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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.

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The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive suc-cess of games such as Ingress and Pokémon Go made pervasive gaming a viable op-tion for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. De-spite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Perv
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Schmitz, 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.

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Mobile and in particular pervasive games are a strong component of future scenarios for teaching and learning. Based on results from a previous review of practical papers, this work explores the educational potential of pervasive games for learning by analysing underlying game mechanisms. In order to determine and classify cognitive and affective learning outcomes, the authors propose employing game design patterns for mobile games and context information. Context information, in the course of this article, is introduced as an additional characteristic feature of mobile game design patterns. W
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Abreu, 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.

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Corruption, a pervasive issue that affects societies globally, is closely linked to inequality and the inadequate provision of public services. In this context, where the population is the primary victim, serious games are utilized to raise awareness, aiming to empower individuals and strengthen their role as vigilant citizens. Game designers strive to develop solutions that facilitate learning and reflection on corruption. This article proposes an adaptation of the Design Play and Experience Framework, referred to as the Endgame for Corruption Framework (EgC Framework). This adaptation incorp
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Studley, 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.

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Digital games are a fertile ground for exploring novel computer music applications. While the lineage of game-based compositional praxis long precedes the advent of digital computers, it flourishes now in a rich landscape of music-making apps, sound toys and playful installations that provide access to music creation through game-like interaction. Characterising these systems is the pervasive avoidance of a competitive game framework, reflecting an underlying assumption that notions of conflict and challenge are somewhat antithetical to musical creativity. As a result, the interplay between co
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Kasapakis, 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.

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Purpose Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. Design/methodology/approach This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa a
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Kristiansen, 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.

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The mobile culture has spawned a host of context-based products, like location-based and tag-based applications. This presents a new challenge for the designer. There is a need of design methods that acknowledge the context and allows it to influence the design ideas. This article focuses on a design problem where an in-situ design practice may further the early design process: the case of designing a pervasive game. Pervasive games are computer games, played using the city as a game board and often using mobile phones with GPS. Some contextual design methods exist, but the author proposes an
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Santos, 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.

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Introduction Promoting active lifestyles among older adults can bring drastic benefits for their quality of life. The innovative mechanics of pervasive games – that mix real and virtual worlds – can further engage and motivate elderly people into that goal. Using social interaction as a study case, we designed and evaluated the feasibility of a pervasive game to investigate how game design elements can affect the levels of physical activity of older adults. Methods A mobile, location-based pervasive game was developed, and a study with community dwelling elderly volunteers from Kyoto, Japan wa
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Kai, 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.

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This study aims to identify undergraduate students' perceived success factors in designing a pervasive game using an online flipped classroom approach. Since the context coexisting with the Covid-19 epidemic, online teaching has become the new norm. Implementing the flipped classroom approach to online teaching is quite different from traditional teaching. Furthermore, teaching pervasive game design online with a flipped classroom procedure is undoubtedly a great challenge. After successfully applying the online flipped classroom approach to design pervasive games, a series of one-on-one inter
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Viviers, 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.

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Purpose The purpose of this paper is to evaluate the usefulness of an educational game to develop soft skills (also known as pervasive skills), from the perspectives of three groups of role-players (student participants, student committee members and employer companies). The game was designed to provide students with the opportunity to develop soft skills and to determine whether students applied the pervasive skills required by the South African Institute of Chartered Accountants. Design/methodology/approach Action research was conducted according to a parallel convergent mixed-method researc
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Frazier, 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.

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Games With a Purpose can enable an intelligent agent to persistently and pervasively sense the real world by using game players as reconfigurable sensors. We propose a technique whereby an intelligent agent incentivizes players to collect data by translating data collection tasks into a series of quests played on a mobile device. In this paper, we define the concept of Proactive Sensing and provide a framework for Game-Based Proactive Sensing that can adapt games and narrative that optimizes for data collection and long-term player engagement.
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Emara, 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.

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Video games can be considered a strong asset in the tourism industry. It is a form of media that allows for interactive experiences. It also allows the virtual reconstruction of historical sites and cities that are difficult or impossible to reconstruct physically, thus, introducing historical sites to a new generation. Pervasive gaming (playing on site) can help augment the tourist's experience by using 21st-century technologies, such as augmented reality, to reconstruct the site virtually and to let the player experience the history of the sites in a more engaging way. This paper aims to pro
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Alamri, 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.

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Ahmad, 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.

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Shaheen, 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.

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Reflective practice is the ability to revisit and reassess one's previous actions to engage intentionally in the process of learning. The concept of reflection leads from unconscious aspects of learning or experience to mindful awareness, giving an individual the power to absorb everyday experiences to make appropriate conscious choices. Digital games in game-based learning (GBL) offer interactive learning with authentic practice and a high retention rate. Digital games are also considered an immersive and safe medium of stealth learning with the freedom to identify, explore, fail, and then re
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Kourouthanassis, 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.

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Pervasive Information Systems (IS) exemplify a paradigm where Information Technology is embedded in the physical environment, capable of accommodating user needs and wants when desired. Pervasive IS differ from IS that are based on the desktop paradigm In that they encompass a complex, dynamic environment composed of multiple artifacts, capable of perceiving contextual information and supporting user mobility. Building on the novel properties of pervasive IS, we propose a taxonomical framework assessing the level of ‘pervasiveness’ in a given information system. The framework consists of three
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Pais, Pedro, David Gonçalves, Kathrin Gerling, Teresa Romão, Tiago Guerreiro, and André Rodrigues. "Promoting Family Play through Asymmetric Game Design." Proceedings of the ACM on Human-Computer Interaction 8, CSCW1 (2024): 1–24. http://dx.doi.org/10.1145/3637392.

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For families, where abilities, motivations, and availability vary widely, opportunities for intergenerational play are limited. Designing games that cater to these differences remains an open challenge. In this paper, we first identify barriers related with time and expertise. Next, we propose asymmetric game design and asynchronous play to reconcile children's and adults' requirements; and interdependent gameplay mechanics to foster real-world interactions. Following this approach, we designed a testbed game and conducted a mixed-methods remote study with six pairs of adult-child family membe
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Zagalo, 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.

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There are no recipes or rules to develop games, any more than there are to develop stories. When we try to define a game system that not only has to create a balanced experience, but also has to tell a story, which can engage players in creating empathy and meaning, everything gets complicated. We faced this problem when we had to develop a serious game with the goal of promoting discussion and awareness among children around nutrition: FlavourGame. In this regard, we needed not only to design game mechanics that would feel complete and progressive, but also to create a narrative that provided
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Lima, 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.

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Pervasive environments involve the interaction of users with the objects that surround them and also other participants. In this way, pervasive communities can lead the user to participate beyond traditional pervasive spaces, enabling the cooperation among groups taking into account not only individual interests, but also the collective and social context. In this study, the authors explore the potential of using context-aware information in CSCW application in order to support collaboration in pervasive environments. In particular this paper describes the approach used in the design and devel
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Yuan, 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.

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Udjaja, 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.

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Roungas, 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.

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Background. The abstraction of complex systems, which is required by default when modelling gaming simulations, is a convoluted and time-consuming process. For gaming simulations to be efficient and effective, the problem of the real system they imitate needs to be narrowed down and simplified as much as possible. Additionally, even after abstraction of the real system, multiple design decisions need to be made and these may differ depending on the gaming simulation. Aim. This article proposes a framework for formalizing, and consequently standardizing, expediting and simplifying, the modellin
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Zagalo, 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.

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There are no recipes or rules to develop games, any more than there are to develop stories. When we try to define a game system that not only has to create a balanced experience, but also has to tell a story, which can engage players in creating empathy and meaning, everything gets complicated. We faced this problem when we had to develop a serious game with the goal of promoting discussion and awareness among children around nutrition: FlavourGame. In this regard, we needed not only to design game mechanics that would feel complete and progressive, but also to create a narrative that provided
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Rooney, 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.

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It is widely acknowledged that digital games can provide an engaging, motivating and “fun” experience for students. However an entertaining game does not necessarily constitute a meaningful, valuable learning experience. For this reason, experts espouse the importance of underpinning serious games with a sound theoretical framework which integrates and balances theories from two fields of practice: pedagogy and game design (Kiili, 2005; Seeney & Routledge, 2009). Additionally, with the advent of sophisticated, immersive technologies, and increasing interest in the opportunities for constru
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Westecott, 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.

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Digital games are a critical form in which makers express models of play that create meaning beyond entertainment. Game culture is pervasive and amidst a wider technological context that invites all our active participation provides one setting for creative self-expression. Games collapse the distance between makers and players in a uniquely active manner and whilst this paper centers on possibilities for game making, all players co-create their own gameplay experience, which holds potential for enacting individual agency. Based on experience introducing game design and development education a
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Buckley, 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.

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Gamification is the use of game design elements in nongame contexts and has been shown to be effective in motivating behavior change. By seeing game elements as “motivational affordances,” and formalizing the relationship between these elements and motivational affordances, it is the position of this article that gamification can be effectively applied to improve software systems across many different application domains. The research reported here aims to formalize the relationship between game elements and motivation, toward making gamification’s use more systematic. The focus is on the deve
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Khalfi, 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.

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The proliferation of wireless communications and mobile computing is producing a revolutionary change in information society. Ubiquitous Computing is a recent paradigm whose objective is to support users in accomplishing their tasks, accessing information, or communicating with other users anytime, anywhere. In this paper, the authors present novel characteristics of pervasive projects; they display different levels of adherence to the ubiquity characteristics. They suppose this can be considered an important step towards to provide the core elements of an architecture for intelligent environm
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De 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.

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Considering the popularity of digital games among older adults and the challenge of population ageing, this article identified a need for an integrated game design framework aimed at older audiences. An analysis of the literature on play in later life demonstrated how the literature is dominated by two themes, i.e., the benefits of playing digital games and the issue of accessibility. While this underlying model has been demonstrated to contribute to successful designs, it also risks reducing games to its motivational characteristics and ageing to cognitive and physical decline. The author the
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Annetta, 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.

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As educational games become more pervasive, the evolution of game design software is inevitable. This study looked at student perceptions of teacher created Serious Educational Games as part of a project striving to create a game development software where teachers and students create games as part of educational activities. The objective was to use evidence from student perceptions to inform further development of the software. A mixed method design ascertained data from 181 male and 178 females from 33 teacher created games. Results indicate that the software is relatively effective by the s
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Harisa, 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.

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A Javan hawk-eagle conservation organization, Yayasan Konservasi Elang Indonesia, is struggling with its marketing & publication activities. The organization then uses a board game to help their conservation works. There are educational and conservative purposes embedded in the game design to be a formal framework to overcome the challenge. Using a board game as a conservation tool engages the players and deepens their understanding of the topic, Javan hawk-eagle. The process we use to develop the framework includes mapping the learning objectives to the game component and actions, board g
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Slyman, 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.

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Despite the emergence of new methodologies for analysing and evaluating games using usability testing and heuristics evaluation frameworks, there is still lack of inclusive game heuristics for analysing educational simulation games. To address this, we conduct two case studies: professional critic game reviews and focus group interviews. We have looked at the effects of games on players’ gaming experiences in different gaming context (i.e. playing educational versus (vs.) entertaining simulation games). Findings show various game design similarities & differences between playing these simu
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Rubio, 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.

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Background Serious games play a fundamental role in promoting safe sexual behaviors. This medium has great potential for promoting healthy behaviors that prevent potential risk factors, such as sexually transmitted infections, and promote adherence to sexual health treatments, such as antiretroviral therapy. The ubiquity of mobile devices enhances access to such tools, increasing the effectiveness of video games as agents of change. Objective In this scoping review, we aimed to (1) identify the extent to which pervasive games have been used in the field of sexual health, (2) determine the theo
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Lu, 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.

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This paper proposes a non-cooperative game framework for concurrent tolerance design. The optimization issues in concurrent tolerance design for manufacture and assembly are discussed, and the mechanism of non-cooperative game for concurrent tolerance design is investigated. Finally, the algorithm is proposed to achieve concurrent tolerance design with non-cooperative game.
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Dawes, 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.

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This paper identifies subgenres of asymmetric virtual reality (AVR) games and proposes the AVR Game Genre (AVRGG) framework for developing AVR games. We examined 66 games “in the wild” to develop the AVRGG and used it to identify 5 subgenres of AVR games including David(s) vs. Goliath, Hide and Seek, Perspective Puzzle, Order Simulation, and Lifeline. We describe these genres, which account for nearly half of the 66 games reviewed, in terms of the AVRGG framework that highlights salient asymmetries in the mechanics, dynamics, and aesthetics categories. To evaluate the usefulness of the AVRGG f
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Nóbrega, 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.

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Creating an augmented reality (AR) urban tourism application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of multimedia mobile applications dedicated to urban tourism storytelling with special focus on AR techniques. Following the lessons learned in previous applications the systematic creation of location-based augmented reality (LBAR) applications is explored in this article. The goal is to create serious games for tourism that follow a main narrative but where the story can aut
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Sekhavat, 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.

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This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game introduces a new business model that makes it possible for players to present their artworks in virtual kiosks using augmented reality, while they are having fun playing the game. In addition to competition between the players in the game, this game requires social interaction between players to earn more points. A user study is conducted to evaluate the sense of presence and the usability of the application. The results of experiments show that KioskAR can achieve a h
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Bennis, 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.

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Mobile Learning (also known as m-learning) and game based learning (GBL) are two important elements in Technology-Enhanced Learning. By using mobile technology and benefiting from their features we can provide a pervasive learning without being restricted by time and space (Learning anywhere and anytime). GBL over the last decade has played an important role in increasing the motivation of the learner player through the integration of gamification into the learner’s learning process. The combination of the two elements gave birth to a new concept of educational system called Ubiquitous Learnin
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AKPINAR, 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.

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Serious games are computer games with learning objectives, and present stimulating contexts with interactive, engaging and immersive activities. The brain wave analysis and the neuro-functional correlates of game-based learning revealed that game-based learning is a powerful tool to enliven processes of learning through providing reward and emotional engagement. Implementing a game design model that effectively incorporates game mechanics and pedagogical mechanics is essential in the development of a serious game as an interactive learning environment. The current literature provides many seri
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Choi, 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.

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Choi, 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.

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Arachchilage, 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.

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Headleand, 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.

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The discipline of Games Design has surged in popularity in higher education as a route to industry for aspiring game developers. Notably, at the time of writing 138 UK Universities are now offering game design degrees, and many further education institutions. This growth is not only in volume but also in the diversity of students who enrol in these courses. Young learners, coming from various backgrounds and with differing levels of professional and academic experience, are drawn to games as a field of study. Games disciplines (such as Games Art, Design, and Programming) are often seen as more
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Fang, 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.

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We present Creative Console, a player-driven game in which a player, without prior knowledge of game programming, can design and realize a game within 15 minutes. Players design a game by selecting, adding, or changing a game component and then playtesting the game immediately. We refer to this central process as the Fast-Evolving-And-Verifying (FEAV) module. Players play successive FEAV modules, each taking around 3 minutes, and progressively complete a game design. We conducted an exploratory study of Creative Console. Within 48 hours, all 21 participants developed 527 game levels, covering
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Randle, 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.

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The aim of this paper is to reposition game design studies curriculum in Africa by modelling the African Ubuntu philosophy. This study utilized an inductive content analysis via transformative paradigm to identify relevant tenants that contribute to this conceptual paper. Furthermore, thematic approach was utilized to organize the are identified points int categories and subcategories. The utilization and introduction of the African ubuntu philosophy to game design curriculum follows 9 vital stages will be actualized. Researchers are motivated to conduct empirical and qualitative experiments o
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Jonas, 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.

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This conceptual paper presents a comprehensive conceptual framework for game-based learning (GBL), emphasizing user-centric design principles. Drawing from extant literature and research in cognitive science, educational psychology, and game design, this framework establishes a foundation for an interactive user-centric design that addresses inclusive learning experiences. The in-depth review of the literature identified eleven indispensable factors crucial for efficacious GBL experiences: cognitive elements, inclusivity and accessibility, engagement strategies, progression mechanics, visualiz
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Lin, 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.

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Wireless technologies are pervasive to support ubiquitous healthcare applications. However, RF transmission in wireless technologies can lead to electromagnetic interference (EMI) on medical sensors under a healthcare scenario, and a high level of EMI may lead to a critical malfunction of medical sensors. In view of EMI to medical sensors, we propose a joint power and rate control algorithm under game theoretic framework to schedule data transmission at each of wireless sensors. The objective of such a game is to maximize the utility of each wireless user subject to the EMI constraints for med
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Shaheen, 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.

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Reflective learning is widely recognised as a highly effective approach to learning. It involves learners in a process wherein they reflect on their past experiences to improve their skills and knowledge. In recent years, there has been growing recognition of the capacity of games to facilitate experiential learning. Therefore, this research aimed to evaluate the effectiveness of integrating reflective design principles into digital game-based learning (GBL). The focus was on assessing the reliability and appropriateness of reflective game design, as well as learner perceptions. This study ado
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Coulton, 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.

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Location-based games not only offer new experiences for the players, but also present new challenges for researchers in terms of analyzing player behaviour. Whilst many ethnographical studies have presented useful qualitative insights into this area, there is the potential to both improve support for these studies and to provide more effective representations of the quantitative data that can often be extracted from the game itself in a manner that enables greater understanding. In this paper, we illustrate how combined spatial and temporal information can be represented using the human geogra
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Stenros, 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.

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The challenge of combining narrative and gameplay in live action role-playing games (larps) has been successfully negotiated with the use of runtime game mastering and interactive actors (ractors) performing non-player characters (NPC). Based on expert interviews six functions for the interactive actors (facilitating, content creation, character portrayal, entertaining, playing, safeguarding) are identified and explored. The paper also reviews existing literature on NPCs in larps, and goes on to offer design insights for runtime game mastering. In addition, certain practical aspects of separat
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Sany, 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.

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A virtual laboratory is an instructional approach to facilitate learning on a scientific procedure or experimental procedure to motivate students to think critically and to improve problem-solving skills through virtual media. A serious adventure game is a game that has a serious purpose for example Education but with an adventure genre that allows the user to go on adventures and explore within the game. The merging of a virtual laboratory and a serious adventure game will contribute to the progress of the education field and motivate students in virtual practicum activities. But currently, t
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Safdari, 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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Health-based electronic games present an innovative tool to deal with mental and behavioral disorders as well as physical. An appropriately designed game can optimize health care. The aim of this study was to establish a design for health-based electronic games model and to develop a sample game in diabetes. This study was carried out in two phases: first, the design of a health-based electronic game framework and second, the design and production of sweet care game. There were two intended information prerequisites: determination of effective components in models of behavior change and valida
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