improve brain plasticity in people with Down syndrome. However, little has been done to understand video game preferences in this population. The purpose of this paper is to describe a brief exploration of video game preferences in children with Down syndrome. Design/methodology/approach An online survey was used to collect information from parents of children with Down syndrome about their child’s favorite video games and why they like video games. Findings Children with Down syndrome, as reported by their parents, most frequently play action/adventure games, and have several motivating factors for game play including overcoming challenges to gain reward and having fun engaging in the game world. Research limitations/implications The current study only recruited from a small sample of the Down syndrome population and therefore may lack generalizability. Practical implications Gaining a better understanding of which aspects of video games appeal to children with Down syndrome. Knowing what they prefer will enable us to design games that are engaging and cognitively beneficial. Originality/value This paper proposes the importance of video game play to promote development in children with Down syndrome.
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Wolf, Mark J. P. "Assessing Interactivity in Video Game Design." Mechademia 1, no. 1 (2006): 78–85. http://dx.doi.org/10.1353/mec.0.0095.

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Chiapello, Laureline. "L’apport des théories du design aux game studies : nouvelles perspectives en design de jeux vidéo." RACAR : Revue d'art canadienne 40, no. 2 (March 3, 2016): 101–14. http://dx.doi.org/10.7202/1035399ar.

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At a time when the video game industry is booming in Canada and game studies departments begin to emerge in universities, this article assesses the evolution of video game design theories. These can be considered as the combination of two worlds, design theories and video game studies, a union that seems largely under-examined. Using a theoretical model drawn from design theory, namely “the eclipse of the object,” this article reveals similarities between design and video game design theories. It argues that the parallels that can be drawn between these theories constitute the basis for a shared theoretical outlook. Building on this commonality, this paper concludes with some suggestions concerning research, pedagogy, and the video gaming industry that aim at unifying these two domains.
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Dissertations / Theses on the topic "Video game design"

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Asad, Mariam. "Making it difficult: modernist poetry as applied to game design analysis." Thesis, Georgia Institute of Technology, 2011. http://hdl.handle.net/1853/39617.

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The process of reading a modernist poem is just as much a process of deconstructing it: the language is designed to make meaning through inefficient means, like the aforementioned fragmentation and assemblage. The reader must decode the text. This is what I want to extract as a point of entry to my videogame analysis. The process of reading is not unlike the process of playing. Instead of linguistic structures, a player must navigate a game‟s internal rule system. The pleasure for both the reader and player comes from decoding the poem and game, respectively. I am not making claims that relationships between modernist poetry and videogames are inherent or innate. Similarly, I am not providing a framework to apply one medium to the other. Instead I want to investigate how each medium uses its affordances to take advantage of its potential for creative expression. I do not consider poetry or literature to be superior to videogames, nor am I invoking the argument that videogames should imitate earlier media. My goal is to compare specific modernist poems and videogames to see how each medium makes meaning through its respective processes.
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Warden, James. "Senses, Perception, and Video Gaming: Design of a College for Video Game Design and Production." Cincinnati, Ohio : University of Cincinnati, 2005. http://www.ohiolink.edu/etd/view.cgi?acc%5Fnum=ucin1116113863.

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Bomström, H. (Henri). "Improving video game designer workflow in procedural content generation-based game design:a design science approach." Master's thesis, University of Oulu, 2018. http://urn.fi/URN:NBN:fi:oulu-201812063237.

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The time and money spent on video games are rapidly increasing, as the annual U.S game industry consumer spending has reached 23.5 billion dollars. The cost of producing video game content has grown in accordance with the consumer demand. Artificial intelligence (AI) has been suggested as a way to scale production costs with the demand. In addition to lowering content production costs, AI enables the creation of new forms of gameplay that are not possible with the current toolbox of the industry. The utilization of AI in game design is currently difficult, as it requires both theoretical knowledge and practical expertise. This thesis improved game designer workflow in PCG-based game design by explicating the necessary theoretical frameworks and practical steps needed to adopt AI-based practices in game design. Game designer workflow in PCG-based game design was improved by utilizing the design science research method (DSR). The constructed artefact was determined to be a method in accordance with the DSR knowledge contribution framework, and it was evaluated by using the Quick & Simple strategy from the FEDS framework. The risks related to artefact construction were assessed in accordance with the RMF4DSR framework. The metrics used to measure the performance of the artefact were determined by employing the GQM framework. Finally, the proposed method was evaluated by following it in constructing a simple PCG-based game with an accompanying AI system. The evaluation was performed by utilizing the FEDS framework in an artificial setting. After gathering and analysing the data from the artefact construction and evaluation, the method was modified to address its shortcomings. The produced design method is the main contribution of this thesis. The proposed method lowers the threshold for adopting PCG-based game design practices, and it helps designers, developers, and researchers by creating concrete and actionable steps to follow. The necessary theoretical frameworks and decision points are presented in a single method that demystifies the process of designing PCG-based games. Additional theoretical knowledge has been contributed by studying the topic from a practical perspective and extracting requirements from an actual design process. The method can be used as a practical cookbook for PCG-based projects and as a theoretical base for further studies on PCG-based game design. Future research tasks include evaluating the proposed method in an organizational context with real users. An organizational context also warrants means to managing risks in PCG-based game design projects. Finally, generator evaluation and explicit guidance on generator control are important future research topics.
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Bahari, Hanif. "Observation : A prosocial video game on the way of social integration." Thesis, Mittuniversitetet, Avdelningen för design, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:miun:diva-31139.

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The vision of this project is to prevent prejudice which comes from wrong stereotypes. The goal is to design a pro-social video game by which people are informed through observation, hence stereotypes will be eliminated. Questionnaire was made and published on social media. The test game with same character was made and published in iTunes and after receiving feedbacks, technical problems were fixed.
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Eksi, Murat, and Markus Pihl. "Video Game Network Analysis : A Study on Tooling Design." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-276768.

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Crackshell is an indie game studio situated in Stockholm. They released particular iterations of a game called Hammerwatch, which is developed with their in-house game engine and they are still working to extend both the Hammerwatch and the game engine. Hammerwatch is a rogue-like multiplayer game played by up to four players in a single session by using peer to-peer network topology. These days, Hammerwatch has gotten significantly popular and the planned features have led the team to question of whether their network utilization is performant and in what ways they can improve this utilization. Even though they the are ones who implemented the network part of Hammerwatch, they don’t exactly have an understanding of the underlying behavior of the utilization, nor they have any way to analyze it currently. This project is aimed to design and implement a proper tooling implementation for their data analysis needs by identifying the network topology, datastructures, extraction, storage and providing an environment that is easy to analyze the network utilization. In order to achieve this aim, an iterative approach through design thinking has been conducted with Crackshell. In this regard, there were certain decisions to be made in accordance with the constraints and the purpose of the tooling, which is defined with the help of Crackshell by the conducted workshops as a module of the design thinking approach. The above-mentioned strategy allowed a swift understanding of the problemthat led the tooling to be approved as both helpful and easy-to-use by Crackshell. The data analysis tool was implemented by using a local data extraction solution, MongoDB and Jupyter Notebook in Python together with extensions that helped further with the analysis of the collected data. The results of the data analysis deemed itself as a significant success, where problems such as the game events being sent unnecessarily frequently, stale data issues, caching opportunities, and potential data clustering issues in network packets were pointed out. Crackshell was happy with the provided ability to look at their network utilization in a detailed manner, which led them to use the implemented tooling for further analysis as Hammerwatch is kept developing.
Crackshell är en indie-spelstudio belägen i Stockholm. De har släppt ett antal spel som heter Hammerwatch, vilket är utvecklat med sin egen spelmotor. Hammerwatch och dess spelmotor utvecklas fortfarande kontinuerligt. Det är ett rogue-liknande multiplayer-spel som spelas av upp till fyra spelare i en enda session med hjälp av peer-to-peer-nätverkstopologi. Hammerwatch blev snabbt populärt och de planerade funktionerna har lett teamet till en fråga om deras nätverksanvändning är effektiv ur prestandasynpunkt och på vilka sätt de kan förbättra den. Även om det är de som implementerade nätverksdelen av Hammerwatch, har de inte exakt en förståelse för det underliggande beteendet hos nätverkskommunikationen, och de har inte heller något sätt att analysera det för närvarande.Detta projekt syftade till att utforma och implementera verktyg för att dataanalys genom att identifiera nätverkstopologi, datastrukturer, extraktion, lagring och tillhandahålla en miljö som gör det lätt att analysera nätverksanvändningen. För att uppnå detta mål valdes en iterativ metod baserad på “design thinking” denna genomfördes tillsammans med Crackshell. Under designfasen fattades beslut kring begränsningar och syfte med verktyget.Ovan nämnda strategi möjliggjorde en snabb förståelse av problemet som ledde till utvecklandet av ett verktyg som både godkänts som användbart och lätt att använda av Crackshell. Dataanalysverktyget implementerades med hjälp av en lokal lösning för utvinning av data, MongoDB och Jupyter Notebook i Python tillsammans med tillägg som hjälpte till vidare med analysen av insamlade data.Resultaten av dataanalysen löste in sig som en betydande framgång, där problem som spelhändelser som skickades onödigt ofta, data som var gammal när den nådde fram, cachemöjligheter och potentiella problem med datakluster i nätverkspaket kunde hittas. Crackshell var nöjd med resultatet och nya förmågan att titta på deras nätverksanvändning på ett detaljerat sätt. De kommer kunna använda det utvecklade verktyget till framtida analyser vid fortsatt vidareutveckling av spelmotorn.
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Gartland, Connor. "Making Mori: Emotional Depth and the Art of Video Games." Ohio University Honors Tutorial College / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1400681933.

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Kestner, Randolph. "The Impact and Creation of Level Music for Video Games." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/326.

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This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.
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Braaf, Adele. "A grounded theory for active video game design to promote gamer engagement and immersion." Thesis, Cape Peninsula University of Technology, 2017. http://hdl.handle.net/20.500.11838/2724.

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Thesis (MTech (Information Technology)--Cape Peninsula University of Technology, 2017.
Active Video Games (AVGs) are a form of video games that rely on gamer motion as the main source of interaction between the AVG and the player. These AVGs serve a number of purposes, such as medical rehabilitation, education, social development, and motor skill development, among others. Prolonged play of AVGs is not sustainable as gamers lose interest in playing AVGs after the initial period of acquiring them. Therefore, the following research question was posed: “What design factors contribute to an engaged and immersed AVG experience?” The aim was to explore the inhibiting and enhancing factors influencing engagement and immersion among AVG gamers, as well as to develop a theory of AVG design. Constructivist Grounded Theory (CGT) was used as the methodology to carry out this study, which adopted an inductive approach towards the research to construct a theory firmly grounded in the data. Play Active Theory (PAT) is the outcome of this process, which explores the engagement and immersion factors related to AVG design as well as the abandonment and replayability of AVGs. PAT was compared to existing engagement and motivation theories as part of the CGT process, and further refined. In closing, the research question was answered and the aims of the study were met. A reflection account of the research journey concludes the thesis.
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Whitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.

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Thesis (Ph. D.)--Ohio State University, 2004.
Title from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
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Books on the topic "Video game design"

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Video game design. New York: Cavendish Square, 2015.

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Ploor, D. Michael. Video game design foundations. Tinley Park, Ill: Goodheart-Willcox Company, 2011.

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Video game design foundations. Tinley Park, Ill: Goodheart-Willcox Company, 2011.

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Ham, Ethan. Tabletop game design for video game designers. Burlington, Massachusetts: Focal Press, 2015.

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Henry, Jenkins, ed. Video Game Art. New York: Assouline Publishing, 2005.

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Video game design foundations: Software design guide. Tinley park, Ill: Goodheart-Willcox Co., 2011.

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Video game designer. New York: PowerKids Press, 2014.

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Jozefowicz, Chris. Video game developer. Pleasantville, NY: Gareth Stevens Pub., 2010.

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Video game designer. New York: Rosen Central, 2000.

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Video game designer. Ann Arbor, MI: Cherry Lake Pub., 2009.

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Book chapters on the topic "Video game design"

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van der Spuy, Rex. "Making Video Games." In Foundation Game Design with HTML5 and JavaScript, 487–531. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4717-3_9.

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Sánchez, Jaime, and Matías Espinoza. "Video Game Design for Mobile Phones." In IFIP Advances in Information and Communication Technology, 199–210. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15231-3_20.

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Uren, Lee. "Computer and Video Game Design Issues." In Handbook of Computer Animation, 1–27. London: Springer London, 2003. http://dx.doi.org/10.1007/978-1-4471-0091-1_1.

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Brandse, Michael, and Kiyoshi Tomimatsu. "Challenge Design and Categorization in Video Game Design." In Design, User Experience, and Usability. User Experience Design for Diverse Interaction Platforms and Environments, 669–77. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-07626-3_63.

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Chakraborty, Joyram, and Phillip L. Bligh. "Evaluation of Video Game Interfaces." In Universal Access in Human-Computer Interaction. Design for All and eInclusion, 30–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-21672-5_4.

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Jiang, Richard M., Ahmed Bouridane, and Abbes Amira. "Color Saliency Evaluation for Video Game Design." In Lecture Notes in Computational Vision and Biomechanics, 409–25. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-94-007-7584-8_13.

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Brandse, Michael, and Kiyoshi Tomimatsu. "Empirical Review of Challenge Design in Video Game Design." In Communications in Computer and Information Science, 398–406. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-39473-7_80.

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van der Spuy, Rex. "Programming Foundations: How To Make A Video Game." In Foundation Game Design with ActionScript 3.0, 1–55. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-3994-9_1.

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Akyaman, Serefraz, and Ekrem Cem Alppay. "A Critical Review of Video Game Controller Designs." In Springer Series in Design and Innovation, 311–23. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-65060-5_25.

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Bontchev, Boyan, Albena Antonova, and Yavor Dankov. "Educational Video Game Design Using Personalized Learning Scenarios." In Computational Science and Its Applications – ICCSA 2020, 829–45. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-58817-5_59.

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Conference papers on the topic "Video game design"

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Hao, Wei-Da, and Akash Khurana. "Video Game Design Method for Novice." In Annual International Conferences on Computer Games, Multimedia and Allied Technology. Global Science & Technology Forum (GSTF), 2010. http://dx.doi.org/10.5176/978-981-08-5480-5_030.

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Fairhurst, Stuart R., Logan C. McCool, Kristin M. Scheel, Crystal L. Stien, Charlotte M. Brenteson, Andrew H. Hansen, Gary D. Goldish, Gregory O. Voss, and John E. Ferguson. "Development of a Rehabilitation Game for Individuals With Spinal Cord Injury Using a User-Centered Design Process." In 2018 Design of Medical Devices Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/dmd2018-6932.

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The use of video games during exercise, exergaming, has been shown to increase energy expenditure without increasing perceived exertion [1]. This suggests that exergaming may be an effective way to engage a patient during rehabilitation and increase adherence to a rehabilitation regime. Existing exergame systems are designed with able bodied users in mind and often combine hand controlled game play while using lower limbs for aerobic exertion, making current systems inaccessible to individuals with spinal cord injuries and others without lower limb function. Our earlier work on increasing exercise accessibility includes developing an ergometer for supine use for patients who have recently had a flap procedure [2]. The goal of the present project was to create an engaging, interactive video game designed for use during arm ergometry by individuals with spinal cord injury (SCI) in either the supine or seated position.
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Fan, Kuo-Kuang, Pei-Chi Ho, and Yung-Fu Hu. "On Video Game: Heaven or Hell." In 2007 10th IEEE International Conference on Computer-Aided Design and Computer Graphics. IEEE, 2007. http://dx.doi.org/10.1109/cadcg.2007.4407913.

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Harris, Ronah, Cameron L. Fadjo, Eric Carson, Greg Hallman, and Michael Swart. "Creativity in video game design as pedagogy." In SIGGRAPH 2009: Talks. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1597990.1598053.

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Song, Zhengguo, Pucun Shi, Jintao Shao, Shengyin Pan, Zhengsheng Feng, and Zixuan Lin. "Video Game Design of Road to XiaoKang." In 2019 International Conference on Virtual Reality and Visualization (ICVRV). IEEE, 2019. http://dx.doi.org/10.1109/icvrv47840.2019.00079.

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Simons, Rachel N. "Collaborative Video Game Design Work and Diversity." In CHI '19: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3290607.3299079.

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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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Raju, Rijin, Chenguang Yang, Chunxu Li, and Angelo Cangelosi. "A video game design based on Emotiv Neuroheadset." In 2016 International Conference on Advanced Robotics and Mechatronics (ICARM). IEEE, 2016. http://dx.doi.org/10.1109/icarm.2016.7606887.

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Simons, Rachel N. "Considering Diversity in Collaborative Video Game Design Work." In CHI PLAY '16: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2968120.2987749.

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Hsu, Chia-chun A., Jim Ling, Qing Li, and C. C. J. Kuo. "The design of multiplayer online video game systems." In ITCom 2003, edited by Andrew G. Tescher, Bhaskaran Vasudev, V. Michael Bove, Jr., and Ajay Divakaran. SPIE, 2003. http://dx.doi.org/10.1117/12.512201.

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Reports on the topic "Video game design"

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DeJaeghere, Joan, Vu Dao, Bich-Hang Duong, and Phuong Luong. Inequalities in Learning in Vietnam: Teachers’ Beliefs About and Classroom Practices for Ethnic Minorities. Research on Improving Systems of Education (RISE), February 2021. http://dx.doi.org/10.35489/bsg-rise-wp_2021/061.

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Global and national education agendas are concerned with improving quality and equality of learning outcomes. This paper provides an analysis of the case of Vietnam, which is regarded as having high learning outcomes and less inequality in learning. But national data and international test outcomes may mask the hidden inequalities that exist between minoritized groups and majority (Kinh) students. Drawing on data from qualitative videos and interviews of secondary teachers across 10 provinces, we examine the role of teachers’ beliefs, curricular design and actions in the classroom (Gale et al., 2017). We show that teachers hold different beliefs and engage in curricular design – or the use of hegemonic curriculum and instructional practices that produce different learning outcomes for minoritized students compared to Kinh students. It suggests that policies need to focus on the social-cultural aspects of teaching in addition to the material and technical aspects.
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