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Journal articles on the topic 'Video game design'

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1

Nadir, Hamid. "Learning game design while playing games." Journal of Technology-Integrated Lessons and Teaching 3, no. 1 (2024): 3–20. http://dx.doi.org/10.13001/jtilt.v3i1.8485.

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This course investigated game design competencies of graduate students as they engaged in gameplay and learned about game-related concepts, including gamified approaches, game-based learning (GBL), design thinking, maker technologies, and game designs. Students were introduced to the week's topic beforehand and collaborated on design projects during class sessions. Students played a different game each week, focusing mainly on game mechanics. Through the utilization of foundational readings, video tutorials, discussions, assignments, and guidance from the instructor and a guest speaker, studen
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Italo, Felipe Capasso-Ballesteros, and De la Rosa-Rosero Fernando. "Semi-automatic construction of video game design prototypes with MaruGen." Revista Facultad de Ingeniería, Universidad de Antioquia, no. 99 (March 27, 2020): 9–20. https://doi.org/10.17533/udea.redin.20200369.

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<em>Machinations Ruleset Generator&nbsp;</em>(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 particip
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Tobing, Deddy Stevano H. "Game Design dalam proses Design Thinking, sebuah model pengembangan video game untuk menunjang pariwisata." JoMMiT : Jurnal Multi Media dan IT 7, no. 2 (2023): 130–36. http://dx.doi.org/10.46961/jommit.v7i2.940.

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Artikel ini membahas mengenai pengaruh video game terhadap industri pariwisata. Video game telah menjadi media hiburan yang populer dan berkembang pesat di seluruh dunia. Artikel ini mengungkap bagaimana video game dapat mendorong pariwisata melalui pengalaman virtual yang mendalam, menjelajahi dunia fiksi dengan lanskap yang menakjubkan, dan mengenalkan budaya dan warisan sejarah dari berbagai daerah. Dubois dan Gibbs mengemukakan teori bahwa video game dapat mempengaruhi motivasi para turis dalam mengunjungi obyek wisata yang terkait dengan video game. Meskipun video game memiliki potensi da
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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 (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 shar
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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 (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 engin
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VASILYEV, A. V. "Design in video game concept art." Декоративное искусство и предметно-пространственная среда. Вестник МГХПА, no. 1-2 (2022): 128–43. http://dx.doi.org/10.37485/1997-4663_2022_1_2_128_143.

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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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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 progr
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Ponomareva, Ekaterina. "Video game as a research tool. Video games expert assessments." Психология и Психотехника, no. 1 (January 2024): 179–95. http://dx.doi.org/10.7256/2454-0722.2024.1.70080.

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The contradictive results presence and the simplified vision of the research object are considered as an actual problem for psychological studies exploring video games use specificity. According to the author’s viewpoint, the psychological aspect of the activity realized in video games tends to be missed. This is true additionally for the ludic nature of the mentioned activity that imposes specificity on the gameplay and the user’s perception of it. The aim of the article is to describe the possible criteria elaboration algorithm to search a video game allowing effective gameplay observation,
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Atmaja, Pratama Wirya, Daniel Oranova Siahaan, and Imam Kuswardayan. "Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment." Register: Jurnal Ilmiah Teknologi Sistem Informasi 2, no. 2 (2016): 86. http://dx.doi.org/10.26594/r.v2i2.551.

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AbstrakPermainan video adalah perangkat lunak hiburan, sehingga kepuasan pemainnya adalah tolok ukur utama kualitasnya. Satu elemen penting dari kepuasan pemain adalah tingkat kesulitan yang tepat, yang tidak terlalu mudah maupun sukar. Dewasa ini, cara termutakhir untuk menerapkan tingkat kesulitan yang tepat adalah Pengaturan Kesulitan Dinamis (PKD), yang dapat memodifikasi tingkat kesulitan permainan pada saat run-time. Tipe PKD yang paling populer pada saat ini adalah PKD pasif. Di sisi lain, Dokumen Desain Permainan (DDP) adalah artefak penting dalam pengembangan perangkat lunak permainan
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Reid, Darren. "Video Game Development as Public History." Public Historian 46, no. 1 (2024): 74–107. http://dx.doi.org/10.1525/tph.2024.46.1.74.

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Public historians have recently directed significant attention toward video games as a media form for engaging diverse audiences with participatory historical representations and arguments. Yet despite the availability of easy-to-use game creation tools, historians have been slow to adopt game development. I developed a video game, Ab Uno Sanguine, based on my PhD research to assess the practicality of game design as a venue for public history practice. This article reflects on my experiences in historical game development along the ADDIE (Analyze, Design, Develop, Implement, Evaluate) process
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Li, Minyi. "The Application of VR in Game Design." Applied and Computational Engineering 8, no. 1 (2023): 749–55. http://dx.doi.org/10.54254/2755-2721/8/20230151.

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As VR has been applied into many fields, and in recent years, video game developers tried to use VR in game deign because they always looking for new technology that can give players a better experience. This paper introduces the reason of why developer choose VR including the evolution of hardware, game design principles, cross-platforms, and combination of video game and health/education. Specifically, this article focuses on how virtual reality has become a part of the gaming landscape through the history of video games. Then, this paper analyses the contribution of VR to game design and th
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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 b
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Kou, Yue. "An Analysis of Character Design in Video Games." Communications in Humanities Research 14, no. 1 (2023): 186–91. http://dx.doi.org/10.54254/2753-7064/14/20230455.

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Video games are a very common entertainment activity in life, and with the advancement of technology, they have become available on all kinds of electronic devices. Every year, countless console, online, and mobile games are released to great acclaim in the gamer community, and many games that have been released for many years are still regarded as masterpieces by their enthusiasts. The success of a game and its appeal to gamers depend in large part on the quality of the games CG art. Game CG art often includes scenes, props, characters, creatures, buildings, and other types of art, and excell
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Wilson, Jason. "Indie Rocks! Mapping Independent Video Game Design." Media International Australia 115, no. 1 (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 pr
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Chandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (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 deri
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Pi, Jiasheng. "Game Theory and Game Mechanics Design." SHS Web of Conferences 188 (2024): 03020. http://dx.doi.org/10.1051/shsconf/202418803020.

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This paper focuses on the significance of game balance in games and explores the application of game theory concepts for designing and analyzing balanced gameplay. When analyzing instances of games, the paper initially presents the renowned prisoner’s dilemma, a prominent problem in game theory, and delves into diverse strategies along with their corresponding advantages, thereby enabling readers to appreciate the captivating essence of game theory. After that, the paper respectively mentions two individual cases from two different forms of games. The well-known game Rock-Paper-Scissors is a s
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Zhao, Qingchuan, and Xiaojing Wen. "Comparative Research of Chinese and American Game Mechanism Design." SHS Web of Conferences 165 (2023): 01008. http://dx.doi.org/10.1051/shsconf/202316501008.

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The video game industry is one of the most influential entertainment industries, which has been generating high revenue and developing rapidly in recent years. However, in recent years, social problems caused by video games have emerged in China. This article proposes that game mechanism is an important kernel of game design and has a crucial influence on the social significance of games. By comparing China and the United States, the article analyzes the history of game mechanism design in both sides, draws the reasons for the healthy development of the game industry in America and uncovers th
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Maloney, Marcus. "Ambivalent Violence in Contemporary Game Design." Games and Culture 14, no. 1 (2016): 26–45. http://dx.doi.org/10.1177/1555412016647848.

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Through a textual analysis of three noted examples— Bioshock, Spec Ops: The Line, and Grand Theft Auto V—This article explores the capacity for ambivalence in violent video games. The analyses bring into dialogue film scholarship which has sought to understand a comparable trend in cinema with games scholarship, most notably Darley’s discussion of narrative “decentering” and Bogost’s notion of “procedural rhetoric.” In all three games, the core gameplay in which players are rewarded for repetition of violent behaviors is juxtaposed with ambivalent narrative-contextual aspects. However, in the
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Liu, Zhuofan. "Analysis and Research of Action Adventure Game Design." Lecture Notes in Education Psychology and Public Media 42, no. 1 (2024): 195–99. http://dx.doi.org/10.54254/2753-7048/42/20240852.

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By 2021, the global video game market will reach $155.5 billion, accounting for 52.9 percent of the global digital media market. The video game industry plays an important role in cultural transmission and economic promotion, and this industry has reached its current flourishing status after only a few decades of development, which shows the huge potential, vitality and research value behind this industry. In this context of The Times, this paper summarizes and extracts the skills of excellent game level design papers through literature analysis, and carefully analyzes the specific levels of r
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Cesário, Vanessa, Mariana Ribeiro, and António Coelho. "Design Recommendations for Improving Immersion in Role-Playing Video Games. A Focus on Storytelling and Localisation." Interaction Design and Architecture(s), no. 58 (October 1, 2023): 207–25. http://dx.doi.org/10.55612/s-5002-058-009).

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This article investigates the role of storytelling in video game localisation and its impact on players’ immersion and overall gaming experience. While these topics have been extensively studied and developed within the research community, there is still a lack of information combining them in a practical study specific to a particular genre or video game. Using grounded theory, we conducted a study using The Witcher III: Wild Hunt as a case study (role-playing game). We had 41 participants play the video game in two localised versions (English and Brazilian-Portuguese), complete questionnaire
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Cesário, Vanessa, Mariana Ribeiro, and António Coelho. "Design Recommendations for Improving Immersion in Role-Playing Video Games. A Focus on Storytelling and Localisation." Interaction Design and Architecture(s), no. 58 (October 1, 2023): 207–25. http://dx.doi.org/10.55612/s-5002-058-009.

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This article investigates the role of storytelling in video game localisation and its impact on players’ immersion and overall gaming experience. While these topics have been extensively studied and developed within the research community, there is still a lack of information combining them in a practical study specific to a particular genre or video game. Using grounded theory, we conducted a study using The Witcher III: Wild Hunt as a case study (role-playing game). We had 41 participants play the video game in two localised versions (English and Brazilian-Portuguese), complete questionnaire
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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 (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 thie
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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 (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
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Pandu Rukmi Utomo, Krishna Hutama, and Yan Yan Sunarya. "IMERSI DAN NOSTALGIA DALAM GAME A SPACE FOR THE UNBOUND." Jurnal Seni dan Reka Rancang: Jurnal Ilmiah Magister Desain 5, no. 1 (2022): 55–80. http://dx.doi.org/10.25105/jsrr.v5i1.15276.

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AbstractIs a research with goals to understand the relationship between immersion and nostalgia in Indonesian culture based game A Game For The Unbound. Research methodology used in this research is the aesthetic transformation method. This methodology is part of qualitative research in which the design object is reviewed by design critics and design discourse. The attention in details and understanding to the culture used trough aesthetic elements of video game is the most important factors to determine the success of A Game For The Unbound in creating immersion and nostalgia,Keywords: video
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Kerr, Deirdre. "Using Data Mining Results to Improve Educational Video Game Design." Journal of Educational Data Mining 7, no. 3 (2015): 1–17. https://doi.org/10.5281/zenodo.3554724.

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This study uses information about in-game strategy use, identified through cluster analysis of actions in an educational video game, to make data-driven modifications to the game in order to reduce construct-irrelevant behavior. The examination of student strategies identified through cluster analysis indicated that (a) it was common for students to pass certain levels using incorrect mathematical strategies and (b) throughout the game a large number of students used order-based strategies to solve problems rather than strategies based on mathematics, making measurement of their mathematical a
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Shubin, A. V. "Video game prototyping using fuzzy logic." Uchenye Zapiski Kazanskogo Universiteta. Seriya Fiziko-Matematicheskie Nauki 167, no. 1 (2025): 181–95. https://doi.org/10.26907/2541-7746.2025.1.181-195.

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The use of fuzzy logic in the development of game mechanics was analyzed. The important role of fuzzy logic in the video game design process, which requires a balance between creativity and attention to detail, was emphasized. The shortcomings of current prototyping tools and methods were discussed. The growing need for a system effectively incorporating expert knowledge into decision-making was highlighted.The results of previous research on this problem show that fuzzy logic, which mimics human reasoning, can be successfully used for selecting game mechanics in the early stages of game devel
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Thorn, Ross. "How to Play with Maps." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-365-2019.

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&lt;p&gt;&lt;strong&gt;Abstract.&lt;/strong&gt; Introduction: Cartographic design guidelines are traditionally grounded in the concept of work, striving for optimal efficiency and effectiveness when accomplishing tasks (Roth 2013a). Much like traditional maps, video game maps help players navigate through and make sense of complex and often realistic virtual geographies. While maps in video games have evolved with similar technology to traditional cartography (Ahlqvist 2011), these playful maps deviate from real-world maps in that they are designed to facilitate play and adhere to game design
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Wibowo, Tony, and Aloysius Edward Marselino Dolok Saribu. "Video game and Catholic faith: Qualitative study on ‘That Dragon, Cancer’ among acolyte in Batam City." Serat Rupa Journal of Design 7, no. 1 (2023): 61–72. http://dx.doi.org/10.28932/srjd.v7i1.5797.

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Video games are a means of entertainment especially among children and adolescent, including acolyte. Several video games use narration as dialogue to convey the story in video games. One of the video games that heavily focused on narrative is the video game That Dragon, Cancer. This video game tells of a family who has a child who has brain cancer. In that video game, it shows struggle of each family member deal with it in a surreal and enigmatic visual presentation. This study aims to prove is it possible to have positive view on Cotholic faith among acolytes by playing the video game That D
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Collins, Karen. "Game Sound." Journal of Sound and Music in Games 1, no. 1 (2020): 100–102. http://dx.doi.org/10.1525/jsmg.2020.1.1.100.

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Wibawanto, Muhammad Dzulfiqar Ramadhan, Angga Aditya Permana, and Adhi Kusnadi. "DESIGN AND BUILD VR HORROR GAMES WITH PROCEDURAL CONTENT GENERATION USING CELLULAR AUTOMATA ALGORITHM." IJISCS (International Journal of Information System and Computer Science) 7, no. 2 (2023): 168. http://dx.doi.org/10.56327/ijiscs.v7i2.1568.

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The development of video games is very fast according to data obtained by ESA in 2021, about 226 million people on American played video games and in Indonesia 105 million people play video games and this will continue to increase, it is predicted that in 2025 video players gaming in Indonesia will reach 127 million people, this causes the need for game content continues to increase while for making game content it is not something that cheap, one way to reduce costs in making content in the game is to implement procedural content generation, procedural content generation is one way of creatin
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Guo, Zhixing, Ruck Thawonmas, and Xiangshi Ren. "Rethinking dynamic difficulty adjustment for video game design." Entertainment Computing 50 (May 2024): 100663. http://dx.doi.org/10.1016/j.entcom.2024.100663.

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Strode, Aina, and Margarita Romančenko. "INTERDISCIPLINARITY IN DESIGN AS A CHALLENGE FOR PROFESSIONALISM - AN EXAMPLE OF INTERFACE DESIGN." SOCIETY. INTEGRATION. EDUCATION. Proceedings of the International Scientific Conference 5 (May 20, 2020): 808. http://dx.doi.org/10.17770/sie2020vol5.5155.

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The need for diverse knowledge and skills in the work of a designer is a problem in vocational education, which mainly focuses on the artistic aspect of design. The aim of this article is to analyze the specifics of User Interface Design, its relation to User Experience Design, to determine the User Interface designer professional skills and how to acquire them. Research methods – theoretical: literature research; empirical – questionnaire. Exploring educational opportunities in Experience Design and User Interface Design demonstrates the need for Video game Interface study programs, particula
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Tunnel, Raimond-Hendrik, and Ulrich Norbisrath. "Classification of Video Games Bachelor’s Curricula." Journal of Education and Learning 12, no. 2 (2023): 39. http://dx.doi.org/10.5539/jel.v12n2p39.

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As in any professional field, aspiring video game artists, designers, and developers must acquire the necessary skills and knowledge for a successful career. Higher education institutions offer varying video game Bachelor&amp;rsquo;s degree programs to meet the diverse needs of the industry. Our objective in this study was to explore these curricula to gain insight into and understanding of the contemporary video game higher education landscape. &#x0D; &#x0D; We explored 113 Bachelor&amp;rsquo;s degree curricula in Europe that had publicly available information in English about their courses.
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Hacıoğlu, Hakan, and Funda Tan Bayram. "Video Oyunları Seviye Tasarımı için Mimari Tasarım Süreci." Proceedings of the International Conference of Contemporary Affairs in Architecture and Urbanism-ICCAUA 7, no. 1 (2024): 149–56. http://dx.doi.org/10.38027/iccaua2024en0198.

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In this study, the similarities of the design process between video game level spaces and the architectural designprocess, as a spatial production, and the methods that can be used will be examined. In this context, the issue of videogame level design will be discussed, the architectural representation techniques and methods, including the softwaresused in these level design process will be shown. The basic design tools in architecture will also be examined in thissense and the techniques of use in level design will be explained with examples. An architectural design processapproach in level d
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Sousa, Micael. "Finding Ludemes in Modern Board Games: Analyzing the Top Number One Games of Board Game Geek." Board Game Studies Journal 17, no. 1 (2023): 205–29. http://dx.doi.org/10.2478/bgs-2023-0006.

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Abstract The first profound ludemic studies are being done at the moment. Some projects are exploring the ludemic approach in video games and historic games. However, contemporary games known as modern board games are still underexplored. In this paper, the number one games, according to Board Game Geek since 2000, are analyzed according to a systemic approach. The authors propose exploring the game system and other dimensions of each game in order to find design patterns that help support a ludemic approach. By addressing ludemes, the authors seek to contribute to understanding the success of
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Enns, Mack. "Becoming Official." Journal of Sound and Music in Games 4, no. 2 (2023): 46–69. http://dx.doi.org/10.1525/jsmg.2023.4.2.46.

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This article addresses technological and aesthetic intersections between DJing and modern video game audio modding, with the aim of elucidating a technological context that allows game scorers without programming backgrounds to practice audio design and programming for video games. Game audio modding is a form of music remix that depends on access to game audio programming and design technologies that are embedded in game code. Though modern audio modders still require access to this code to create advanced audio mods, game audio programming and design technologies have grown in accessibility,
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Atmaja, Pratama Wirya, Daniel Oranova Siahaan, and Imam Kuswardayan. "Game Design Document Format For Video Games With Passive Dynamic Difficulty Adjustment." Register: Jurnal Ilmiah Teknologi Sistem Informasi 2, no. 2 (2016): 86. http://dx.doi.org/10.26594/register.v2i2.551.

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Vetushinskiy, A.S. "More than just a tool: a new approach to understanding gamification." Sociology of Power, no. 3 (June 7, 2020): 14–31. https://doi.org/10.22394/2074-0492-2020-3-14-31.

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The article proposes a new approach to understanding gamification. Its feature lies in taking into account the criticism expressed against gamification to date. The article examines in detail the history of gamification, it is shown that at its first stage (before 2015) approaches oriented towards extrinsic motivation prevailed, while at the second stage (after 2015) approaches oriented towards intrinsic motivation began to prevail. Ignoring this point just leads to the fact that the criticism expressed in the early 2010s (its main idea was that gamification is a new form of exploitation and m
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Sudirman, Dodick Zulaimi, Yaya Heryadi, Harco Leslie Hendric Spits Warnars, Benfano Soewito, Ford Lumban Gaol, and Edi Abdurachman. "Comparison of Xbox One and Steam Joystick-based Operating System User Interface using KLM- GOMS." Journal of Games, Game Art, and Gamification 5, no. 2 (2021): 58–64. http://dx.doi.org/10.21512/jggag.v5i2.7480.

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Despite having many advances in video game control such as voice or gesture control, most video game console manufacturers still use a joystick as the main control for their console. Currently, the problem with video game manufacturers is that instead of using the joystick as the point of user interface design, they instead used a design from another device such as a computer or tv. The research will compare Xbox One and Steam OS user interface by using KLM-GOMS Model. Based on the calculation it is concluded that the overall Xbox One has a more efficient design compared to Steam.
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McDaniel, Rudy, and Peter Telep. "Game Design Tactics for Teaching Technical Communication in Online Courses." Journal of Technical Writing and Communication 51, no. 1 (2020): 70–92. http://dx.doi.org/10.1177/0047281620977163.

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This article describes an interdisciplinary, partially online honors course entitled Video Game Theory and Design. The article reviews the literature surrounding video games and technical communication and then outlines the learning objectives for the course. The authors describe individual and team-produced assignments and suggest game design techniques for motivating students. We explain how we assess different projects, including oral game pitches and the complex technical Game Design Documents that are students’ final deliverables. Finally, we discuss how game design techniques provide new
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Alejski, Jakub. "Prototype worlds of video games." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 29, no. 38 (2021): 33–42. http://dx.doi.org/10.14746/i.2021.38.02.

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In this paper the author analyzes the phenomenon of prototype worlds – synthetic environments of simulators, video games and other types of software – used to conduct experiments at the level of user sensorium, environmental physics and social design. The author presents the evolution of the concept, beginning with Buckminister Fuller’s World Game project, moving through media experiments in the field of game design, and finally presenting contemporary applications (such as a drone pilot training project for the U.S. Air Force) and their implications.
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Radtke, Rebekah, Eduardo Santillan-Jimenez, and Margaret Mohr-Schroeder. "Collaboration by Design: Development of a Video Game for Energy Literacy." International Journal of Designs for Learning 11, no. 2 (2020): 46–54. http://dx.doi.org/10.14434/ijdl.v11i2.24109.

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University students, faculty, and staff from science, engineering, education, entrepreneurship, and design (SEE(E)D) backgrounds developed a video game to leverage outreach efforts promoting sustainability, science, technology, engineering, and mathematics ((S)STEM) to underserved students. This was accomplished by transforming a board game—previously developed and used to teach elementary students about complex and often misunderstood energy and sustainability issues—through a collaborative design process. The process of taking a tangible board game into the digital realm required significant
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YALÇIN IRMAK, Aylin, Ülfiye ÇELİKKALP, Gülsün ÖZDEMİR, and Şıhmehmet YİĞİT. "Comparison of Reaction Time, Manual Dexterity, and Working Memory Levels of Adolescent Video Game Players and Non-Players." Clinical and Experimental Health Sciences 12, no. 2 (2022): 493–98. http://dx.doi.org/10.33808/clinexphealthsci.990236.

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Objective: This study aims to examine differences between adolescent video game players and non-players in terms of their reaction time, manual dexterity, and working memory levels. Methods: The sample of the study, which has a comparative cross-sectional design type, consists of 432 adolescents at the grades between 9 and 12. Non-video game players, and video game players were subjected to simple visual and auditory reaction time tests, manual dexterity tests, matrix, and digit span working memory test. Results: Compared to non-video game players, video game players were found to have shorter
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Wibowo, Tony. "Music Effect Studies in The Experience of Playing Video Games with Qualitative and Quantitative Approaches." JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING 3, no. 1 (2019): 48. http://dx.doi.org/10.31289/jite.v3i1.2598.

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&lt;em&gt;This research is conducted to determine how music affects the video game experience. Effect of music in video game is considered important in building emotion and scene in video game but always considered below graphics and gameplay importance, moreover they are rarely a scientific approach to prove how music of video game affect its player. This research uses qualitative approach using experimental method; and quantitative approach to further prove the correlation. The experiment uses three games with four music variation, each consisting of 30 participants. The game we used are aga
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Quick, John M., Robert K. Atkinson, and Lijia Lin. "Empirical Taxonomies of Gameplay Enjoyment." International Journal of Game-Based Learning 2, no. 3 (2012): 11–31. http://dx.doi.org/10.4018/ijgbl.2012070102.

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A survey study was conducted to better understand how gameplay enjoyment relates to players’ personality traits and video game preferences. This study demonstrated that the core design elements of games that lead to enjoyment can be empirically identified. Similarly, it showed that considering personality, an individual characteristic, can produce informative insights about how players perceive gaming experiences. Whereas video game research has historically emphasized either games or players in isolation (Juul, 2010), this study is an initial effort towards a holistic approach that considers
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Li, Zeming. "Statistical mathematics in video games." Theoretical and Natural Science 53, no. 1 (2024): 152–58. http://dx.doi.org/10.54254/2753-8818/53/20240184.

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Abstract. Statistics play a crucial role in game design and development, with statistical mathematics being an essential element that developers must carefully consider. The paper introduces how statistical elements can be utilized to develop a creative gameplay mechanism that precisely aligns with the general requirements of players. Since the players gaming experience is considered the most important factor in a game, developers should be open to modifying their game based on feedback from dissatisfied players, which will enable the development team to provide an enhanced experience for all
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Shelare, Mitali, Devyani Deshmukh, and Dr Sanjay Shitole. "A Survival Horror Game RIDE OUT." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (2022): 1746–50. http://dx.doi.org/10.22214/ijraset.2022.42527.

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Abstract: In the Field of Software Engineering, Gaming is the fastest growing field and even more rapidly growing sector of game development the coming years are difficult to predict. Survival horror video games (SHVGs) are among the fastest-growing genres for independent video game developers. With horrific cinematic elements and fear-inducing characteristics, survival horror video games create a terrifying experience for users within a virtual environment. There are various game engines where we are able to create such amazing games such as in Unity3d, Unreal Engine, Game Maker, Godot, and m
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Sudipa, Roy, and Manna Madhusri. "Effect of Playing Video Game on School Achievement, Aggressive Thought and Social Behaviour of Children in a Selected School, West Bengal." International Journal of Science and Healthcare Research 5, no. 1 (2020): 222–31. https://doi.org/10.5281/zenodo.3930316.

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Playing video game affect children and youth not only by displacing time they spend doing homework or sleeping but also by influencing beliefs and behaviours .A descriptive study was conducted to identify the effect of playing video game on school achievement, aggressive thought and social behaviour of children in selected school, West Bengal. A descriptive correlative research design was adopted for the study. 120 mothers and their children were selected by using non-probability convenience sampling technique. Interview schedule for mothers was developed to collect demographic data &amp; soci
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Ahmad, Ibrahim, Nazreen Abdullasim, and Norhaida Mohd Suaib. "Usability testing on game interface design using video-based behavior analysis." International Journal of Engineering & Technology 7, no. 2.15 (2018): 142. http://dx.doi.org/10.14419/ijet.v7i2.15.11372.

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The objective of this study is to quantitatively incorporate user observation into usability evaluation of game interface design. In this study, an experiment was conducted to monitor and record users' behavior using built in video-cam. The experiment was done after the user play “A Garuda” game. All the character movement controlled by user were captured and recorded for comparative analysis. There were about 20 people involved as a subject for this experiment. The data from video recordings were coded with Noldus Observer XT in order to find usage patterns and thus to gather quantitative dat
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