Academic literature on the topic 'Digital game worlds'

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Journal articles on the topic "Digital game worlds"

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Mendonça, Carlos Magno Camargos, and Filipe Alves de Freitas. "Game as text as game: the communicative experience of digital games." Comunicação e Sociedade 27 (June 29, 2015): 253–72. http://dx.doi.org/10.17231/comsoc.27(2015).2100.

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We propose to regard video game as text, but not by literally understanding it as a verbal expression, and instead recognizing that many assumptions of literary theory are relevant to its analysis. This option seems to put us in sync with the narratologists, who exalt games as new manifestations of narrative, but cling to a conception of text as world that values illusionist effects. Instead, we are interested in experiences that, against this perspective, recognize the possibility of regarding game as a text that is a game - an incomplete object that is to be updated by the reader in a self-r
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Durusoy, Murat. "In-Game Photography: Creating New Realities through Video Game Photography." Membrana Journal of Photography, Vol. 3, no. 1 (2018): 42–47. http://dx.doi.org/10.47659/m4.042.art.

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Computers and photography has had a long and complicated relationship throughout the years. As image processing and manipulating capabilities advanced on the computer front, photography re-birthed itself with digital cameras and digital imaging techniques. Development of interconnected social sharing networks like Instagram and Twitter feeds the photographers’/users’ thirst to show off their momentaneous “been there/seen that – capture the moment/share the moment” instincts. One other unlikely front emerged as an image processing power of the consumer electronics improved is “video game worlds
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Valls-Vargas, Josep. "Narrative Extraction, Processing and Generation for Interactive Fiction and Computer Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 9, no. 6 (2021): 37–40. http://dx.doi.org/10.1609/aiide.v9i6.12600.

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Often, computer games require meaningful stories and complex worlds in order to successfully engage players. Developing a high-quality story and rich characters can be one of the hardest tasks in the game development process. Narrative is a key element in building game worlds for interactive digital entertainment. I am particularly interested in computational narrative algorithms that can analyze stories, model narrative, and generate plots to be used in various forms and game domains.
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SMUSHKIN, A. B. "FORENSICS IN DIGITAL WORLDS (USING THE EXAMPLE OF ONLINE GAMES)." Vestnik Tomskogo gosudarstvennogo universiteta, no. 502 (2024): 214–19. https://doi.org/10.17223/15617793/502/22.

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The author notes the growing need to counteract crimes committed in or with the help of “digital worlds”. Digital worlds mean artificial digital simulations of reality in the form of meta-universes of various levels (from metaverses, metacampuses of universities to full-scale metaverses, such as the one developed by Meta or simulation computer realities (from simulators to online games). The need to develop measures to counter such crimes has already been realized both by foreign public authorities (USA, UAE, etc.) and by international organizations (Interpol, etc.). The article examines crime
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Root, Rachael. "Bridging anthropological theory: Accumulating and containing wealth in World of Warcraft landscapes." Critique of Anthropology 43, no. 1 (2023): 66–83. http://dx.doi.org/10.1177/0308275x231156718.

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Human ingenuity responds to changing environments and resources with technological sophistication and variations in accumulative behaviors. While anthropologists look to the past and to processes of globalization to sketch these shifts in the natural world, there is a growing awareness that these transformations also occur in digital online worlds. I argue that archaeology’s attention to materiality provides useful analysis and directions for ethnographic video game analysis. I use research from the massively multiplayer online role-playing game World of Warcraft: Warlords of Draenor, where pl
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Byleva, D. S. "Digital moral systems in the game and in reality." Vestnik of Minin University 13, no. 2 (2025): 15. https://doi.org/10.26795/2307-1281-2025-13-2-15.

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Introduction. The comprehensive development of digital technologies makes the worlds of computer games not only models of ideas about reality, but also systems that have similarities with it. Although alternative simulated worlds may differ significantly in goals and development logic, the representation and experimentation with moral systems in games provides a rich experience in the construction of digital moral systems and their limitations.Materials and methods. The study uses the dialectical method, systems analysis, interpretation, comparison and synthesis. Comparative-typological and co
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Tor, Noam, and Goren Gordon. "Digital Interactive Quantitative Curiosity Assessment Tool: Questions Worlds." International Journal of Information and Education Technology 10, no. 8 (2020): 614–21. http://dx.doi.org/10.18178/ijiet.2020.10.8.1433.

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Curiosity is a 21st century skill and is of paramount importance in the digital age. However, the assessment of curiosity is often based on self-report or subjective observations. We present the development and evaluation of a digital quantitative assessment game for question-asking-based exploration. The student navigates a graphically presented question graph by selecting questions about a series of virtual alien worlds. The game extracts question-related quantitative measures, e.g., the breadth, depth and specificity of the answers to the questions. We conducted a study with Youth Universit
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Bettivia, Rhiannon. "Enrolling Heterogeneous Partners in Video Game Preservation." International Journal of Digital Curation 11, no. 1 (2016): 17–32. http://dx.doi.org/10.2218/ijdc.v11i1.339.

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This article extends previous work known as Preserving Virtual Worlds II (PVWII), funded through a grant from the Institute of Museum and Library Services. The author draws on interview data collected from video game developers, content analysis of several long-running video game series, as well as the project’s advisory board and researcher reports. This paper exposes two fundamental challenges in creating metrics and specifications for the preservation of virtual worlds; namely, that there is no one type of user or designated video game stakeholder community, and that significant properties
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Annarumma, Maria, Riccardo Fragnito, Ines Tedesco, and Luigi Vitale. "Video Game, Author and Lemming." International Journal of Digital Literacy and Digital Competence 6, no. 1 (2015): 49–61. http://dx.doi.org/10.4018/ijdldc.2015010104.

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Many studies show that video games require attentive and interpretive capacity to generate complex cognitive skills in the gamer and they can be transferred to other contexts, such as school. In this paper, the authors do not aim to investigate the contents of the player's thinking, but rather his/her way of thinking. In this scenario the teacher becomes a worlds' maker, who provides his/her students with the tools allowing them to partake in the co-building of multi-tiered worlds, which requires not only the ability to get access to intangible information but also a skillful management of med
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Cermak-Sassenrath, Daniel. "On political activism in digital games." MedieKultur: Journal of media and communication research 34, no. 64 (2018): 29. http://dx.doi.org/10.7146/mediekultur.v34i64.96924.

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This project investigates how players of digital games apply their own play with the intent to transmit political messages to other players. Acts of activism are collected from a sample of commercial multiplayer online games; three taxonomies are proposed of which one is used to present the findings, and popular patterns or structures of activism are identified. It is found that in-game activism often takes its cue from activism in everyday life, but that some original topics emerge, for example, the ownership of virtual worlds and practices of in-game political activism such as novel forms of
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Dissertations / Theses on the topic "Digital game worlds"

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Gustafsson, Viktor. "Designing persistent player narratives in digital game worlds." Electronic Thesis or Diss., université Paris-Saclay, 2021. http://www.theses.fr/2021UPASG102.

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Les joueurs de jeux en ligne massivement multijoueurs (MMO), génèrent des histoires avec leurs personnages, mais ne peuvent pas exprimer ou voir les traces de leurs aventures dans l'environnement. Je soutiens que comprendre le rôle de la persistance et de l'émergence des récits de joueurs dans les mondes de jeux numériques, peut conduire à de nouveaux systèmes et outils permettant d’ accroître leurs engagements De plus, cela peut aider les concepteurs de jeux à produire du contenu. Je combine plusieurs méthodes pour comprendre des récits de joueurs et je présente We Ride, un MMO proposant le c
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Lõugas, Marilin. "Weaving Mental Threads: Exploring the Touchpoints Between Parallel Game Worlds in an Ended World Setting." Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22784.

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This master thesis researches parallel digital world design in computer games in the setting of An Ended World. The main focus of the research is the touchpoints between two or more worlds and how the inputs from a designer can influence the type of experience received by the player.The overall research takes inspiration from both game and interaction design and follows a very user-centric approach with numerous play sessions and a workshop. The final outcome is presented in the form of attributes and a prototype built as a modification for an existing game.
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Caldwell, Kyrie Eleison Hartsough. "Fake the dawn : digital game mechanics and the construction of gender in fictional worlds." Thesis, Massachusetts Institute of Technology, 2016. http://hdl.handle.net/1721.1/106745.

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Thesis: S.M. in Comparative Media Studies and Writing, Massachusetts Institute of Technology, Department of Humanities, Graduate Program in Science Writing, 2016.<br>Cataloged from PDF version of thesis. "September 2016."<br>Includes bibliographical references (pages 93-105).<br>This thesis considers the ways in which digital game mechanics (interactive inputs) contribute to games' worldbuilding. In particular, this work is concerned with the replication and reinforcement of problematic gender roles through game mechanics that express positive ("warm") interactions between characters, namely h
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Perkins, Kyle Eric. "Lifesigns: Successful Storytelling in Open-World Games." Ohio University Honors Tutorial College / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1290205847.

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Chan, Pauline B. "Narrative participation within game environments: role-playing in massively multiplayer online games." Thesis, Georgia Institute of Technology, 2010. http://hdl.handle.net/1853/37126.

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Massively multiplayer online games (MMOGs) present fantastic, persistent worlds and narratives for a community of players to experience through pre-defined rules, roles, and environments. To be able to offer the opportunity for every player to try the same experiences, many game developers have opted to create elaborate virtual theme parks: scripted experiences within static worlds that cannot be affected or changed through player actions. Within these games, some players have turned to role-playing to establish meaningful connections to these worlds by expanding upon and subverting the game
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Pearce, Celia. "Playing ethnography : a study of emergent behaviour in online games and virtual worlds." Thesis, University of the Arts London, 2006. http://ualresearchonline.arts.ac.uk/2300/.

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This study concerns itself with the relationship between game design and emergent social behaviour in massively multiplayer online games and virtual worlds. This thesis argues for a legitimisation of the study of ‘communities of play’, alongside communities perceived as more ‘serious’, such as communities of interest or practice. It also identifies six factors that contribute to emergent social behaviour and investigates the relationship between group and individual identity, and the emergent ways in which these arise from and intersect with the features and mechanics of the game worlds themse
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Anad, Donya, and Haojue Gong. "Situated Gaming: The story of the past, present and future in women's digital game world." Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-16550.

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In this bachelor thesis we research and discuss a theme that has been the focus for many feminist figures and groups in both older and recent content where they clash together in an effort to find a solution to a problem that has been plaguing our society. The problem being; a lack in diversity inside Game development companies and creation, thus our question becomes; how can We include or encourage more women to enter the digital world and participate in programming and game making. The methods that has been chosen for this thesis range from Critical Design: to design and create a unique game
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Yeadon, Michelle. "The Nether Worlds of Jennifer Haley — A Case Study of Virtuality Theatre." Thesis, University of Oregon, 2018. http://hdl.handle.net/1794/23726.

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Studies exploring the first wave of digital performance foregrounded technology by cataloging experimentation and novel interactions between liveness, projections and code. As exercises in medium, these high tech spectacles demonstrate the aesthetic potential of digital media while introducing key media concepts. Jennifer Haley is a writer with one foot in theatre and one in code. She is uniquely positioned in two interdependent spheres, which makes her particularly suited to engineer a theatrical bridge into the virtual, because at the heart of the contemporary technological revolution is
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Bäcke, Maria. "Power Games : Rules and Roles in Second Life." Doctoral thesis, Karlskrona : Blekinge Institute of Technology, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-00496.

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This study investigates how the members of four different role-playing communities on the online platform Second Life perform social as well as dramatic roles within their community. The trajectories of power influencing these roles are my main focus. Theoretically I am relying primarily on performance studies scholar Richard Schechner, sociologist Erving Goffman, and post-structuralists Michel Foucault, Gilles Deleuze and Felìx Guattari. My methodological stance has its origin primarily within literature studies using text analysis as my preferred method, but I also draw on the (cyber)ethnogr
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Marone, Vittorio. "Constructing Meanings by Designing Worlds: Digital Games as Participatory Platforms for Interest-Driven Learning and Creativity." Doctoral thesis, Università degli studi di Padova, 2013. http://hdl.handle.net/11577/3423639.

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This study emerges from the observation of an increasing divide between generations: a lack of a shared ground that carries profound social, cultural, and educational implications. In particular, the broadening differences between academic and “grassroots” approaches to learning and creativity are transforming formal and informal enterprises into seemingly incommunicable realms. This clash between different (and distant) practices, inside and outside of school, is inhibiting the construction of a common language between teachers and students, and, more broadly, between generations, thus hinder
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Books on the topic "Digital game worlds"

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Gifford, Clive. Gadgets, games, robots and the digital world. DK, 2011.

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Stang, Sarah, Mikko Meriläinen, Joleen Blom, and Lobna Hassan. Monstrosity in Games and Play. Amsterdam University Press, 2025. https://doi.org/10.5117/9789463725682.

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Monsters fascinate us. From ancient folklore to contemporary digital games, they are at the core of the stories we tell. They reflect our fears, deepest desires, and the monstrosity hidden within ourselves. Monsters hold a mirror to our contemporary society and reveal who we truly are. This edited collection examines monsters and monstrosity in games and play. Monsters are a key feature of most games: we fight, kill, and eat them—and sometimes, we become them. However, monsters in games and play are not only entertaining but also a reflection of the monstrosity of our world. In this book, twen
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Suzanne, De Castell, and Jenson Jennifer 1950-, eds. Worlds in play: International perspectives on digital games research. Peter Lang, 2007.

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McDonough, Jerome P. Preserving virtual worlds: Final report. Graduate School of Library and Information Science, University of Illinois at Urbana-Champaign, 2010.

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Gifford, Clive. Cool tech: Gadgets, games robots, and the digital world. DK Pub., 2011.

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Hilde, Corneliussen, and Walker Jill, eds. Digital culture, play, and identity: A critical anthology of World of Warcraft research. MIT Press, 2008.

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Inaba, Mitsuyuki. Dejitaru hyūmanitīzu kenkyū to Web gijutsu: Bairingaru-ban = Digital humanities research and web technology. Nakanishiya Shuppan, 2012.

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Valkyrie, Zek. Game Worlds Get Real. ABC-CLIO, LLC, 2017. http://dx.doi.org/10.5040/9798400655548.

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Twenty million people worldwide play Massively Multi-Player Online Role Playing Games (MMORPGs). Online role-playing gaming is no longer an activity of a tiny niche community. World of Warcraft—the most popular game within the genre—is more than a decade old. As technology has advanced and MMORPGs became exponentially more popular, gaming culture has evolved dramatically over the last 20 years. Game Worlds Get Real: How Who We Are Online Became Who We Are Offline presents a compelling insider's examination of how adventuring through virtual worlds has transformed the meaning of play for millio
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Kagen, Melissa. Wandering Games. The MIT Press, 2022. http://dx.doi.org/10.7551/mitpress/13856.001.0001.

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An analysis of wandering within different game worlds, viewed through the lenses of work, colonialism, gender, and death. Wandering in games can be a theme, a formal mode, an aesthetic metaphor, or a player action. It can mean walking, escaping, traversing, meandering, or returning. In this book, game studies scholar Melissa Kagen introduces the concept of “wandering games,” exploring the uses of wandering in a variety of game worlds. She shows how the much-derided Walking Simulator—a term that began as an insult, a denigration of games that are less violent, less task-oriented, or less diffic
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Meredith, Tami M. Women’s Use of Computer Games to Practice Intrasexual Competition. Edited by Maryanne L. Fisher. Oxford University Press, 2015. http://dx.doi.org/10.1093/oxfordhb/9780199376377.013.47.

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Digital gaming, whether performed using a game console, cellular telephone, or desktop computer, is now a popular entertainment activity. While men still dominate among game developers and players, this disparity has been reduced as game designers shift their views and develop games that support women’s style of play. In particular, women desire to practice and perform the competitive styles they use when performing real-world intrasexual competition: self-promotion, competitor derogation and manipulation, target manipulation, and the building of social hierarchies to obtain allies or spread i
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Book chapters on the topic "Digital game worlds"

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Hildmann, Jule, and Hanno Hildmann. "Augmenting Initiative Game Worlds with Mobile Digital Devices." In Serious Games and Edutainment Applications. Springer London, 2011. http://dx.doi.org/10.1007/978-1-4471-2161-9_8.

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Redecker, Björn. "Sounding the Atmosphere." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-016.

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Game Sound and Game Music play a crucial role in creating virtual worlds. They are vital parts of digital games, filling them with life and undoubtedly enhancing the experience for players. Furthermore, they are key design elements in the sense that they can greatly support visual efforts to create certain atmospheres in digital games. However, the concept of atmospheres is hard to grasp. It is frequently used but rarely broken down to what it really means or implies. With these difficulties in mind, this paper aims to describe and discuss the interrelationship between sound, music, and atmosp
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Leichter, Magdalena. ""Wind's howling." Meteorological Phenomena as Atmospheres in Digital Games." In Mental Health | Atmospheres | Video Games. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839462645-014.

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This article explores in-game atmospheres as meteoritical phenomena and aesthetic spaces. The example of wind shows specific means of referentiality used to depict weather in digital games. Considering both philosophical approaches to atmospheres as well as previous observations on meteorological phenomena in film, literature and digital games, this contribution analyzes three games ("The Witcher 2: Wild Hunt", "Ghost of Tsushima", and "The Legend of Zelda: Breath of the Wild") and the role the wind plays in creating their respective game world and atmosphere, creating an environment for meani
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De Prato, Giuditta. "The Video Games Industry." In Digital Media Worlds. Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137344250_11.

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van Vught, Jasper, and Joris Veerbeek. "Video or Digital?" In Historiographies of Game Studies. punctum books, 2025. https://doi.org/10.53288/0441.1.09.

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In this chapter, we use several computational text analyses methods to map the trends in game studies over the years connected to the use of specific terminology for our object of study (video game, computer game, digital game). Looking into a corpus of all the research articles published from 1999 onwards from a variety of game studies journals, we show how these terms are not just hollow descriptive categories but point to a cognitive reference point of more fitting approaches and points of interest. This becomes apparent in our finding that the term ‘video game’ correlates with scholarship
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Jost, Patrick, and Monica Divitini. "From Paper to Online: Digitizing Card Based Co-creation of Games for Privacy Education." In Technology-Enhanced Learning for a Free, Safe, and Sustainable World. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-86436-1_14.

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AbstractEducation is rapidly evolving from co-located settings to remote and online learning. However, many proven educational tools are designed for collaborative, co-located classroom work. Effective sketching and ideating tools, such as card-based workshop tools, cannot be applied in remote teaching.This paper explores how the paper-based card and playboard metaphor can be digitized for remote student co-creation via video call sessions. Therefore, a card-based toolkit for co-creating educational games is transformed into a digital representation for remote application. In a between-subject
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Smith, Roger D. "Serious Games, Virtual Worlds, and Interactive Digital Worlds." In Engineering Principles of Combat Modeling and Distributed Simulation. John Wiley & Sons, Inc., 2012. http://dx.doi.org/10.1002/9781118180310.ch17.

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Buendia, Axel, and Jean-Claude Heudin. "Towards Digital Creatures in Real-Time 3D Games." In Virtual Worlds. Springer Berlin Heidelberg, 2000. http://dx.doi.org/10.1007/3-540-45016-5_5.

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Abraham, Benjamin J. "How Can Games Save the World?" In Digital Games After Climate Change. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-91705-0_2.

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Jauregi-Ondarra, Kristi, and Silvia Canto. "Interaction games to boost intercultural communication in virtual worlds and video-communication." In Digital Games in Language Learning. Routledge, 2022. http://dx.doi.org/10.4324/9781003240075-9.

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Conference papers on the topic "Digital game worlds"

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Koons, Neil, and Michael Haungs. "Intrinsically musical game worlds." In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. ACM, 2019. http://dx.doi.org/10.1145/3337722.3341833.

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"Spawning in Concordia: A Tale of Digital Literacies in Virtual Worlds." In 12th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.026.

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Gustafsson, Viktor, Benjamin Holme, and Wendy E. Mackay. "Narrative Substrates: Reifying and Managing Emergent Narratives in Persistent Game Worlds." In FDG '20: International Conference on the Foundations of Digital Games. ACM, 2020. http://dx.doi.org/10.1145/3402942.3403015.

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Rodrigues, Nuno F., Ricardo Simões, and João L. Vilaça. "A Digital Game Development Education Project." In 2010 2nd International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES 2010). IEEE, 2010. http://dx.doi.org/10.1109/vs-games.2010.14.

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Solanki, Chaitanya, and Deepak J. Mathew. "Habit and perception towards games and game-based learning in India: A survey study of awareness and experience with digital games." In Proceedings of DiGRA 2022 Conference: Bringing Worlds Together. Digitial Games Research Association DiGRA, 2022. https://doi.org/10.26503/dl.v2022i1.1337.

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Rizvic, Selma, and Irfan Prazina. "Taslihan Virtual Reconstruction - Interactive Digital Story or a Serious Game." In 2015 7th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games). IEEE, 2015. http://dx.doi.org/10.1109/vs-games.2015.7295786.

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Stefan, Ioana andreea, Ancuta florentina Gheorghe, Antoniu Stefan, et al. "LOCATION-BASED METAGAMES FOR LEARNING." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-032.

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Research argues that digital educational games have the potential to make learning more interesting and more effective, creating unmatched learner engagement. However, creating captivating game-based learning experiences remains challenging. Designing and developing games to support learning is still a costly and time-consuming experience that require a multitude of skills. An easy-to-play game does not equate with an easy-to-create design and development process. Creating game-based experiences is more complex than designing a linear lecture or a static online learning module. Moreover, game
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Schmitz, Tony L., W. Gregory Sawyer, and Arturo Sinclair. "The Pigskin Professor: Video Presentations of Engineering Fundamentals." In ASME 2004 International Mechanical Engineering Congress and Exposition. ASMEDC, 2004. http://dx.doi.org/10.1115/imece2004-60539.

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This paper describes collaboration between the Department of Mechanical and Aerospace Engineering and Digital Worlds Institute at the University of Florida to develop a series of videos describing fundamental engineering concepts in the language of football. These videos, which were shown during the six home football games for the 2003 season, reached a diverse audience of over 84,000 fans at each game and provided a unique opportunity to discuss engineering in a high-profile forum. The objective was to stimulate excitement and interest in engineering education.
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Calinoiu (ion), Nicoleta. "LEARNING ENHANCEMENT THROUGH VIDEO GAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-008.

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Video games are becoming increasingly popular among young people, as the virtual worlds they depict seem to be the preferred refuge when it comes to escaping reality. As educators, we should attempt to study the effects they have on our students' minds and, if proven beneficial, use them in our classrooms to enhance learning (and the motivation for learning) whenever possible. The digital natives we teach nowadays, the so-called screenagers, have high expectations of the classroom settings they are a part of. Technology, therefore, and video games should be present in such learning environment
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Hartholt, Arno, and Sharon Mozgai. "Creating Virtual Worlds with the Virtual Human Toolkit and the Rapid Integration & Development Environment." In Intelligent Human Systems Integration (IHSI 2023) Integrating People and Intelligent Systems. AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1002856.

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The research and development of virtual humans, and the virtual worlds they inhabit, is inherently complex, requiring interdisciplinary approaches that combine social sciences, computer science, design, art, production, and domain expertise. Our previous work in managing this complexity has resulted in the release of the Virtual Human Toolkit (VHToolkit), aimed at lowering the burden of creating embodied conversational agents. In our current efforts, we are integrating the VHToolkit with the Rapid Integration &amp; Development Environment (RIDE), a rapid prototyping modeling and simulation mid
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Reports on the topic "Digital game worlds"

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Weninger, Csilla, Suzanne S. Choo, Guangwei Hu, Patrick Williams, and Katy Hoi-Yi Kan. Media literacy in the teaching of English in Singapore. National Institute of Education, Nanyang Technological University, Singapore, 2020. https://doi.org/10.32658/10497/22725.

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Given the extraordinary pace at which especially new media technologies have developed in the last five to ten years, as well as the unprecedented amount of leisure time youth spend engaging with media such as television, Facebook, or games, there has been greater recognition by scholars, educators, and policymakers of the importance of incorporating media education and media literacy in schools and curricula. Current curricular approaches have moved away from a protectionist rationale toward a concern with supporting youth to become active media users (Buckingham, 2002). This shift towards re
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Hediger, Vinzenz. Trust and spectatorship. ConTrust - Trust in Conflict. Research Centre "Normative Orders" of Goethe University Frankfurt am Main, 2025. https://doi.org/10.21248/gups.80293.

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Research on trust and media in communication measures the trustworthiness of legacy news media (newspapers, radio, television) in nation state settings in longitudinal studies, in which controls for demographics are usually limited to age and political preference. These studies assume that trust in news sources is a useful indicator of the viability of liberal democracy. However, in an increasingly globalized and diversified digital information space in which alternative media challenge the established division of cognitive labor of democracy the underlying assumptions of this research design
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Demchenko, Dmytro. DEMASSIFICATION OF SOCIAL PROCESSES IN THE CONTEXT OF DIGITAL COMMUNICATION (TO THE PROBLEM OF THE DICHOTOMY OF “ELITE-MASS” AS A POLITICAL COMMUNICATION PARADOX). Ivan Franko National University of Lviv, 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12171.

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The article aims to analyze a complicated process of the society’s main components – elite, mass communication, and masses – in their interaction and interdependence from the historical perspective. Due to industrialization and modernization of the life quality, the social life changes radically, and the essence of every component of the society changes as well. The elite loses its dynastic character. The media stop to play the role of a mediator taking on the obligations of a collective agitator and propagandist, and the mass stops to be cloth for wiping shoes. It starts to form a mass audien
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