Academic literature on the topic 'Fantasy games – Design'
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Journal articles on the topic "Fantasy games – Design"
Abrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (December 30, 2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.
Full textKirichenko, Vladislav V. "Fabula Nova Obscura Est: Possible Worlds in “Final Fantasy XIII-2”." Galactica Media: Journal of Media Studies 3, no. 4 (December 18, 2021): 68–90. http://dx.doi.org/10.46539/gmd.v3i4.201.
Full textYeni, Sabiha, and Kursat Cagiltay. "A heuristic evaluation to support the instructional and enjoyment aspects of a math game." Program 51, no. 4 (November 7, 2017): 406–23. http://dx.doi.org/10.1108/prog-07-2016-0050.
Full textZuo, Tengjia, Jixiang Jiang, Erik Van der Spek, Max Birk, and Jun Hu. "Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children." Electronics 11, no. 15 (July 27, 2022): 2331. http://dx.doi.org/10.3390/electronics11152331.
Full textMaj, Krzysztof M. "Otwarty świat i narracja rozproszona w grze Elden Ring studia FromSoftware." Images. The International Journal of European Film, Performing Arts and Audiovisual Communication 33, no. 42 (July 3, 2023): 231–50. http://dx.doi.org/10.14746/i.2023.33.42.15.
Full textMurray, Liam, and John Maher. "The Role of Fantasy in Video Games: A Reappraisal." Eludamos: Journal for Computer Game Culture 5, no. 1 (July 11, 2011): 45–57. http://dx.doi.org/10.7557/23.6126.
Full textGunter, Glenda A., Robert F. Kenny, and Erik H. Vick. "Taking educational games seriously: using the RETAIN model to design endogenous fantasy into standalone educational games." Educational Technology Research and Development 56, no. 5-6 (October 16, 2007): 511–37. http://dx.doi.org/10.1007/s11423-007-9073-2.
Full textLiu 3, Guangquan, Azhari Md Hashim, and Norman Yusoff. "VISUAL PRESENTATION OF CYBERSPACE: ANALYZING THE PRODUCTION DESIGN OF THE FILM, FREE GUY." Journal of Information System and Technology Management 7, no. 29 (December 31, 2022): 136–43. http://dx.doi.org/10.35631/jistm.729012.
Full textRossetti, Gregory. "Mandatory Metal Moments." Journal of Sound and Music in Games 4, no. 2 (2023): 24–45. http://dx.doi.org/10.1525/jsmg.2023.4.2.24.
Full textHaggis, Mata. "Creator’s discussion of the growing focus on, and potential of, storytelling in video game design." Persona Studies 2, no. 1 (May 17, 2016): 20–25. http://dx.doi.org/10.21153/ps2016vol2no1art532.
Full textDissertations / Theses on the topic "Fantasy games – Design"
Laurel, Brenda. "Toward the design of a computer-based interactive fantasy system /." The Ohio State University, 1986. http://rave.ohiolink.edu/etdc/view?acc_num=osu1487265143146814.
Full textLarsson, Jonathan, and Arias Alberto Amigo. "Fun with Death and Failure : An exploration of player experiences in a decentralized open world RPG." Thesis, Södertörns högskola, Institutionen för naturvetenskap, miljö och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-26378.
Full textMånga moderna single-player-rollspel erbjuder spelaren en maktfantasi där denne ska känna sig kraftfull direkt från spelets start genom att spelets fiender och utmaningar är baserade på spelarkaraktärens nivå och förmågor. Den här studien utforskar vad som händer när denna maktfantasi ersätts med en värld som inte anpassar sig efter spelaren, en så kallad decentraliserad värld. Specifikt undersöks hur decentraliseringen påverkar spelarens upplevelse av misslyckande och spelardöd. För att utforska detta spelade tre spelare The Elder Scrolls V: Skyrim med modifikationen Requiem - The Roleplaying Overhaul i åtta timmar. Efter att deltagarna spelat utfördes individuella semistrukturerade intervjuer och intervjuerna transkriberades. Därefter genomfördes en grounded-theory kodning och analys för att finna gemensamma teman. Resultatet visar att det till en början uppstod frustration hos spelarna på grund av att de väntade sig en maktfantasi. Men när spelarna anpassade sin spelstil kom det fram att svårighetsgraden i en decentraliserad värld ökade underhållningsvärdet så länge spelaren kände att denne kunde påverka sin situation och att svårighetsgraden är grundad i spelvärldens logik. Emedan omfånget av studien är för liten för att dra några generella slutsatser visar den att decentraliserade spel med hög svårighetsgrad är underhållande för vissa spelare. Vidare forskning behövs på hur spelare lättare ska komma över den initiala tröskeln.
Watson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.
Full textReitz, Austin J. "Realms of Màgia: Exploring Roleplaying Games as Interaction Design Systems." Kent State University Honors College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ksuhonors1557169231329083.
Full textThomas, Bryant David. "New Retro: An Exploration of Modern Video Games With A Retro Aesthetic." Miami University / OhioLINK, 2017. http://rave.ohiolink.edu/etdc/view?acc_num=miami1493401505332341.
Full textAndersson, Henrik. "Event scenes in role-playing games : A study about focus during event scenes versus gameplay." Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-254575.
Full textBunyea, Leo Ryan. "Using Research Driven Design to Reimagine Systems of Gender in Final Fantasy XIV." Digital WPI, 2020. https://digitalcommons.wpi.edu/etd-theses/1355.
Full textGunther, Jan-Stefan. "The flexible, low-tech environment : a kit of simple architectural elements." Virtual Press, 2002. http://liblink.bsu.edu/uhtbin/catkey/1231349.
Full textDepartment of Architecture
Books on the topic "Fantasy games – Design"
Scherberger, Aiken, and Enzo Anile. Video games: Creating virtual fantasy. Princeton, N.J: Films for the Humanities & Sciences, 2005.
Find full textMontola, Markus. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.
Find full textMontola, Markus. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.
Find full textJaakko, Stenros, and Wærn Annika 1960-, eds. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.
Find full text(Firm), Prima Games, ed. The art of Halo 3. Roseville, CA: Prima Games, 2008.
Find full textToth, Margo I. Game designer's manual. Broomfield, CO (P.O. Box 1182, Broomfield 80020): International Fantasy Gaming Society, 1988.
Find full textQuinrose. Alice in the country of diamonds: Wonderful wonder world official visual fan book. [S.l.]: Yen Press, 2014.
Find full textCopyright Paperback Collection (Library of Congress), ed. Fair game. New York: Tom Doherty Associates, LLC, 2012.
Find full textHolleman, Patrick. Reverse Design: Final Fantasy VII. Taylor & Francis Group, 2018.
Find full textHolleman, Patrick. Reverse Design: Final Fantasy VI. Taylor & Francis Group, 2018.
Find full textBook chapters on the topic "Fantasy games – Design"
Barcellos, Ekaterina Emmanuil Inglesis, Galdenoro Botura, Eric Inglesis Barcellos, Milton Koji Nakata, and Lívia Inglesis Barcellos. "Disruptive Games: Power and Control or Fantasy and Entertainment." In Advances in Human Factors in Wearable Technologies and Game Design, 355–65. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-94619-1_35.
Full textLee, Jaejin, and Min Liu. "Design of Fantasy and Their Effect on Learning and Engagement in a Serious Game." In Advances in Game-Based Learning, 197–216. IGI Global, 2017. http://dx.doi.org/10.4018/978-1-5225-0513-6.ch009.
Full textSavett, Susan Marie. "Virtual Psyche in Play and Tending the Collective Unconscious." In Exploring the Collective Unconscious in the Age of Digital Media, 156–79. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-4666-9891-8.ch006.
Full textPerreault, Mildred F., and Gregory P. Perreault. "Mobile Gaming Strategic Communication and Fear of Missing Out (FoMO) in Fan Culture." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1661–77. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch080.
Full textYildirim, Zahide, and Eylem Kilic. "Pre-Service Computer Teachers as 3D Educational Game Designers." In Handbook of Research on Effective Electronic Gaming in Education, 331–44. IGI Global, 2009. http://dx.doi.org/10.4018/978-1-59904-808-6.ch019.
Full textEasterday, Matthew W., Yanna Krupnikov, Colin Fitzpatrick, Salwa Barhumi, and Alexis Hope. "Political Agenda." In Civic Engagement and Politics, 361–90. IGI Global, 2019. http://dx.doi.org/10.4018/978-1-5225-7669-3.ch018.
Full textYayla, Neslihan. "Homo Aestheticus' Search for Violence." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1756–80. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch085.
Full textBishop, Chris. "Conan the Barbarian (1970)." In Medievalist Comics and the American Century. University Press of Mississippi, 2016. http://dx.doi.org/10.14325/mississippi/9781496808509.003.0005.
Full textChoi, Youngkeun. "A Study of the Moderating Effect of Social Distance on the Relationship Between Motivators and Game Engagement." In Research Anthology on Game Design, Development, Usage, and Social Impact, 1043–54. IGI Global, 2022. http://dx.doi.org/10.4018/978-1-6684-7589-8.ch049.
Full text"‘Limits of Genre, Limits of Fantasy’: Rethinking Computer Role-Playing Games." In Cultural Perspectives of Video Games: From Desiger to Player, 91–99. BRILL, 2012. http://dx.doi.org/10.1163/9781848881617_010.
Full textConference papers on the topic "Fantasy games – Design"
Vasilateanu, Andrei, Sebastian Wyrazic, and Bujor ionel Pavaloiu. "A SCIENCE FICTION SERIOUS GAME FOR LEARNING PROGRAMMING LANGUAGES." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-082.
Full textGao, Kai, Shuai Zheng, Dong Lyeor Lee, Dong Yeop Lee, and Hai Biao Huang. "Design Method of the Form of Fantasy Game Characters." In 3rd IEEE International Conference on Knowledge Innovation and Invention 2020 (IEEE ICKII 2020). WORLD SCIENTIFIC, 2021. http://dx.doi.org/10.1142/9789811238727_0027.
Full textKowalski, Stewart, Eduard Von Seth, and Erjon Zoto. "C.S. Technopoly: A Megagame for Teaching and Learning Cybersecurity." In 14th International Conference on Applied Human Factors and Ergonomics (AHFE 2023). AHFE International, 2023. http://dx.doi.org/10.54941/ahfe1003724.
Full textFanning, Jon. "“Strategy just isn’t like that”. A case study on the use of a coopetitive game to experience the strategy roller coaster." In Ninth International Conference on Higher Education Advances. Valencia: Universitat Politècnica de València, 2023. http://dx.doi.org/10.4995/head23.2023.16255.
Full textEpurescu, Elena oliviana. "EDUCATIONAL SOFTWARE." In eLSE 2016. Carol I National Defence University Publishing House, 2016. http://dx.doi.org/10.12753/2066-026x-16-140.
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