Literatura académica sobre el tema "Graphic adventure games"

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Artículos de revistas sobre el tema "Graphic adventure games"

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Malinovska, Nataliia. "Game as a means of forming pre-schoolers’ graphic writing skills". Scientific bulletin of South Ukrainian National Pedagogical University named after K. D. Ushynsky 2019, n.º 2 (127) (29 de agosto de 2019): 26–31. http://dx.doi.org/10.24195/2617-6688-2019-2-4.

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The article highlights the features characterising the formation of the pre-school aged children’s writing skills with the help of gaming means. The problem of writing skills development (formation) becomes particularly relevant with regard to the transition to the twelve-year period of study at school, starting from the age of six. While training pre-schoolers in mastering written speech, very often a tendency to transfer school methods of teaching children writing is observed. Such a tendency hinders this process, makes children tired and does not attract their interest. The author emphasizes the need to use games as the effective means for preparing child’s hands for writing. Some methods facilitating the development of pre-schoolers’ writing skills which are based on the use of games and game exercises are described in the article. The games and exercises were grouped into several blocks depending on the kind of the child’s functions being trained during their fulfilment: the development of visual-motor coordination, the development of the figure perception against the background of others and constancy of perception, the development of children’s spatial concepts and the development of the motor component of the graphic skills. The fulfilment of exercises in a copybook, the writing of letter elements were woven into a fabulous story or adventure. A purposeful use of artistic and visual images contributed to the intensification of the pre-schoolers’ cognitive activity, increased interest in preparing the children’s hands for writing in classes and ensured a successful development of the children’s graphic skills based on the visual thinking inherent at their age. The author of the article convincingly substantiated the pedagogical conditions for the successful development of the pre-schoolers’ writing skills, such as: the provision of a positive emotional background in classes, the use of games as an effective means of learning and the implementation of the individual approach to children. A positive result of using games while teaching senior pre-schoolers to write is a significant reduction of the children’s overload and fatigue, which are constant companions in learning in accordance with the traditional methods, when the monotonous and boring writing of letter elements requires that the child should apply a lot of physical, mental and nerve effort. A complex pedagogical influence on the development of the senior pre-schoolers’ writing skills stipulated by the experimental methodology facilitated, made the process of training the children’s hands to write more productive and interesting. Keywords: writing skills, pre-school age, training the child’s hand to write.
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Desi Sentana, Gek Diah, I. Wayan Nerta, I. Gede Suwindia y I. Putu Oka Agus Mahendradatta. "The Impact Of Online Game On The Children’s Character Change". Jurnal Penjaminan Mutu 5, n.º 2 (11 de septiembre de 2019): 138. http://dx.doi.org/10.25078/jpm.v5i2.1088.

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<p><em>Online games are very fast growing lately. The longer, it becomes more fun, including the appearance, style of play, game graphics, image resolution, and so on. There is also a variety of player types such as war, adventure, strategy, fight and all types of online games which are surely interesting to play. The kind of technology development greatly impacts the development of the children's character. When technology is used positively, surely it will help us in our daily life and vice versa. Program (PKM), 1 title Village Partner Development Program (PPDM)<strong></strong></em></p>
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McGowan, Edward G. y Jazmin P. Scarlett. "Volcanoes in video games: the portrayal of volcanoes in commercial off-the-shelf (COTS) video games and their learning potential". Geoscience Communication 4, n.º 1 (4 de febrero de 2021): 11–31. http://dx.doi.org/10.5194/gc-4-11-2021.

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Abstract. Volcanoes are a very common staple in mainstream video games. Particularly within the action–adventure genres, entire missions (e.g. Monster Hunter: Generation Ultimate, 2018) or even full storylines (e.g. Spyro: The Reignited Trilogy, 2018) can require players to traverse an active volcano. With modern advancements in video game capabilities and graphics, many of these volcanic regions contain a lot of detail. Most video games nowadays have gameplay times in excess of 50 h. The Legend of Zelda: Breath of the Wild (2017), for example, brags a minimum of 60 h to complete. Therefore, players can spend a substantial amount of time immersed within the detailed graphics and unknowingly learn about volcanic traits while playing. If these details are factually accurate to what is observed in real-world volcanic systems, then video games can prove to be a powerful learning tool. However, inaccurate representations could instil a false understanding in thousands of players worldwide. Therefore, it is important to assess the accuracies of volcanology portrayed in mainstream video games and consider whether they can have an educational impact on the general public playing such games or whether these volcanic details are overlooked by players as they focus solely on the entertainment factor provided. We have therefore reviewed several popular commercial video games that contain volcanic aspects and evaluated how realistic said aspects are when compared to real-world examples. It was found that all the games reviewed had a combination of accurate and inaccurate volcanic features and each would vary from game to game. The visual aesthetics of these features are usually very realistic, including lava, ash fall and lahars. However, the inaccuracies or lack of representation of hazards that come with such features, such as ash-related breathing problems or severe burns from contact with molten lava, could have great negative impacts on a player's understanding of these deadly events. With further investigations assessing the direct impact on the general public, there is an opportunity to correctly assess how to incorporate the use of mainstream video games in educational systems and outreach.
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Pallavicini, Federica, Alessandro Pepe y Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review". JMIR Mental Health 8, n.º 8 (16 de agosto de 2021): e28150. http://dx.doi.org/10.2196/28150.

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Background Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. Objective The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). Methods A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [(“video game*”) OR (“computer game*”)] AND [(“stress”) OR (“anxiety”) OR (“relaxation”)] AND [(“study”) OR (“trial”) OR (“training”)]. Results A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. Conclusions Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. Trial Registration International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081
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BlečIć, Ivan, Sara Cuccu, Filippo Andrea Fanni, Vittoria Frau, Riccardo Macis, Valeria Saiu, Martina Senis, Lucio Davide Spano y Alessandro Tola. "First-person Cinematographic Videogames". Journal on Computing and Cultural Heritage 14, n.º 2 (junio de 2021): 1–29. http://dx.doi.org/10.1145/3446977.

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We present and explore the fruitfulness of “first-person cinematographic videogames,” a game model we have devised for the promotion of cultural, environmental, and territorial heritage. To support and foster the development of these type of games, we have developed a Web-based user-friendly authoring environment, extensively presented in the article. While employing standard first-person point-and-click game mechanics, the game model's distinctive feature is that the game environment is not based on a digital reconstruction (3D model) of the real-world settings but on cinematographic techniques combining videos and photos of existing places, integrating videoclips of mostly practical effects to obtain the interactivity typical of the first-person point-and-click adventure games. Our goal with such a game model is to mobilise mechanisms of engendering affection for real-world places when they become settings of the game world, arousing in the player forms of affection, attachment, and desire to visit them.
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Khundam, Chaowanan y Frédéric Nöel. "A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames". International Journal of Computer Games Technology 2021 (30 de abril de 2021): 1–16. http://dx.doi.org/10.1155/2021/6668280.

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Virtual Reality (VR) technology has advanced forward in everyday life where virtual fitness is possible through physically moving around in the real world. Exergame is a video game for exercise aimed at making exercise more fun. VR exergame applies these trends together for virtual fitness with immersive game play. The VR locomotion is traveling in VR, which is commonly used in adventure role-playing games (RPG). Virtual running can be applied as a locomotion technique for VR exergames. The design of virtual running in VR exergames should be considered as an exercise for fitness and also for enjoyment. This paper proposed two motion-based locomotion techniques: ArmSwing and Squat for virtual running, which are considered as aerobic and strength exercise. These two postures were used to study how physical exertion affected players while interacting in the test scene. Usability, motion sickness, and enjoyment were assessed to analyze the differences of each posture. The results showed that motion sickness and enjoyment of ArmSwing and Squat were not different, while usability was different where ArmSwing was rated higher than Squat. The results from the interviews suggest that most players preferred aerobic exercise (ArmSwing) more than strength exercise (Squat) for a long period of exercise. However, for a short period of exercise, players preferred strength exercise more than aerobic exercise. The adventure-based RPG for exercise needs a solution design appropriate for virtual running in VR, and our results can be a guideline for developers in order to handle motion-based locomotion for VR exergames.
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Wilson, Virginia. "Boys are Reading, but their Choices are not Valued by Teachers and Librarians". Evidence Based Library and Information Practice 4, n.º 3 (21 de septiembre de 2009): 46. http://dx.doi.org/10.18438/b8h91w.

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A Review of: McKechnie, Lynne (E.F.). “ ‘Spiderman is not for Babies’ (Peter, 4 Years): The ‘Boys and Reading Problem’ from the Perspective of the Boys Themselves.” The Canadian Journal of Information and Library Science 30.1/2 (2006): 57-67. Objective – This study looks at what constitutes legitimate reading material for boys and how this material is defined in light of assessed gender differences in reading, and is part of a larger, ongoing research project on the role of public libraries in the development of youth as readers. Design – Semi-structured, qualitative interviews and book inventories. Setting – The research originated from the MLIS 566 (Literature for Children and Young Adults) class at the Faculty of Information and Media Studies, University of Western Ontario, London, Ontario, Canada. Subjects – Forty-three boys, ages four through twelve, were interviewed. Most of the boys lived in Ontario, although a few came from other Canadian provinces. Methods – Library school students who were registered in a Literature for Children and Young Adults class interviewed children and young adults about their reading and information practice as part of a “Book Ownership Case Study” assignment. The researcher also interviewed children and young adults, for a total of 137 case studies. For the purpose of this article, a data subset for the 43 boys included in the larger project was analyzed. The boys ranged in age from four to twelve years. The mean age was eight and the median age was nine. The theoretical perspective of reader response theory was used to situate the study. This theory has the relationship between the text and the reader as its focus, and it suggests that to understand the reading habits of boys, there needs to be recognition that the experts about their reading are the boys themselves. The interviews, which explored reading preferences and practices, were qualitative, semi-structured, and took thirty minutes to complete. In addition to the interview, each boy’s personal book and information material collection was inventoried. The researcher used a grounded theory approach to analyze the inventory and interview data to pull out themes related to the research questions. Grounded theory “uses a prescribed set of procedures for analyzing data and constructing a theoretical model” from the data (Leedy and Ormrod 154). Main Results – The collection inventories revealed that all 43 study participants had personal collections of reading materials. The collections ranged from eight volumes to 398 volumes. There was a mean volume total of 108 and a median of 98 books per boy. In addition to books, other materials were in the collections. Video recordings were owned by 36 (83.7%) of the boys, 28 (65.1%) of participants had computer software, 28 (65.1%) owned audio recordings, and 21 (48.8%) of the collections also included magazines. In the interview data analysis, a number of themes were revealed. All of the boys except one owned fiction. Some genres appeared frequently and were different than the ones found in the inventories taken of the girls in the larger study. Genres in the boys’ collections included fantasy, science fiction, sports stories, and humorous stories. The boys also discussed genres they did not enjoy: classic children’s fiction, such as The Adventures of Robin Hood, love stories, and “books about groups of girls” (61). All but five boys had series books such as Animorphs, Captain Underpants, Redwall, and Magic Treehouse in their collections. All study participants except for one owned non-fiction titles. When asked what their favourite book was, many of the boys chose a non-fiction title. Holdings included subjects such as “jokes, magic, sports, survival guides, crafts, science, dictionaries, maps, nature, and dinosaurs” (62). In addition to books, the boys reported owning and reading a wide range of other materials. Comics, manga, magazines, pop-up and other toy books, sticker books, colouring books, puzzle books, and catalogues were among the collection inventories. Only one boy read the newspaper. Another theme that emerged from the interview data was “gaming as story” (63). The boys who read video game manuals reported reading to learn about the game, and also reading to experience the game’s story. One boy’s enjoyment of the manual and the game came from the narrative found within. Various reading practices were explored in the interviews. Formats that featured non-linear reading were popular. Illustrations were important. Pragmatic reading, done to support other activities (e.g., Pokeman), was “both useful and pleasurable” (54). And finally, the issue of what counts as reading emerged from the data. Many boys discounted the reading that “they liked the best as not really being reading” (65). Some of the boys felt that reading novels constituted reading but that the reading of computer manuals or items such as science fair project books was “not really reading” (65). A distinction was made between real books and information books by the boys. Conclusions – The researcher explored what has been labelled as the “problem” of boys reading in this paper. She found that the 43 boys in this study are reading, but what they are reading has been undervalued by society and by the boys themselves. Collection inventories found a large number of non-fiction books, computer magazines, comic books, graphic novels, and role-playing game manuals—items not necessarily privileged by libraries, schools, or even by the boys themselves. The researcher suggests that “part of the ‘boys and reading problem’ then lies in what we count as reading” (66). By keeping what boys are actually reading in mind when it comes to collection development and library programming, children’s librarians can “play a central role in legitimizing the reading practices of boys” (66).
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Bruns, Axel. "The Knowledge Adventure". M/C Journal 3, n.º 5 (1 de octubre de 2000). http://dx.doi.org/10.5204/mcj.1873.

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In his recent re-evaluation of McLuhanite theories for the information age, Digital McLuhan, Paul Levinson makes what at first glance appears to be a curious statement: he says that on the Web "the common denominator ... is the written word, as it is and has been with all things having to do with computers -- and will likely continue to be until such time, if ever, that the spoken word replaces the written as the vehicle of computer commands" (38). This, however, seems to directly contradict what any Web user has been able to experience for several years now: Web content has increasingly come to rely on graphics, at first still, now also often animated, and continues to include more and more audiovisual elements of various kinds. We don't even have to look at the current (and, hopefully, passing) phase of interminable Shockwave splash pages, which users have to endure while they wait to be transferred to the 'real' content of a site: even on as print-focussed a page as the one you're currently reading, you'll see graphical buttons to the left and at the bottom, for example. Other sites far surpass this for graphical content: it is hard to imagine what the official Olympics site or that of EXPO 2000 would look like in text-only versions. The drive towards more and more graphics has long been, well, visible. Already in 1997 (at a time when 33.6k modems were considered fast) Marshall considered the Internet to have entered its "graphic stage, a transitional media form that has made surfing the net feel like flipping through a glossy magazine or the interlinkages of a multimedia game or encyclopedia CD-ROMs"; to him this stage "relies on a construction that is textual and graphically enhanced through software overlays ... and highlighted by sample images, sound bites and occasionally short, moving images" (51). This historicised view mirrors a distinction made around the same time by Lovink, who divided users into "IBM-PC-modernists" still running text-based interfaces, and those enjoying the "Apple-Windows 95-postmodernism" of their graphical user interfaces (Lovink and Winkler 15). In the age of GUIs, in fact, 'text' in itself does not really exist on screen any more: everything from textual to graphical information consists of individual pixels in the same way, which is precisely what makes Levinson's initial statement appear so anachronistic. The move from 'text' to 'graphics and text' could thus be seen as a sign of the overall shift from the industrial to the information age -- a view not without precedent, since the transition from modernist to postmodernist times is similarly contemporaneous with the rise of graphic design as a form of communication as well as art. Beyond such broad strokes, we can also identify some of the finer details presented by the current state of graphics on the Web, however. Marshall's 'graphic stage', after all, was a 'transitional' one, and by now it seems that we might have passed it already, entering into a new aesthetic paradigm which appears to have borrowed many of its approaches from the realm of computer games: the new Web vision is shiny, colourful, animated, and increasingly also accompanied by sound effects. This is no surprise since the mass acceptance of personal computers themselves was largely driven by their use as a source of entertainment. Gaming and computers are inseparably interconnected, and the development of home computers' graphical capabilities in particular has long been driven almost exclusively by players' needs for better, faster, more realistic graphics. Of course, the way we interact with computers also owes a significant debt to games. Engagement in a dialogue with the machine, in which the computer displays both our own actions and its responses, representing us and itself simultaneously on screen, is the predominant mode of computing, and such a mode of engagement (dissolving the barriers between human mind and machinic computation) can now also be found in our interaction with the Web. Here, too, individual knowledge blends with the information available on the network as we immerse ourselves in hypertextual connectivity. As Talbott writes, "clearly, a generation raised on Adventure and video games -- where every door conceals a treasure or a monster worth pursuing in frenetic style -- has its own way of appreciating the hypertext interface" (13); not only has the Web taken on the aesthetics of computer gaming, then, but using the Web itself exhibits aspects of participation in a global 'knowledge game'. Talbott means to criticise this when he writes that thus "the doctrines of endless Enlightenment and Progress become the compelling subtext of a universal video game few can resist playing" (196), but however we may choose to evaluate this game, the observation itself is sound. One possible reason for taking a critical view of this development is that computer and video games rarely present more than the appearance of participation; while players may have a feeling of control over features of the game, the game itself usually remains entirely unaffected and ready for a restart at any moment. Web users might similarly feel empowered by the wealth of information to which they have gained access online, without actually making use of that information to form new knowledge for themselves. This is a matter for the individual user, however; where they have a true interest in the information they seek, we can have every confidence that they will process it to their advantage, too. Beyond this, the skills of information seeking learnt from Web use might also have overall benefits for users, as a kind of 'mind-eye coordination' similar to the 'hand-eye coordination' benefits often attributed to the playing of action games. The ability to figure out unknown problems, the desire to understand and gain control of a situation, which they can learn from computer games, is likely to help them better understand the complexity and interconnectedness of anything they might learn: "it could ... well be true that the cross-linking inherent in hypertext encourages people to see the connections among different aspects of the world so that they will get less fragmented knowledge" (Nielsen 190). The increasingly graphical nature of Web content could appear to work against this, however: "extensions of traditional hyperTEXT systems to encompass hyperMEDIA introduces [sic] a new dimension. ... The picture that 'speaks a thousand words' may say a thousand different words to different viewers. Pictures or graphics lend themselves much more than does text to multiple interpretations", as McAleese claims (12-13) -- but perhaps this overrates significantly the ability of text to anchor down meaning to any one point. Rather, it is questionable whether text and images really are that different from one another -- viewed from a historical perspective, certainly, opinions are divided, it seems: "the medieval church feared the power of the visual image because of the way it appeared to licence the imagination and the consideration of alternatives. Obversely, contemporary cultural critics fear that the abandonment of the written word in favour of graphics is stifling critical and creative powers" (Moody 60) -- take, for example, the commonly held view that movies made from novels limit the reader's imagination to the particular portrayal of events chosen for the film. In fact, there are good reasons to believe that both text and images (especially when they are increasingly easy to manipulate by digital means, thus losing once and for all their claim to photographic 'realism') can 'say a thousand different words to different viewers' -- indeed, traditional photography has also been described as 'writing with light'. As Levinson notes, therefore, "once the photograph is converted to a digital format, it is as amenable to manipulation, as divorced from the reality it purports to represent, as the words which appear on the same screen. On that score, the Internet's co-option of photography -- the rendering of the formerly analogue image as its content -- is at least as profound as the Internet's promotion of written communication" (43), and this, then, may perhaps begin to provide a resolution to his overall preference for writing as the predominant Internet communication form, as quoted above: online writing now includes in almost equal measure 'print' text and graphical images, both of which are of course graphically rendered on screen by the computer anyway; they combine into a new form of writing not unlike ancient hieroglyphics. On the Web, writing has come full circle: from the iconographic representations of the earliest civilisations through their simplification and solidification into the various alphabets back to a new online iconography. This also demonstrates the strong Western bias of this technology, of course: had computers emerged from Chinese or Japanese culture, for example -- where alphabets in the literal sense don't exist -- chances are they would never have existed in a text-only form. Now that we have passed the alphabetic stage to re-enter an era of iconography, then, it remains to be seen how this change along with our overall "'immersion' in hypertext will affect the way that we mentally structure our world. Linear argumentation is more a consequence of alphabetic writing than of printed books and it remains to be seen if hypertext presentation will significantly erode this predominant convention for mentally ordering our world" (McKnight et al. 41). Perhaps the computer game experience (where a blending of text and graphics had begun some time before the Web) can provide some early pointers already, then. The game-like nature of information search and usage online might help to undermine some of the more heavily encrusted structures of information dissemination that are still dominant: "we are promised, on the information 'library' side, less of the dogmatic and more of the ludic, less of the canonical and more of the festive. Fewer arguments from authority, through more juxtaposition of authorities" (Debray 146). This is also supported by the fact that there usually exists no one central authority, no one central site, in any field of information covered by the Web, but that there rather is a multiplicity of sources and viewpoints with varying claims to 'authority' and 'objectivity'; rather than rely on authorities to determine what is accepted knowledge, Web users must, and do, distil their own knowledge from the information they find in their searches. Kumon and Aizu's notion that from the industrial-age "wealth game" we have now moved into the "wisdom game" (320) sums up this view. However, for all the ludic exuberance of this game, we should also be concerned that, as in any game, we are also likely to see winners and losers. Those unaware of the rules of the game, and people who are prevented from playing for personal or socioeconomic reasons (the increased use of graphics will make it much more difficult for certain disabled readers to use the Web, for example) must not be left out of it. In gaming terminology, perhaps the formation of teams including such disadvantaged people is the answer? References Debray, Régis. "The Book as Symbolic Object." The Future of the Book. Ed. Geoffrey Nunberg. Berkeley: U of California P, 1996. 139-51. Kumon, Shumpei, and Izumi Aizu. "Co-Emulation: The Case for a Global Hypernetwork Society." Global Networks: Computers and International Communication. Ed. Linda M. Harasim. Cambridge, Mass.: MIT P, 1994. 311-26. Levinson, Paul. Digital McLuhan: A Guide to the Information Millennium. London: Routledge, 1999. Lovink, Geert, and Hartmut Winkler. "The Computer: Medium or Calculating Machine." Convergence 3.2 (1997): 10-18. Marshall, P. David. "The Commodity and the Internet: Interactivity and the Generation of Audience Commodity." Media International Australia 83 (Feb. 1997): 51-62. McAleese, Ray. "Navigation and Browsing in Hypertext." Hypertext: Theory into Practice. Ed. Ray McAleese. Oxford: Intellect, 1993. 5- 38. McKnight, Cliff, Andrew Dillon, and John Richardson. Hypertext in Context. Cambridge: Cambridge UP, 1991. Moody, Nickianne. "Interacting with the Divine Comedy." Fractal Dreams: New Media in Social Context. Ed. Jon Dovey. London: Lawrence and Wishart, 1996. 59-77. Nielsen, Jakob. Hypertext and Hypermedia. Boston: Academic P, 1990. Talbott, Stephen L. The Future Does Not Compute: Transcending the Machines in Our Midst. Sebastopol, Calif.: O'Reilly and Associates, 1995. Citation reference for this article MLA style: Axel Bruns. "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/adventure.php>. Chicago style: Axel Bruns, "The Knowledge Adventure: Game Aesthetics and Web Hieroglyphics," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/adventure.php> ([your date of access]). APA style: AxeM/C: A Journal of Media and Culture l Bruns. (2000) The knowledge adventure: game aesthetics and Web hieroglyphics. 3(5). <http://www.api-network.com/mc/0010/adventure.php> ([your date of access]).
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Flynn, Bernadette. "Towards an Aesthetics of Navigation". M/C Journal 3, n.º 5 (1 de octubre de 2000). http://dx.doi.org/10.5204/mcj.1875.

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Introduction Explorations of the multimedia game format within cultural studies have been broadly approached from two perspectives: one -- the impact of technologies on user interaction particularly with regard to social implications, and the other -- human computer interactions within the framework of cybercultures. Another approach to understanding or speaking about games within cultural studies is to focus on the game experience as cultural practice -- as an activity or an event. In this article I wish to initiate an exploration of the aesthetics of player space as a distinctive element of the gameplay experience. In doing so I propose that an understanding of aesthetic spatial issues as an element of player interactivity and engagement is important for understanding the cultural practice of adventure gameplay. In approaching these questions, I am focussing on the single-player exploration adventure game in particular Myst and The Crystal Key. In describing these games as adventures I am drawing on Chris Crawford's The Art of Computer Game Design, which although a little dated, focusses on game design as a distinct activity. He brings together a theoretical approach with extensive experience as a game designer himself (Excalibur, Legionnaire, Gossip). Whilst at Atari he also worked with Brenda Laurel, a key theorist in the area of computer design and dramatic structure. Adventure games such as Myst and The Crystal Key might form a sub-genre in Chris Crawford's taxonomy of computer game design. Although they use the main conventions of the adventure game -- essentially a puzzle to be solved with characters within a story context -- the main focus and source of pleasure for the player is exploration, particularly the exploration of worlds or cosmologies. The main gameplay of both games is to travel through worlds solving clues, picking up objects, and interacting with other characters. In Myst the player has to solve the riddle of the world they have entered -- as the CD-ROM insert states "Now you're here, wherever here is, with no option but to explore." The goal, as the player must work out, is to release the father Atrus from prison by bringing magic pages of a book to different locations in the worlds. Hints are offered by broken-up, disrupted video clips shown throughout the game. In The Crystal Key, the player as test pilot has to save a civilisation by finding clues, picking up objects, mending ships and defeating an opponent. The questions foregrounded by a focus on the aesthetics of navigation are: What types of representational context are being set up? What choices have designers made about representational context? How are the players positioned within these spaces? What are the implications for the player's sense of orientation and navigation? Architectural Fabrication For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. For the ancient Greeks, painting was divided into two categories: magalography (the painting of great things) and rhyparography (the painting of small things). Magalography covered mythological and historical scenes, which emphasised architectural settings, the human figure and grand landscapes. Rhyparography referred to still lifes and objects. In adventure games, particularly those that attempt to construct a cosmology such as Myst and The Crystal Key, magalography and rhyparography collide in a mix of architectural monumentality and obsessive detailing of objects. The creation of a digital architecture in adventure games mimics the Pompeii wall paintings with their interplay of extruded and painted features. In visualising the space of a cosmology, the environment starts to be coded like the urban or built environment with underlying geometry and textured surface or dressing. In The Making of Myst (packaged with the CD-ROM) Chuck Carter, the artist on Myst, outlines the process of creating Myst Island through painting the terrain in grey scale then extruding the features and adding textural render -- a methodology that lends itself to a hybrid of architectural and painted geometry. Examples of external architecture and of internal room design can be viewed online. In the spatial organisation of the murals of Pompeii and later Rome, orthogonals converged towards several vertical axes showing multiple points of view simultaneously. During the high Renaissance, notions of perspective developed into a more formal system known as the construzione legittima or legitimate construction. This assumed a singular position of the on-looker standing in the same place as that occupied by the artist when the painting was constructed. In Myst there is an exaggeration of the underlying structuring technique of the construzione legittima with its emphasis on geometry and mathematics. The player looks down at a slight angle onto the screen from a fixed vantage point and is signified as being within the cosmological expanse, either in off-screen space or as the cursor. Within the cosmology, the island as built environment appears as though viewed through an enlarging lens, creating the precision and coldness of a Piero della Francesca painting. Myst mixes flat and three-dimensional forms of imagery on the same screen -- the flat, sketchy portrayal of the trees of Myst Island exists side-by-side with the monumental architectural buildings and landscape design structures created in Macromodel. This image shows the flat, almost expressionistic trees of Myst Island juxtaposed with a fountain rendered in high detail. This recalls the work of Giotto in the Arena chapel. In Joachim's Dream, objects and buildings have depth, but trees, plants and sky -- the space in-between objects -- is flat. Myst Island conjures up the realm of a magic, realist space with obsolete artefacts, classic architectural styles (the Albert Hall as the domed launch pad, the British Museum as the library, the vernacular cottage in the wood), mechanical wonders, miniature ships, fountains, wells, macabre torture instruments, ziggurat-like towers, symbols and odd numerological codes. Adam Mates describes it as "that beautiful piece of brain-deadening sticky-sweet eye-candy" but more than mere eye-candy or graphic verisimilitude, it is the mix of cultural ingredients and signs that makes Myst an intriguing place to play. The buildings in The Crystal Key, an exploratory adventure game in a similar genre to Myst, celebrate the machine aesthetic and modernism with Buckminster Fuller style geodesic structures, the bombe shape, exposed ducting, glass and steel, interiors with movable room partitions and abstract expressionist decorations. An image of one of these modernist structures is available online. The Crystal Key uses QuickTime VR panoramas to construct the exterior and interior spaces. Different from the sharp detail of Myst's structures, the focus changes from sharp in wide shot to soft focus in close up, with hot-spot objects rendered in trompe l'oeil detail. The Tactility of Objects "The aim of trompe l'oeil -- using the term in its widest sense and applying it to both painting and objects -- is primarily to puzzle and to mystify" (Battersby 19). In the 15th century, Brunelleschi invented a screen with central apparatus in order to obtain exact perspective -- the monocular vision of the camera obscura. During the 17th century, there was a renewed interest in optics by the Dutch artists of the Rembrandt school (inspired by instruments developed for Dutch seafaring ventures), in particular Vermeer, Hoogstraten, de Hooch and Dou. Gerard Dou's painting of a woman chopping onions shows this. These artists were experimenting with interior perspective and trompe l'oeil in order to depict the minutia of the middle-class, domestic interior. Within these luminous interiors, with their receding tiles and domestic furniture, is an elevation of the significance of rhyparography. In the Girl Chopping Onions of 1646 by Gerard Dou the small things are emphasised -- the group of onions, candlestick holder, dead fowl, metal pitcher, and bird cage. Trompe l'oeil as an illusionist strategy is taken up in the worlds of Myst, The Crystal Key and others in the adventure game genre. Traditionally, the fascination of trompe l'oeil rests upon the tension between the actual painting and the scam; the physical structures and the faux painted structures call for the viewer to step closer to wave at a fly or test if the glass had actually broken in the frame. Mirian Milman describes trompe l'oeil painting in the following manner: "the repertory of trompe-l'oeil painting is made up of obsessive elements, it represents a reality immobilised by nails, held in the grip of death, corroded by time, glimpsed through half-open doors or curtains, containing messages that are sometimes unreadable, allusions that are often misunderstood, and a disorder of seemingly familiar and yet remote objects" (105). Her description could be a scene from Myst with in its suggestion of theatricality, rich texture and illusionistic play of riddle or puzzle. In the trompe l'oeil painterly device known as cartellino, niches and recesses in the wall are represented with projecting elements and mock bas-relief. This architectural trickery is simulated in the digital imaging of extruded and painting elements to give depth to an interior or an object. Other techniques common to trompe l'oeil -- doors, shadowy depths and staircases, half opened cupboard, and paintings often with drapes and curtains to suggest a layering of planes -- are used throughout Myst as transition points. In the trompe l'oeil paintings, these transition points were often framed with curtains or drapes that appeared to be from the spectator space -- creating a painting of a painting effect. Myst is rich in this suggestion of worlds within worlds through the framing gesture afforded by windows, doors, picture frames, bookcases and fireplaces. Views from a window -- a distant landscape or a domestic view, a common device for trompe l'oeil -- are used in Myst to represent passageways and transitions onto different levels. Vertical space is critical for extending navigation beyond the horizontal through the terraced landscape -- the tower, antechamber, dungeon, cellars and lifts of the fictional world. Screen shots show the use of the curve, light diffusion and terracing to invite the player. In The Crystal Key vertical space is limited to the extent of the QTVR tilt making navigation more of a horizontal experience. Out-Stilling the Still Dutch and Flemish miniatures of the 17th century give the impression of being viewed from above and through a focussing lens. As Mastai notes: "trompe l'oeil, therefore is not merely a certain kind of still life painting, it should in fact 'out-still' the stillest of still lifes" (156). The intricate detailing of objects rendered in higher resolution than the background elements creates a type of hyper-reality that is used in Myst to emphasise the physicality and actuality of objects. This ultimately enlarges the sense of space between objects and codes them as elements of significance within the gameplay. The obsessive, almost fetishistic, detailed displays of material artefacts recall the curiosity cabinets of Fabritius and Hoogstraten. The mechanical world of Myst replicates the Dutch 17th century fascination with the optical devices of the telescope, the convex mirror and the prism, by coding them as key signifiers/icons in the frame. In his peepshow of 1660, Hoogstraten plays with an enigma and optical illusion of a Dutch domestic interior seen as though through the wrong end of a telescope. Using the anamorphic effect, the image only makes sense from one vantage point -- an effect which has a contemporary counterpart in the digital morphing widely used in adventure games. The use of crumbled or folded paper standing out from the plane surface of the canvas was a recurring motif of the Vanitas trompe l'oeil paintings. The highly detailed representation and organisation of objects in the Vanitas pictures contained the narrative or symbology of a religious or moral tale. (As in this example by Hoogstraten.) In the cosmology of Myst and The Crystal Key, paper contains the narrative of the back-story lovingly represented in scrolls, books and curled paper messages. The entry into Myst is through the pages of an open book, and throughout the game, books occupy a privileged position as holders of stories and secrets that are used to unlock the puzzles of the game. Myst can be read as a Dantesque, labyrinthine journey with its rich tapestry of images, its multi-level historical associations and battle of good and evil. Indeed the developers, brothers Robyn and Rand Miller, had a fertile background to draw on, from a childhood spent travelling to Bible churches with their nondenominational preacher father. The Diorama as System Event The diorama (story in the round) or mechanical exhibit invented by Daguerre in the 19th century created a mini-cosmology with player anticipation, action and narrative. It functioned as a mini-theatre (with the spectator forming the fourth wall), offering a peek into mini-episodes from foreign worlds of experience. The Musée Mechanique in San Francisco has dioramas of the Chinese opium den, party on the captain's boat, French execution scenes and ghostly graveyard episodes amongst its many offerings, including a still showing an upper class dancing party called A Message from the Sea. These function in tandem with other forbidden pleasures of the late 19th century -- public displays of the dead, waxwork museums and kinetescope flip cards with their voyeuristic "What the Butler Saw", and "What the Maid Did on Her Day Off" tropes. Myst, along with The 7th Guest, Doom and Tomb Raider show a similar taste for verisimilitude and the macabre. However, the pre-rendered scenes of Myst and The Crystal Key allow for more diorama like elaborate and embellished details compared to the emphasis on speed in the real-time-rendered graphics of the shoot-'em-ups. In the gameplay of adventure games, animated moments function as rewards or responsive system events: allowing the player to navigate through the seemingly solid wall; enabling curtains to be swung back, passageways to appear, doors to open, bookcases to disappear. These short sequences resemble the techniques used in mechanical dioramas where a coin placed in the slot enables a curtain or doorway to open revealing a miniature narrative or tableau -- the closure of the narrative resulting in the doorway shutting or the curtain being pulled over again. These repeating cycles of contemplation-action-closure offer the player one of the rewards of the puzzle solution. The sense of verisimilitude and immersion in these scenes is underscored by the addition of sound effects (doors slamming, lifts creaking, room atmosphere) and music. Geographic Locomotion Static imagery is the standard backdrop of the navigable space of the cosmology game landscape. Myst used a virtual camera around a virtual set to create a sequence of still camera shots for each point of view. The use of the still image lends itself to a sense of the tableauesque -- the moment frozen in time. These tableauesque moments tend towards the clean and anaesthetic, lacking any evidence of the player's visceral presence or of other human habitation. The player's navigation from one tableau screen to the next takes the form of a 'cyber-leap' or visual jump cut. These jumps -- forward, backwards, up, down, west, east -- follow on from the geographic orientation of the early text-based adventure games. In their graphic form, they reveal a new framing angle or point of view on the scene whilst ignoring the rules of classical continuity editing. Games such as The Crystal Key show the player's movement through space (from one QTVR node to another) by employing a disorientating fast zoom, as though from the perspective of a supercharged wheelchair. Rather than reconciling the player to the state of movement, this technique tends to draw attention to the technologies of the programming apparatus. The Crystal Key sets up a meticulous screen language similar to filmic dramatic conventions then breaks its own conventions by allowing the player to jump out of the crashed spaceship through the still intact window. The landscape in adventure games is always partial, cropped and fragmented. The player has to try and map the geographical relationship of the environment in order to understand where they are and how to proceed (or go back). Examples include selecting the number of marker switches on the island to receive Atrus's message and the orientation of Myst's tower in the library map to obtain key clues. A screenshot shows the arrival point in Myst from the dock. In comprehending the landscape, which has no centre, the player has to create a mental map of the environment by sorting significant connecting elements into chunks of spatial elements similar to a Guy Debord Situationist map. Playing the Flaneur The player in Myst can afford to saunter through the landscape, meandering at a more leisurely pace that would be possible in a competitive shoot-'em-up, behaving as a type of flaneur. The image of the flaneur as described by Baudelaire motions towards fin de siècle decadence, the image of the socially marginal, the dispossessed aristocrat wandering the urban landscape ready for adventure and unusual exploits. This develops into the idea of the artist as observer meandering through city spaces and using the power of memory in evoking what is observed for translation into paintings, writing or poetry. In Myst, the player as flaneur, rather than creating paintings or writing, is scanning the landscape for clues, witnessing objects, possible hints and pick-ups. The numbers in the keypad in the antechamber, the notes from Atrus, the handles on the island marker, the tower in the forest and the miniature ship in the fountain all form part of a mnemomic trompe l'oeil. A screenshot shows the path to the library with one of the island markers and the note from Atrus. In the world of Myst, the player has no avatar presence and wanders around a seemingly unpeopled landscape -- strolling as a tourist venturing into the unknown -- creating and storing a mental map of objects and places. In places these become items for collection -- cultural icons with an emphasised materiality. In The Crystal Key iconography they appear at the bottom of the screen pulsing with relevance when active. A screenshot shows a view to a distant forest with the "pick-ups" at the bottom of the screen. This process of accumulation and synthesis suggests a Surrealist version of Joseph Cornell's strolls around Manhattan -- collecting, shifting and organising objects into significance. In his 1982 taxonomy of game design, Chris Crawford argues that without competition these worlds are not really games at all. That was before the existence of the Myst adventure sub-genre where the pleasures of the flaneur are a particular aspect of the gameplay pleasures outside of the rules of win/loose, combat and dominance. By turning the landscape itself into a pathway of significance signs and symbols, Myst, The Crystal Key and other games in the sub-genre offer different types of pleasures from combat or sport -- the pleasures of the stroll -- the player as observer and cultural explorer. References Battersby, M. Trompe L'Oeil: The Eye Deceived. New York: St. Martin's, 1974. Crawford, C. The Art of Computer Game Design. Original publication 1982, book out of print. 15 Oct. 2000 <http://members.nbci.com/kalid/art/art.php>. Darley Andrew. Visual Digital Culture: Surface Play and Spectacle in New Media Genres. London: Routledge, 2000. Lunenfeld, P. Digital Dialectic: New Essays on New Media. Cambridge, Mass.: MIT P 1999. Mates, A. Effective Illusory Worlds: A Comparative Analysis of Interfaces in Contemporary Interactive Fiction. 1998. 15 Oct. 2000 <http://www.wwa.com/~mathes/stuff/writings>. Mastai, M. L. d'Orange. Illusion in Art, Trompe L'Oeil: A History of Pictorial Illusion. New York: Abaris, 1975. Miller, Robyn and Rand. "The Making of Myst." Myst. Cyan and Broderbund, 1993. Milman, M. Trompe-L'Oeil: The Illusion of Reality. New York: Skira Rizzoli, 1982. Murray, J. Hamlet on the Holodeck: The Future of Narrative in Cyberspace. New York: Simon and Schuster, 1997. Wertheim, M. The Pearly Gates of Cyberspace: A History of Cyberspace from Dante to the Internet. Sydney: Doubleday, 1999. Game References 7th Guest. Trilobyte, Inc., distributed by Virgin Games, 1993. Doom. Id Software, 1992. Excalibur. Chris Crawford, 1982. Myst. Cyan and Broderbund, 1993. Tomb Raider. Core Design and Eidos Interactive, 1996. The Crystal Key. Dreamcatcher Interactive, 1999. Citation reference for this article MLA style: Bernadette Flynn. "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game." M/C: A Journal of Media and Culture 3.5 (2000). [your date of access] <http://www.api-network.com/mc/0010/navigation.php>. Chicago style: Bernadette Flynn, "Towards an Aesthetics of Navigation -- Spatial Organisation in the Cosmology of the Adventure Game," M/C: A Journal of Media and Culture 3, no. 5 (2000), <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]). APA style: Bernadette Flynn. (2000) Towards an aesthetics of navigation -- spatial organisation in the cosmology of the adventure game. M/C: A Journal of Media and Culture 3(5). <http://www.api-network.com/mc/0010/navigation.php> ([your date of access]).
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Wyld, Jasper. "Collaborative storytelling and canon fluidity in The Adventure Zone podcast". Convergence: The International Journal of Research into New Media Technologies, 3 de septiembre de 2020, 135485652095055. http://dx.doi.org/10.1177/1354856520950555.

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Podcast fiction storytelling is an underdeveloped area of new media studies. There is a wealth of texts available suitable for exploration. The example of The Adventure Zone in particular presents a strong argument that the medium possesses its own singular strengths for storytelling. The Adventure Zone is a fictional, audio-only, serialised podcast in which a narrative of both considerable length and depth is constructed through the playing of tabletop roleplaying game Dungeons & Dragons. It is hosted by the McElroy brothers, Griffin, Justin, and Travis, along with their father, Clint. The Adventure Zone demonstrates the unique qualities and noteworthy potential the podcast medium possesses. The McElroy family collaborates utilising comedy improv practices, which are strengthened by the game’s mechanics and rules. The line between characters and players – along with the line between textual and metatextual, canonical and non-canonical, diegetic and non-diegetic data – is significantly blurred through instances such as self-reflexivity and popular culture references. The fourth wall is inapplicable to The Adventure Zone. It is necessary to re-imagine it instead as a permeable curtain separating the players from the characters. The listeners are provided with a clear view of not only the story of The Adventure Zone, but the construction of its creation. There are few mediums in which the audience can so effectively and candidly witness the storytelling process. Comparisons drawn from the original text – The Adventure Zone podcast – to its ongoing adaptations – The Adventure Zone graphic novels – illustrates this fact further. The collaborative, improvisational, metafictional qualities of the dynamic audio-only medium of podcasts are absent from static visual mediums.
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Tesis sobre el tema "Graphic adventure games"

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Magnuson, Markus Amalthea. "The Dig : De grafiska äventyrsspelen som flyktigt medium". Thesis, Stockholms universitet, Filmvetenskapliga institutionen, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-179044.

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Libros sobre el tema "Graphic adventure games"

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ill, Paroline Shelli, Lamb Braden ill, Moore Lisa 1964-, Wands Steve y Ward Pendleton 1982-, eds. Adventure time. Los Angeles, CA: KaBOOM!, 2014.

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Bakugan Battle Brawlers: Dan and Drago. New York: Del Rey/Ballantine Books, 2008.

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Hurchalla, Elizabeth. Bakugan Battle Brawlers: Dan and Drago. New York: Del Rey/Ballantine Books, 2008.

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Hurchalla, Elizabeth. Bakugan Battle Brawlers. New York: Del Rey/Ballantine Books, 2008.

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Shelli, Paroline, Lamb Braden y Moore Lisa, eds. Adventure time. Los Angeles, CA: KaBoom, 2013.

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Myst: Strategies and Secrets. Alameda, CA: Sybex Inc, 1995.

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Barba, Rick. Myst: The official strategy guide. Rocklin, Calif: Prima Pub., 1995.

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Ryman, Anne. Myst: Strategies and secrets. San Francisco: Sybex, 1995.

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Barba, Rick. Myst: Official Strategy Guide, Revised and Expanded. Rocklin, Calif: Prima Games, 1995.

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Barba, Rick. Myst: Official Game Secrets. Rocklin, CA: Prima Games, 1993.

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Capítulos de libros sobre el tema "Graphic adventure games"

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Bundren, Dawson y Newton Lee. "Sonic Adventure 2, an Analysis". En Encyclopedia of Computer Graphics and Games, 1–2. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-319-08234-9_340-1.

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Joyner, W. David y Caroline Grant Melles. "Chip-Firing Games". En Adventures in Graph Theory, 145–208. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-68383-6_4.

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Beineke, Jennifer y Lowell Beineke. "Some ABCs of Graphs and Games". En The Mathematics of Various Entertaining Subjects. Princeton University Press, 2015. http://dx.doi.org/10.23943/princeton/9780691164038.003.0004.

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This chapter explores some objects in which graphs have a role, some explicit, some not obvious. These graphical objects are presented as mathematical exhibits at a museum. The chapter starts with the Amazing Asteroid, following this with a theorem (Bernstein's Bijection), a couple of games (Chromatic Combat and Devious Dice), an episode of Eluding Execution, a coin-tossing game (Flipping Fun), and an African adventure game (Get the Giraffe). Versions of these explorations have all been successfully used with students at various levels—whether in the classroom, for Math Club, or for independent investigation—but they can be appreciated by wider audiences too. The chapter concludes with a brief discussion of how one of the topics in particular is contributing to successful research experiences for undergraduates.
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Actas de conferencias sobre el tema "Graphic adventure games"

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Aycock, John y Katie Biittner. "LeGACy Code: Studying How (Amateur) Game Developers Used Graphic Adventure Creator". En FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3402988.

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Huang, Yetao, Dongdong Weng, Yue Liu y Yongtian Wang. "Key Issues of Wide-Area Tracking System for Multi-user Augmented Reality Adventure Game". En 2009 International Conference on Image and Graphics (ICIG). IEEE, 2009. http://dx.doi.org/10.1109/icig.2009.34.

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