Artykuły w czasopismach na temat „Pervasive game design framework”
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Söbke, Heinrich, Jannicke Baalsrud Hauge, and Ioana A. Stefan. "Prime Example Ingress Reframing the Pervasive Game Design Framework (PGDF)." International Journal of Serious Games 4, no. 2 (2017): 39–58. https://doi.org/10.17083/ijsg.v4i2.182.
Pełny tekst źródłaSchmitz, Birgit, Roland Klemke, and Marcus Specht. "A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual Information." International Journal of Mobile and Blended Learning 5, no. 4 (2013): 59–71. http://dx.doi.org/10.4018/ijmbl.2013100104.
Pełny tekst źródłaAbreu, Vinicius Santos de, and Tadeu Moreira de Classe. "EndGame for Corruption - A DPE-Based Framework to Support the Design of Serious Games for Fight Against Corruption." Journal on Interactive Systems 14, no. 1 (2023): 215–30. http://dx.doi.org/10.5753/jis.2023.3165.
Pełny tekst źródłaStudley, Thomas, Jon Drummond, Nathan Scott, and Keith Nesbitt. "Evaluating Digital Games for Competitive Music Composition." Organised Sound 25, no. 1 (2020): 75–88. http://dx.doi.org/10.1017/s1355771819000487.
Pełny tekst źródłaKasapakis, Vlasios, and Damianos Gavalas. "Revisiting design guidelines for pervasive games." International Journal of Pervasive Computing and Communications 13, no. 4 (2017): 386–407. http://dx.doi.org/10.1108/ijpcc-d-17-00007.
Pełny tekst źródłaKristiansen, Erik. "Design Games for In-Situ Design." International Journal of Mobile Human Computer Interaction 5, no. 3 (2013): 1–22. http://dx.doi.org/10.4018/jmhci.2013070101.
Pełny tekst źródłaSantos, Luciano HO, Kazuya Okamoto, Shusuke Hiragi, et al. "Pervasive game design to evaluate social interaction effects on levels of physical activity among older adults." Journal of Rehabilitation and Assistive Technologies Engineering 6 (January 2019): 205566831984444. http://dx.doi.org/10.1177/2055668319844443.
Pełny tekst źródłaKai, Liu, Wee Hoe Tan, and Erni Marlina Saari. "Undergraduate students' perceived success factors on learning: An online flipped classroom for designing pervasive games." Journal of ICT in Education 9, no. 2 (2022): 1–15. http://dx.doi.org/10.37134/jictie.vol9.2.1.2022.
Pełny tekst źródłaViviers, Herman Albertus, Jacobus Paulus Fouché, and Gerda Marié Reitsma. "Developing soft skills (also known as pervasive skills)." Meditari Accountancy Research 24, no. 3 (2016): 368–89. http://dx.doi.org/10.1108/medar-07-2015-0045.
Pełny tekst źródłaFrazier, Spencer, and Mark Riedl. "Persistent and Pervasive Real-World Sensing Using Games." Proceedings of the AAAI Conference on Human Computation and Crowdsourcing 2 (September 5, 2014): 16–17. http://dx.doi.org/10.1609/hcomp.v2i1.13176.
Pełny tekst źródłaEmara, Ahmed Hassan, Adham M. Hany Abulnour, and Mohammed Moustafa Ayoub. "Design Criteria for Pervasive Games in Historical Sites." Academic Research Community publication 2, no. 3 (2018): 63. http://dx.doi.org/10.21625/archive.v2i3.346.
Pełny tekst źródłaAlamri, Atif, Anwar Hossain, Mehedi Hassan, et al. "A cloud-based pervasive serious game framework to support obesity treatment." Computer Science and Information Systems 10, no. 3 (2013): 1229–46. http://dx.doi.org/10.2298/csis120717046a.
Pełny tekst źródłaAhmad, Ibrahim, and Azizah Jaafar. "Integration of User Centered Game Design (UCGD) into Game Design Framework." Applied Mechanics and Materials 278-280 (January 2013): 2094–99. http://dx.doi.org/10.4028/www.scientific.net/amm.278-280.2094.
Pełny tekst źródłaShaheen, Anjuman, Frida Halvorsen, and Dr Panagiotis Fotaris. "A Reflective Game Design framework for Game-Based Learning." European Conference on Games Based Learning 16, no. 1 (2022): 758–65. http://dx.doi.org/10.34190/ecgbl.16.1.876.
Pełny tekst źródłaKourouthanassis, Panos E., George M. Giaglis, and Dimitrios C. Karaiskos. "Delineating ‘Pervasiveness’ in Pervasive Information Systems: A Taxonomical Framework and Design Implications." Journal of Information Technology 25, no. 3 (2010): 273–87. http://dx.doi.org/10.1057/jit.2009.6.
Pełny tekst źródłaPais, Pedro, David Gonçalves, Kathrin Gerling, Teresa Romão, Tiago Guerreiro, and André Rodrigues. "Promoting Family Play through Asymmetric Game Design." Proceedings of the ACM on Human-Computer Interaction 8, CSCW1 (2024): 1–24. http://dx.doi.org/10.1145/3637392.
Pełny tekst źródłaZagalo, N., A. P. Oliveira, P. Cardoso, and M. Vairinhos. "Beats & Units: A story-game design framework." International Journal of Film and Media Arts 8, no. 1 (2023): 52–67. https://doi.org/10.24140/ijfma.v8.n1.03.
Pełny tekst źródłaLima, Christopher, Mário Antunes, Diogo Gomes, Rui Aguiar, and Telma Mota. "A Context-Aware Framework for Collaborative Activities in Pervasive Communities." International Journal of Distributed Systems and Technologies 5, no. 2 (2014): 31–43. http://dx.doi.org/10.4018/ijdst.2014040103.
Pełny tekst źródłaYuan, Yuan, Kun Fu, Barend Pieter Venter, and Thomas Hainey. "Ethics as a Game? Towards a Framework for Game Design." Sociology Mind 09, no. 03 (2019): 135–50. http://dx.doi.org/10.4236/sm.2019.93010.
Pełny tekst źródłaUdjaja, Yogi, and Dimas Ramdhan. "Experiential game learning design framework: mechanical content of serious game." Procedia Computer Science 216 (2023): 415–23. http://dx.doi.org/10.1016/j.procs.2022.12.153.
Pełny tekst źródłaRoungas, Bill, Femke Bekius, and Sebastiaan Meijer. "The Game Between Game Theory and Gaming Simulations: Design Choices." Simulation & Gaming 50, no. 2 (2019): 180–201. http://dx.doi.org/10.1177/1046878119827625.
Pełny tekst źródłaZagalo, Nelson, Ana Patricia Oliveira, Pedro Cardoso, and Mario Vairinhos. "Beats & Units: A story-game design framework." International Journal of Film and Media Arts 8, no. 1 (2023): 52–67. http://dx.doi.org/10.24140/ijfma.v8.n1.03.
Pełny tekst źródłaRooney, Pauline. "A Theoretical Framework for Serious Game Design." International Journal of Game-Based Learning 2, no. 4 (2012): 41–60. http://dx.doi.org/10.4018/ijgbl.2012100103.
Pełny tekst źródłaWestecott, Emma. "Game sketching: Exploring approaches to research-creation for games." Virtual Creativity 10, no. 1 (2020): 11–26. http://dx.doi.org/10.1386/vcr_00014_1.
Pełny tekst źródłaBuckley, Jim, Tabea DeWille, Chris Exton, Geraldine Exton, and Liam Murray. "A Gamification–Motivation Design Framework for Educational Software Developers." Journal of Educational Technology Systems 47, no. 1 (2018): 101–27. http://dx.doi.org/10.1177/0047239518783153.
Pełny tekst źródłaKhalfi, Mohammed Fethi, and Sidi Mohamed Benslimane. "Evaluating Characteristics Adherence Level to Design Framework for Pervasive Projects." International Journal of Advanced Pervasive and Ubiquitous Computing 7, no. 4 (2015): 18–29. http://dx.doi.org/10.4018/ijapuc.2015100103.
Pełny tekst źródłaDe Schutter, Bob. "Gerontoludic Design." International Journal of Gaming and Computer-Mediated Simulations 9, no. 1 (2017): 45–60. http://dx.doi.org/10.4018/ijgcms.2017010103.
Pełny tekst źródłaAnnetta, Leonard A., Shawn Holmes, Meng-Tzu Cheng, and Elizabeth Folta. "Measuring Student Perceptions." International Journal of Gaming and Computer-Mediated Simulations 2, no. 3 (2010): 24–42. http://dx.doi.org/10.4018/jgcms.2010070102.
Pełny tekst źródłaHarisa, Ardiawan Bagus, Zahrotul Umami, and Filmada Ocky Saputra. "Board Game Design for Conservation Organization." Journal of Games, Game Art, and Gamification 7, no. 1 (2022): 1–6. http://dx.doi.org/10.21512/jggag.v7i1.8006.
Pełny tekst źródłaSlyman, Souad, Marco Gillies, and Vally Lytra. "Developing an Evaluation Framework for Analysing Educational Simulation Games." European Conference on Games Based Learning 16, no. 1 (2022): 526–34. http://dx.doi.org/10.34190/ecgbl.16.1.363.
Pełny tekst źródłaRubio, Claudio, and Felipe Besoain. "Pervasive Games for Sexual Health Promotion: Scoping Literature Review." JMIR Serious Games 13 (January 15, 2025): e58912. https://doi.org/10.2196/58912.
Pełny tekst źródłaLu, Cong. "A Non-Cooperative Game Framework for Concurrent Tolerance Design." Applied Mechanics and Materials 66-68 (July 2011): 643–48. http://dx.doi.org/10.4028/www.scientific.net/amm.66-68.643.
Pełny tekst źródłaDawes, Miah, Katherine Rackliffe, Amanda Lee Hughes, and Derek L. Hansen. "Asymmetric VR Game Subgenres: Implications for Analysis and Design." Multimodal Technologies and Interaction 8, no. 2 (2024): 12. http://dx.doi.org/10.3390/mti8020012.
Pełny tekst źródłaNóbrega, Rui, João Jacob, António Coelho, João Ribeiro, Jessika Weber, and Soraia Ferreira. "Leveraging Pervasive Games for Tourism." International Journal of Creative Interfaces and Computer Graphics 9, no. 1 (2018): 1–14. http://dx.doi.org/10.4018/ijcicg.2018010101.
Pełny tekst źródłaSekhavat, Yoones A. "KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks." International Journal of Computer Games Technology 2016 (2016): 1–12. http://dx.doi.org/10.1155/2016/7690754.
Pełny tekst źródłaBennis, Lamyae, and Said Amali. "From Learning Game to Adaptive Ubiquitous Game Based Learning." International Journal of Emerging Technologies in Learning (iJET) 14, no. 16 (2019): 55. http://dx.doi.org/10.3991/ijet.v14i16.10701.
Pełny tekst źródłaAKPINAR, Yavuz, Ekrem KUTBAY, and Ali AKKAYA. "Öğrenme Destekleriyle Açınsayıcı Öğrenme Oyunları Tasarlama." Eğitimde Kuram ve Uygulama 19, no. 1 (2023): 83–96. http://dx.doi.org/10.17244/eku.1248565.
Pełny tekst źródłaChoi, Dong-Seong. "A Study on the Creative Game Design Framework." Journal of Korea Game Society 11, no. 4 (2011): 49–59. http://dx.doi.org/10.7583/jkgs.2011.11.4.049.
Pełny tekst źródłaChoi, Dong-Seong. "A Study on the Creative Game Design Framework." Journal of Korea Game Society 11, no. 4 (2011): 49–59. http://dx.doi.org/10.7583/jkgs.2011.11.4.49.
Pełny tekst źródłaArachchilage, Nalin Asanka Gamagedara, and Steve Love. "A game design framework for avoiding phishing attacks." Computers in Human Behavior 29, no. 3 (2013): 706–14. http://dx.doi.org/10.1016/j.chb.2012.12.018.
Pełny tekst źródłaHeadleand, Christopher, and David James. "Games Design Frameworks: A Novel Approach for Games Design Pedagogy." European Conference on Games Based Learning 18, no. 1 (2024): 426–31. http://dx.doi.org/10.34190/ecgbl.18.1.2922.
Pełny tekst źródłaFang, Ke, Jinsheng Jiang, Xing Sun, Yuqing Chen, Jiajia He, and Lei Huang. "Creative Console: A Player-Driven Game Based on a Modular Fast-Evolving-and-Verifying Framework." Proceedings of the ACM on Human-Computer Interaction 7, CHI PLAY (2023): 803–32. http://dx.doi.org/10.1145/3611050.
Pełny tekst źródłaRandle, Oluwarotimi. "An indigenized framework for game design curriculum for African Universities." Jurnal Bidang Pendidikan Dasar 8, no. 1 (2024): 25–33. http://dx.doi.org/10.21067/jbpd.v8i1.9316.
Pełny tekst źródłaJonas, Joshua, and Justina Ogodo. "Framework as a Process: A User-Centric Conceptual Framework for Game-Based Learning." Journal of Research in Science, Mathematics and Technology Education 8, SI (2025): 335–55. https://doi.org/10.31756/jrsmte.4114si.
Pełny tekst źródłaLin, Di, Xuanli Wu, Fabrice Labeau, and Athanasios Vasilakos. "Internet of Vehicles for E-Health Applications in View of EMI on Medical Sensors." Journal of Sensors 2015 (2015): 1–10. http://dx.doi.org/10.1155/2015/315948.
Pełny tekst źródłaShaheen, Anjuman, Sanam Ali, and Panagiotis Fotaris. "Assessing the Efficacy of Reflective Game Design: A Design-Based Study in Digital Game-Based Learning." Education Sciences 13, no. 12 (2023): 1204. http://dx.doi.org/10.3390/educsci13121204.
Pełny tekst źródłaCoulton, Paul, Will Bamford, Keith Cheverst, and Omer Rashid. "3D Space-Time Visualization of Player Behaviour in Pervasive Location-Based Games." International Journal of Computer Games Technology 2008 (2008): 1–5. http://dx.doi.org/10.1155/2008/192153.
Pełny tekst źródłaStenros, Jaakko. "Between Game Facilitation and Performance: Interactive Actors and Non-Player Characters in Larps." International Journal of Role-Playing, no. 4 (May 17, 2023): 76–93. http://dx.doi.org/10.33063/ijrp.vi4.230.
Pełny tekst źródłaSany, Diny Syarifah. "SAGD-VL Framework: A Framework for Serious Adventure Game Development in A Virtual Laboratory." Journal of Informatics Information System Software Engineering and Applications (INISTA) 5, no. 1 (2022): 58–70. http://dx.doi.org/10.20895/inista.v5i1.865.
Pełny tekst źródłaSafdari, Reza, Marjan Ghazisaeidi, and Azadeh Goodini. "Sweet care against sugar bitterness, designing health-based electronic game." Health Informatics Journal 25, no. 4 (2018): 1825–45. http://dx.doi.org/10.1177/1460458218799444.
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