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Journal articles on the topic 'Computer adventure games'

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1

Ju, Edward, and Christian Wagner. "Personal computer adventure games." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 28, no. 2 (1997): 78–92. http://dx.doi.org/10.1145/264701.264707.

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Baltra, Armando. "Language Learning through Computer Adventure Games." Simulation & Gaming 21, no. 4 (1990): 445–52. http://dx.doi.org/10.1177/104687819002100408.

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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are
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Lessard, Jonathan. "AdventureBefore Adventure Games." Games and Culture 8, no. 3 (2013): 119–35. http://dx.doi.org/10.1177/1555412012473364.

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Nosachev, Pavel G. "GAME OCCULTURE: WESTERN ESOTERICISM AND ADVENTURE COMPUTER GAMES." Study of Religion, no. 2 (2018): 131–39. http://dx.doi.org/10.22250/2072-8662.2018.2.131-139.

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The article discusses the possible perspectives of interdisciplinary research, standing on the border of the study of culture and religion. The author proposes to illustrate the specificity of such interdisciplinary character on the example of manifestation of Western esotericism in adventure computer games of the 90s. In the first part of the article main occulture myths are identified with the help of methodological frame of the part is C. Partridge’s theory of occulture. The author comes to the conclusion that the occulture makes the plot of games commercially successful. In the second part
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Kossuth, Karen C. "USING THE ADVENTURE FORMATS FOR CALI." CALICO Journal 3, no. 2 (2013): 13–17. http://dx.doi.org/10.1558/cj.v3i2.13-17.

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Because adventure games can be highly interactive and so absorbing that users commonly spend hours in a session, they are well suited to CALI, as long as the level of language on the screen is low enough and as long as the parser can recognize naturally-formed commands. This article attributes the success of the adventure format to the Input Hypothesis and the Affective Filter Hypothesis and sets up criteria for instructional evaluation of foreign language adventures.
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Russell, Glenn. "Implications of Context-Based Software Development for Education." Australian Journal of Education 38, no. 2 (1994): 157–73. http://dx.doi.org/10.1177/000494419403800206.

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Criteria for the selection of a computer adventure game were established following an investigation into students' use of computer adventure games in a secondary school. The development of one piece of educational software, based on these criteria, is described. The importance of improving educators' abilities to select appropriate software by the identification of appropriate criteria in a context-based evaluation is stressed in a time of devolution and fiscal restraint.
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Lickhardt, Maren. "Game Logic in the TV Series The Walking Dead: On Transmedial Plot Structures and Character Layouts." Open Cultural Studies 1, no. 1 (2017): 359–68. http://dx.doi.org/10.1515/culture-2017-0033.

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Abstract This paper discusses plot structures and characters of the The Walking Dead TV series which can be traced back to the influence of computer games and gameplay. It shall prove that the series’ narration as a transmedial phenomenon is characterised by ludic logic, although interactive aspects are omitted due to the intermedial change from games to a TV series. The characters’ twin layout as both civilised and archaic, the permanent necessity to make live-or-death decisions, as well as the struggle for survival, simulate aspects of adventure games in particular. The long duration of the
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Saito, Kumiko. "From Novels to Video Games: Romantic Love and Narrative Form in Japanese Visual Novels and Romance Adventure Games." Arts 10, no. 3 (2021): 42. http://dx.doi.org/10.3390/arts10030042.

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Video games are powerful narrative media that continue to evolve. Romance games in Japan, which began as text-based adventure games and are today known as bishōjo games and otome games, form a powerful textual corpus for literary and media studies. They adopt conventional literary narrative strategies and explore new narrative forms formulated by an interface with computer-generated texts and audiovisual fetishism, thereby challenging the assumptions about the modern textual values of storytelling. The article first examines differences between visual novels that feature female characters for
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Uiphanit, Thanakorn, Satien Janpla, Thatsanan Chutosri, et al. "Code Adventure: An Educational Game for Learning JAVA Programming." International Journal of Interactive Mobile Technologies (iJIM) 17, no. 22 (2023): 26–37. http://dx.doi.org/10.3991/ijim.v17i22.42307.

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The purpose of this project is to (1) develop an educational game for learning in a JAVA programming course for undergraduate students, (2) compare the learning achievements of educational games and lectures, and (3) assess learner game acceptance with learning through games. The sample used in this research were 50 first-year undergraduate students in the field of management information systems from the Department of Information Science, S University in Thailand. In game design and development, The researcher developed the game based on the concept of game flow elements, such as challenges, s
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Taylor, Macey. "Simulations and Adventure Games in CALL." Simulation & Gaming 21, no. 4 (1990): 461–66. http://dx.doi.org/10.1177/104687819002100411.

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12

Li, Jiaye. "Research on the Gameplay and Art Style of Survival Games." Communications in Humanities Research 5, no. 1 (2023): 264–67. http://dx.doi.org/10.54254/2753-7064/5/20230266.

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In modern society, due to the development of human technology and video games, many people have started to know and play video games. One of the main reasons is that video games are a form of entertainment that only requires a computer or a phone, making them a popular activity to do when tired, relaxing, or just passing time. Additionally, there are many types of video games, including sandbox, real-time strategy, shooters, multiplayer online battle arenas, role-playing games, simulations, sports games, puzzlers, party games, action-adventure games, survival games, and platforms. However, sur
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Demirok, Mukaddes, Fezile Ozdamli, Cigdem Hursen, Zehra Ozcinar, Muge Kutguner, and Huseyin Uzunboylu. "The Relationship of Computer Games and Reported Anger in Young People." Australian Journal of Guidance and Counselling 22, no. 1 (2012): 33–43. http://dx.doi.org/10.1017/jgc.2012.4.

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Playing computer games is a routine activity for most young people today. The aim of this study was to examine the relationship of time spent playing computer games, the violence of the game, and self-reported anger of students in North Cyprus. Four hundred participants between the ages of 15–18 completed the State-Trait Anger and the Anger Expression questionnaire, together with a section on gaming. The results showed that most (43%) students played computer games 3–4 days a week, with many (31.5%) playing every day. It was found that students who played computer games for 2–3 hours a day sco
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14

Yelland, Nicola J. "Playing with Ideas and Games in Early Mathematics." Contemporary Issues in Early Childhood 3, no. 2 (2002): 197–215. http://dx.doi.org/10.2304/ciec.2002.3.2.4.

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This article investigates learning in an out-of-school informal computer club. Particularly, it sought to elucidate information about mathematical learning and understandings that were displayed when children played and interacted in computer-based contexts. It was also concerned with the social processes inherent to game playing and the design features of computer games which appealed to children. The data revealed that mathematical understandings can be promoted and practised in computer games and that the structure and design of the game determined the amount and quality of the interactions
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Poirier-Poulin, Samuel. "Adventure Games: Playing the Outsider, Aaron A. Reed, John T. Murray and Anastasia Salter (2020)." Journal of Gaming & Virtual Worlds 14, no. 3 (2022): 340–44. http://dx.doi.org/10.1386/jgvw_00067_5.

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Gozali, Gunawan Putra. "Motion Detection Implementation on a Game Using Raspberry Pi." SISFORMA 3, no. 2 (2017): 58. http://dx.doi.org/10.24167/sisforma.v3i2.856.

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Along with the development of advanced gaming technology, we can play the game with so many tools or platforms such as console games, PC games, mobile games and handheld games. The disadvantage of those games is the difficulty to connect additional sensors to the PC computer. Large power requirements will also be a constraint. Besides, the size of the PC could be a weakness that makes it difficult to carry and play anytime. Raspberry is a small computer that can be added with motion detection sensors. By using the raspberry, the researchers managed to create a game "Crows Adventure" that uses
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Puendra, Valentino, Jeanny Pragantha, and Darius Andana Haris. "DESIGNING LET ME SURVIVE 2D MULTIPLAYER SURVIVAL ADVENTURE GAME ON WINDOWS PLATFORM." International Journal of Application on Sciences, Technology and Engineering 1, no. 3 (2023): 1123–32. http://dx.doi.org/10.24912/ijaste.v1.i3.1123-1132.

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"Let Me Survive" is a two-dimensional survival adventure game specifically designed for Windows operating systems. The game was created using the Unity 2D game engine, which is a well-known platform used to create computer games. In "Let Me Survive," players are presented with various challenges to defeat all enemies in each level, with the goal of reaching the end. The game also utilizes the multiplayer feature available in some games, allowing players to play together to complete each level. This feature provides a cooperative experience for players to work together with other players.
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Schleiner, Anne-Marie. "Does Lara Croft Wear Fake Polygons? Gender and Gender-Role Subversion in Computer Adventure Games." Leonardo 34, no. 3 (2001): 221–26. http://dx.doi.org/10.1162/002409401750286976.

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The subject matter of this article emerged in part out of research for the author's thesis project and first game patch, Madame Polly, a “first-person shooter gender hack.” Since the time it was written, there has been an upsurge of interest and research in computer games among artists and media theoreticians. Considerable shifts in gaming culture at large have taken place, most notably a shift toward on-line games, as well as an increase in the number of female players. The multidirectional information space of the network offers increasing possibilities for interventions and gender reconfigu
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Rizki, Iqbal Ainur, Hanandita Veda Saphira, Yusril Alfarizy, Aulia Dwi Saputri, Riski Ramadani, and Nadi Suprapto. "Adventuring Physics: Integration of Adventure Game and Augmented Reality Based on Android in Physics Learning." International Journal of Interactive Mobile Technologies (iJIM) 17, no. 01 (2023): 4–21. http://dx.doi.org/10.3991/ijim.v17i01.35211.

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One of the difficulties in physics learning is the low motivation to learn because physics materials are considered complex, boring, and abstract for students. Therefore, this research developed an Augmented Reality (AR)-integrated game application "Adventuring Physics" based on android that can create more fun physics learning and provide concept visualization on abstract materials so that they become easier for students to understand. This study aims to develop a valid and practical application of Adventuring Physics games on physics learning. This research uses Research and Development (R&a
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Peñate Domínguez, Fede. "Spanish colonial architecture as selective authenticity in historical digital games." Culture & History Digital Journal 9, no. 1 (2020): 005. http://dx.doi.org/10.3989/chdj.2020.005.

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Buildings play a major role in computer games set in the past, both as gameplay components and as elements of historical realism. Varying on the genre of the game they perform different functions, from the transition and movement possibilities they allow the player in action-adventure games like Assassin’s Creed (Dow, 2013) to sedentary headquarters in strategy and management titles such as Age of Empires and Civilization (Bonner, 2014). My goal with this paper is to analyse the purposes of Spain’s colonial architecture in computer games set in the period of the Spanish Monarchy’s rule oversea
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21

López-Arcos, J. R., N. Padilla-Zea, P. Paderewski, and F. L. Gutiérrez. "Designing Stories for Educational Video Games." International Journal of Web-Based Learning and Teaching Technologies 12, no. 4 (2017): 1–13. http://dx.doi.org/10.4018/ijwltt.2017100101.

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The use of video games as an educational tool initially causes a higher degree of motivation in students. However, the inclusion of educational activities throughout the game can cause this initial interest to be lost. A good way to maintain motivation is to use a good story that is used as guiding thread with which to contextualize the other video game elements (characters, scenarios, challenges, scores, etc.). A method is necessary for analyzing the effectiveness of the story in a video game. The authors propose an analysis method that includes user-centered techniques. This method has been
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P. De Lope, Rafael, Nuria Medina-Medina, Matías Urbieta, Alejandra B. Lliteras, and Antonio Mora García. "A novel UML-based methodology for modeling adventure-based educational games." Entertainment Computing 38 (May 2021): 100429. http://dx.doi.org/10.1016/j.entcom.2021.100429.

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Hsu, Yu Jen, and Ju Ling Shih. "Developing computer adventure education games on mobile devices for conducting cooperative problem-solving activities." International Journal of Mobile Learning and Organisation 7, no. 2 (2013): 81. http://dx.doi.org/10.1504/ijmlo.2013.055616.

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24

Camingue, Janelynn, Elin Carstensdottir, and Edward F. Melcer. "What is a Visual Novel?" Proceedings of the ACM on Human-Computer Interaction 5, CHI PLAY (2021): 1–18. http://dx.doi.org/10.1145/3474712.

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Visual Novel (VN) is a widely recognizable genre of narrative-focused games that has grown in popularity over the past decade. Surprisingly, despite being so widely recognizable, there is not a singular definition to help guide the design and analysis of such games---with academic definitions and implementations ranging from "interactive textbooks" to "adventure games with multi-ending stories". In this paper, we present a unified definition of VNs drawn from an analysis of 30 prior academic definitions. We also examined 54 existing VNs to further refine our definition and employ a deeper anal
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Schrader, Claudia, and Theo Bastiaens. "Learning in educational computer games for novices: The impact of support provision types on virtual presence, cognitive load, and learning outcomes." International Review of Research in Open and Distributed Learning 13, no. 3 (2012): 206. http://dx.doi.org/10.19173/irrodl.v13i3.1166.

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Embedding support devices in educational computer games has been asserted to positively affect learning outcomes. However, there is only limited direct empirical evidence on which design variations of support provision influence learning. In order to better understand the impact of support design on novices’ learning, the current study investigates how support devices and their type of provision (intrinsic vs. extrinsic) determine games’ effectiveness on learning outcomes. This effectiveness is also related to how the design-type of provision influences learners’ virtual presence and cognitive
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Cattan, Grégoire, Anton Andreev, and Etienne Visinoni. "Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update." Computers 9, no. 4 (2020): 92. http://dx.doi.org/10.3390/computers9040092.

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The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the developmen
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Pallavicini, Federica, Alessandro Pepe, and Fabrizia Mantovani. "Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review." JMIR Mental Health 8, no. 8 (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 th
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Furini, Marco. "An architecture to easily produce adventure and movie games for the mobile scenario." Computers in Entertainment 6, no. 2 (2008): 1–16. http://dx.doi.org/10.1145/1371216.1371222.

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Roohi, Samad, and Aynaz Forouzandeh. "Regarding color psychology principles in adventure games to enhance the sense of immersion." Entertainment Computing 30 (May 2019): 100298. http://dx.doi.org/10.1016/j.entcom.2019.100298.

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Zahari, Ana Syafiqah, Lukman Ab Rahim, Nur Aisyah Nurhadi, and Mubeen Aslam. "A Domain-Specific Modelling Language for Adventure Educational Games and Flow Theory." International Journal on Advanced Science, Engineering and Information Technology 10, no. 3 (2020): 999. http://dx.doi.org/10.18517/ijaseit.10.3.10173.

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Upton, Caitlyn R., Jessica A. Nastasi, and Bethany R. Raiff. "Identifying Video Game Preferences Among Adults Interested in Quitting Smoking Cigarettes: Survey Study." JMIR Serious Games 10, no. 1 (2022): e30949. http://dx.doi.org/10.2196/30949.

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Background Smoking is the most prevalent cause of morbidity and mortality in the United States. Although most individuals who smoke express a desire to quit smoking, only a small percentage are successful. Serious games have become popular in health sectors as a potential avenue for delivering a scalable treatment that is both accessible and engaging for the smoking population. Several smoking cessation games have already been developed, but these games feature a broad range of gameplay elements and are not necessarily based on existing video game preferences in the general or smoking populati
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BlečIć, Ivan, Sara Cuccu, Filippo Andrea Fanni, et al. "First-person Cinematographic Videogames." Journal on Computing and Cultural Heritage 14, no. 2 (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 techniqu
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Hewett, Katherine J. E., Bethanie C. Pletcher, and Guang Zeng. "The 21st-Century Classroom Gamer." Games and Culture 15, no. 2 (2018): 198–223. http://dx.doi.org/10.1177/1555412018762168.

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The 21st century has given rise to gaming industry technologies that drive a new type of learner in the classroom. This article draws data from four case studies that were conducted as part of a sequential mixed-model study. The study explored the 21st-century skills students reported learning through their video game consumption and creation of intellectual property. The qualitative data analysis led to the development of five major findings: (1) the strategist: accomplishing the mission, (2) the creator: the art of gameplay, (3) the communicator: building relationships and communities, (4) t
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Putri Miranny Dewi, Novia, and Banung Grahita. "Narrative Immersion dalam Visual Novel STEINS;GATE, Danganronpa: Trigger Happy Havoc, dan Phoenix Wright: Ace Attorney." Ultimart: Jurnal Komunikasi Visual 13, no. 2 (2020): 7–14. http://dx.doi.org/10.31937/ultimart.v13i2.1708.

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Sebagai subgenre atas genre Adventure yang berhasil menguasai 26% pasar industri game di Indonesia pada tahun 2018, visual novel menghadirkan pengalaman bermain yang berfokus terhadap aspek naratif dalam permainan, yang mana melalui penciptaan keingintahuan, pemahaman, dan empati atas serangkaian peristiwa dalam penceritaan memunculkan pengalaman bermain imersif, yang dikenal dengan narrative immersion. Melalui elemen-elemen audiovisual yang dimiliki subgenre tersebut, pemain secara emosional terlibat dalam permainan serta terabsorpsi ke dalam dunia fiksi yang dihadirkan didalamnya, mengesampi
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Butt, Mahli-Ann Rakkomkaew, and Daniel Dunne. "Rebel Girls and Consequence in Life Is Strange and The Walking Dead." Games and Culture 14, no. 4 (2017): 430–49. http://dx.doi.org/10.1177/1555412017744695.

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The presence of women within videogames has progressed to a state where narratives about the empowerment of women are becoming popular; however, such games still invite a number of gendered stereotypes. Housed in the genre of adventure games, The Walking Dead: Season Two and Life Is Strange appear to follow in the spirit of this emerging women’s revolution but inevitably reestablish traditional presentations of sexism in the treatment of their endings. In particular, the presentation of the infamous Trolley Problem and its inherent utilitarian framework is an incendiary moment wherein these ga
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E, Edhaya Chandran, and Gnana Sanga Mithra S. "Digital Humanities and Game Ethics: Investigating the Impact of Representation in Gaming." Studies in Media and Communication 11, no. 7 (2023): 159. http://dx.doi.org/10.11114/smc.v11i7.6266.

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“Digital humanities” is about the usage of computer-assisted tools to preserve knowledge and disseminate them through technological resources. An extension of these techniques can be seen in today’s hyper realistic games with high-concept storytelling. These games immerse the players in a world that enables them to experience a different reality and often ask them to make choices that have real-life social impact. They have empowered artists to create worlds that could become a testing ground for philosophical theories. This paper concentrates on the impact of gaming on real-world ethical and
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Khundam, Chaowanan, and Frédéric Nöel. "A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames." International Journal of Computer Games Technology 2021 (April 30, 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 e
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Martinez, Kim, Maria Isabel Menéndez-Menéndez, and Andres Bustillo. "Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review." JMIR Serious Games 9, no. 4 (2021): e30482. http://dx.doi.org/10.2196/30482.

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Background Depression and anxiety in children and adolescents are major health problems worldwide. In recent years, serious games research has advanced in the development of tools to address these mental health conditions. However, there has not been an extensive analysis of these games, their tendencies, and capacities. Objective This review aims to gather the most current serious games, published from 2015 to 2020, with a new approach focusing on their applications: awareness, prevention, detection, and therapy. The purpose is also to analyze the implementation, development, and evaluation o
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Huhtinen, Aki-Mauri. "From Military Threats to Everyday Fear." International Journal of Cyber Warfare and Terrorism 2, no. 2 (2012): 1–10. http://dx.doi.org/10.4018/ijcwt.2012040101.

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The history of combat is primarily the history of radically changing fields of perception. In other words, war consists not so much of scoring territorial, economic or other material victories but of appropriating the immateriality of perceptual field. The function of the eye has become the function of the weapons (Virilio, 1989; 2009). To understand information age warfare we have to understand the concept of representation as a part of our process of violence. The idea of information warfare or an information operation is based on the process where the physical target is no longer destroyed
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Sarian, Antranig Arek. "Paradox and Pedagogy in The Stanley Parable." Games and Culture 15, no. 2 (2018): 179–97. http://dx.doi.org/10.1177/1555412018765550.

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The Stanley Parable uses metafiction and elements borrowed from the “Theatre of the Absurd” to reveal a didactic, pedagogical, and despotic voice that lies below many of the choices found within gamebooks, literary games, and interactive narratives. The satirical character of the “narrator,” coupled with the game’s use of paradoxes, makes choosers aware of the catechistic structure that many didactic choices employ. This pedagogic choice structure has its roots in the TutorText series of programmed learning novels—a structure repeated (and hidden) by the Choose Your Own Adventure-style gameboo
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Stecuła, Kinga. "Virtual Reality Applications Market Analysis—On the Example of Steam Digital Platform." Informatics 9, no. 4 (2022): 100. http://dx.doi.org/10.3390/informatics9040100.

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This paper presents research on the topic of virtual reality (VR) applications. It conducts a quantitative analysis of virtual reality applications available in the international market using the example of a digital platform, which was the Steam platform. The study presents and analyzes data on the number of applications in the selected categories, such as genres, types of headsets, and language. The research also includes the analysis of the top-rated VR applications, their reviews, and their features, recognized based on the tags describing them. Additionally, the article provides and syste
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Gustina, Dian. "Rancang Bangun Aplikasi Game Virtual Reality Berbasis Android Bertema Petualangan." Jurnal Ilmiah FIFO 11, no. 2 (2019): 156. http://dx.doi.org/10.22441/fifo.2019.v11i2.005.

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Technology is one part that can not be separated from human life. Various fields in human life have been greatly welcomed by technology, computer technology first. Virtual Reality (VR) is a new way to explore the virtual world. With virtual reality, the user seemed to be entering a new environment in the virtual world. The vastness of the virtual world can provide many advantages to produce a variety of fun entertainment. "My Journey My Adventure" is a game with a genre of first person shooter genre (FPS) that can be played by all people spent to be able to survive with modest stamina and a sh
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Prasetyo, Muhammad Adhithyas, Chandra Gelar Pamungkas, and Gayuh Budi Luhur. "Game Design For an Environmental-themed 2D Adventure Mobile Game." International Journal of Research and Applied Technology 2, no. 2 (2022): 49–57. http://dx.doi.org/10.34010/injuratech.v2i1.7950.

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Game is a game based on technology media, which is currently one of the entertainments today. The development of games has become a technology that can be felt, through computers to cellphones. One of the game media, namely mobile games, is an attraction for gamers (people who play games) now. Game makers are competing to make games interesting and useful for game lovers. The genres presented are also diverse, such as RPG, Open World, Horror, Puzzle, Sport, and others. At this time the design of the mobile game focuses on the slide type game, where the camera in the game moves right and left,
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44

Prasetyo, Muhammad Adhithyas, Chandra Gelar Pamungkas, and Gayuh Budi Luhur. "Game Design For an Environmental-themed 2D Adventure Mobile Game." International Journal of Research and Applied Technology 2, no. 2 (2022): 49–57. http://dx.doi.org/10.34010/injuratech.v2i2.7950.

Full text
Abstract:
Game is a game based on technology media, which is currently one of the entertainments today. The development of games has become a technology that can be felt, through computers to cellphones. One of the game media, namely mobile games, is an attraction for gamers (people who play games) now. Game makers are competing to make games interesting and useful for game lovers. The genres presented are also diverse, such as RPG, Open World, Horror, Puzzle, Sport, and others. At this time the design of the mobile game focuses on the slide type game, where the camera in the game moves right and left,
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45

Tawakal, Rayendra, Mela Hezma, and Dewi Regita Cahyani. "Frog Adventure: 2D Based Platformer Game Design with HTML5." Gameology and Multimedia Expert 1, no. 1 (2024): 20. http://dx.doi.org/10.29103/game.v1i1.14557.

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A game is an activity or form of entertainment that involves players in a structured system of rules. Typically, games involve clear goals, challenges, interaction, and decision making by players. Games can be played individually or in groups, either physically or via electronic media such as computers, game consoles, or mobile devices. This report provides in-depth information about the game "Frog Adventure" by choosing Javascript as the main programming language, as well as notepad++ for the code editor container to help create the designed game. The aim of making this game is to fulfill the
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46

Onuczko, Curtis, Duane Szafron, Jonathan Schaeffer, et al. "Automatic Story Generation for Computer Role-Playing Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 2, no. 1 (2021): 147–48. http://dx.doi.org/10.1609/aiide.v2i1.18769.

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Scripting the plot in a computer role-playing game requires a large number of scripts that are difficult to track and maintain. Game adventures often have simple plots, called sub- quests, that are independent from the main plot. Sub-quests are important, as they add value to the open-world appeal of the game, but they still have to be scripted. We have created a prototype of a tool that helps by automatically producing design pattern specifications for sub-quests. The specifications can be entered into an existing tool, called ScriptEase, to generate scripting code for Neverwinter Nights adve
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Ciobanu, Gabriel. "Writing as a Form of Freedom and Happiness Celebrating the 60th birthday of Gheorghe Păun." International Journal of Computers Communications & Control 5, no. 5 (2010): 613. http://dx.doi.org/10.15837/ijccc.2010.5.2215.

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<p>Essentially writing is form of thinking on paper, and a way of learning. According to Winston Churchill, writing a book is an adventure. "To begin with, it is a toy and an amusement; then it becomes a mistress, and then it becomes a master, and then a tyrant. The last phase is that just as you are about to be reconciled to your servitude, you kill the monster, and fling him out to the public." On the other hand, writing could be a form of freedom by escaping the madness of a period, and reducing the anxiety. In many situations the authors write to save themselves, to survive as indivi
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Abensur Vuillaume, Laure, Garry Laudren, Alexandre Bosio, Pauline Thévenot, Thierry Pelaccia, and Anthony Chauvin. "A Didactic Escape Game for Emergency Medicine Aimed at Learning to Work as a Team and Making Diagnoses: Methodology for Game Development." JMIR Serious Games 9, no. 3 (2021): e27291. http://dx.doi.org/10.2196/27291.

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Background In the health care environment, teamwork is paramount, especially when referring to patient safety. We are interested in recent and innovative solutions such as escape games, which is a type of adventure game that may be highly useful as an educational tool, potentially combining good communication skills with successful gamification. They involve teams of 5 to 10 individuals who are “locked” in the same room and must collaborate to solve puzzles while under pressure from a timer. Objective The purpose of this paper was to describe the steps involved in creating and implementing an
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Baêta, F. J., B. M. Souza, G. B. Marinhoi, et al. "KREBER`S ADVENTURES: COMPUTER GAME ABOUT THE ATP FORMATION." Revista de Ensino de Bioquímica 13 (August 24, 2015): 11. http://dx.doi.org/10.16923/reb.v13i2.579.

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Introduction: Biochemistry, as well as other subjects related to molecular area, have several abstract and difficult concepts to be understood, therefore, many educational innovations have been developed, highlighting the digital games. The digital games feature a playful and motivational character that encourages students during the concepts learning, with a different way to learning the concepts studied. Objectives: The objective of this study was the development of a computer game focused on the concepts of ATP formation, including the glycolytic pathway, Krebs cycle and Electron Transport
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Gounaridou, Apostolia, Eleni Siamtanidou, and Charalampos Dimoulas. "A Serious Game for Mediated Education on Traffic Behavior and Safety Awareness." Education Sciences 11, no. 3 (2021): 127. http://dx.doi.org/10.3390/educsci11030127.

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Computer games are considered a useful tool for educational purposes. Alternative media applications such as serious games combine edification with challenge and entertainment. Thus, learning becomes enjoyable, more comfortable, and more efficient. The paper presents the implementation of an educational computer game regarding traffic behavior awareness through the main stages of analysis, design, development, and evaluation, aiming at investigating the contribution of gamification in traffic safety. The game was developed as an advanced media education approach in Unreal Engine, encompassing
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