Academic literature on the topic 'Fantasy games – design – drawings'
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Journal articles on the topic "Fantasy games – design – drawings"
Yeni, 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 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 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 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 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 textAbrudan, 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 textFathi, Bassam Abdel Nafie, and Nsiyf Jassem Mohammad. "Techniques for Designing Puzzle Shapes and their Role in Children’s Learning." International Journal of Religion 5, no. 8 (May 24, 2024): 839–49. http://dx.doi.org/10.61707/yqfmyn20.
Full textNipo, Daniel, David Gadelha, Mirian da Silva, and Andiara Lopes. "Game-Based Learning: Possibilities of an Instrumental Approach to the FEZ Game for the Teaching of the Orthographic Drawings System Concepts." Journal on Interactive Systems 14, no. 1 (July 6, 2023): 231–43. http://dx.doi.org/10.5753/jis.2023.3190.
Full textDissertations / Theses on the topic "Fantasy games – design – drawings"
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 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 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.
Andersson, 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 textWatson, 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 textBooks on the topic "Fantasy games – design – drawings"
(Firm), Prima Games, ed. The art of Halo 3. Roseville, CA: Prima Games, 2008.
Find full textScherberger, 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 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 textTenniel, John. Tenniel's Alice: Drawings by Sir John Tenniel for 'Alice's adventures in Wonderland' and 'Through the looking glass.'. Cambridge, Mass: Department of Printing and Graphic Arts, Harvard College Library, in association with the Metropolitan Museum of Art, 2005.
Find full textCopyright Paperback Collection (Library of Congress), ed. Fair game. New York: Tom Doherty Associates, LLC, 2012.
Find full textBurns, Charles. Facetasm: A creepy mix & match book of gross face mutations! New York, N.Y: Gates of Heck, 1998.
Find full textBook chapters on the topic "Fantasy games – design – drawings"
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 textDuarte, João Miguel Couto. "The fantasy of reality: On the design drawings of Álvaro Siza Vieira." In Intelligence, Creativity and Fantasy, 137–42. CRC Press, 2019. http://dx.doi.org/10.1201/9780429297755-24.
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 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 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 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 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 textConference papers on the topic "Fantasy games – design – drawings"
Hohl, Wolfgang, Farzam Kharvari, and Gudrun Klinker. "Wayfinding in Museums: A Cross-sectional Comparison Between 3D Serious Games and 2D Drawings as Tools for Participatory Design." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231921.
Full textLima, Cláudia, Susana Barreto, and Rodrigo Carvalho. "Interpreting Francis Bacon's Work through Contemporary Digital Media: Pedagogical Practices in University Contexts." In 13th International Conference on Applied Human Factors and Ergonomics (AHFE 2022). AHFE International, 2022. http://dx.doi.org/10.54941/ahfe1001420.
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