Academic literature on the topic 'Games'

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Journal articles on the topic "Games"

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Tseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (January 2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.

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Online games construct a virtual world where gamers can explore and experience various exciting environments. However, studies on gamer behavior rarely investigated the relationships between motivations and spending for online games. Understanding these relationships helps online game service providers manage gamers' motivations and develop better revenue models. This study investigated the relationships between one core motivation for playing online games—exploration motivation—and online gamers' willingness to spend for online games. Analytical results indicated that exploration motivation is positively related to gamer willingness to pay monthly access fees for playing online games, and is negatively related to gamer intention to buy or to bid for virtual items. The implications are discussed and suggestions to game service providers are offered.
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Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (August 24, 2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.

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Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.
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Laurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.

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People of all ages enjoy playing games, making online gaming a part of the modern lifestyle. Online games as digital products can reach gamers without being hindered by various limitations such as time and location. With a large selection of freemium and premium games in the virtual marketplace, gamers have the opportunity to switch between various games from different genres and make purchases of virtual goods. Therefore, the challenge that developers have to overcome is whether gamers will have the intention to play, pay, and recruit players (3Ps). To manage future behavior intentions, game developers need to ensure that gamers and the games they play have a solid engagement. Data collection comes from the results of distributing questionnaires to Twitter users with the self-reporting method. The amount of data processed was 370 respondents. The model was assessed using the partial least square of structural equation modeling. The results of this study show that video game engagement plays a crucial role as a mediator between gamer experience and the intention to continue playing, purchase game items, and recruit new players. Enjoyment is the strongest predictor of gamer experience, followed by arousal, social interaction, escapism, and challenge.
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Argento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.

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The term “gamer” is commonly used to refer to individuals who play video games frequently. However, building on Self- Determination theory (SDT) and the Dualistic Model of Passion (DMP), we argue that it may be more theoretically and practically useful to operationalize individuals as “gamers” versus “non- gamers” based on their identification and passion for gaming rather than based on how frequently individuals play video games. Thus, the purpose of the present study is to compare four groups, those who identify as gamers or non-gamers with those who have frequent use or not, on independent variables of gaming engagement, motivation, and problematic gaming. Participants (N = 1,050; 70.1% males; Mage = 23.74 years, SD = 6.48 years) completed measures online. Results revealed that identifying as a gamer was a stronger predictor of levels of gaming engagement, motivation, and problematic gaming compared to frequent use. Findings highlight the potential of SDT and DMP for understanding gamer characteristics.
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Gergely Orbán, Szabolcs, Norbert György Szabados, Éva Bácsné Bába, Veronika Fenyves, Zoltán Bács, Anikó Molnár, Gergely Ráthonyi, and Hussain Rizwan. "Roguelike games: The way we play." International Journal of Engineering and Management Sciences 7, no. 4 (December 29, 2022): 80–92. http://dx.doi.org/10.21791/ijems.2022.4.7.

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The spread of the gameable personal computers and game consoles resulted in the diversification of the video game genre, and from the 7th generation of the gaming consoles, the experience support of the games became largely enhanced. These games are now consumable owing to their resolution, the content, the plots are so fascinating so that they tie the gamer to the seat. Gamers seek experiences in the games. Still, such a special genre called roguelike was established, which is characterized by the constant termination of this world of experience in such a way that the gamer, as a results of the high level of difficulty, is obliged to start the game again and again. These new genre games are now leading titles of the new generation consoles, such as Demon’s Souls or the Returnal, gaining huge role in the introduction and sale of the new gaming console PS5. This study aims to reveal specifications of this genre, moreover, aims to describe through empirical research how gamers relate to it, and whether features of these games contribute to the devotion to them or lead to the disappointment from this world of experience.
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Liao, Gen-Yih, Thi Tuan Linh Pham, Tzu-Ling Huang, T. C. E. Cheng, and Ching-I. Teng. "Impact of workplace frustration on online gamer loyalty." Industrial Management & Data Systems 121, no. 5 (March 4, 2021): 1008–25. http://dx.doi.org/10.1108/imds-08-2020-0504.

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PurposeOnline games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be a resort for users encountering workplace frustration. Explaining how workplace frustration and users' need satisfaction affect loyalty of online gamers, this study aims to formulate hypotheses and develop a framework based on the self-determination theory (SDT).Design/methodology/approachThe authors use an online survey to collect 848 responses and use structural equation modelling to test the hypotheses.FindingsThe authors find that workplace frustration, autonomy need satisfaction and competence need satisfaction are positively related to online gamer loyalty. Moreover, workplace frustration enhances the link between competence need satisfaction and online gamer loyalty.Originality/valueThe authors are the first to use SDT to identify the three antecedents and the moderator of online gamer loyalty. Our findings offer a key message that game providers could design effective means to retain their gamers by understanding their gamers' workplace frustration and informing them that playing games could alleviate the associated negative feelings.
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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 (January 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 preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
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Alshhre, Ali. "World Literature Representation via Video Games." Arab World English Journal For Translation and Literary Studies 7, no. 1 (February 24, 2023): 101–14. http://dx.doi.org/10.24093/awejtls/vol7no1.7.

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This article aims to answer the following question: can video games be a dynamic medium for globalizing an adapted work of literature to be later played and received by gamers who might learn and increase their literary and cultural knowledge? World literature scholarship, gamer-response theory, game studies research, and my experience of playing Assassin’s Creed (2007) were used to explore how video games can globalize world literature to increase readership. The video game Assassin’s Creed (2007), adapted from Bartol’s Alamut (1938), was used to both discuss how world literature can be transmitted via video games and demonstrate how video game adaptations can be beneficial for learning and increasing global readership among gamers. The process of globalizing Alamut via Assassin’s Creed is shown by focusing on how the game employs different themes taken from the novel, its narrative, and some actual historical characters and places, such Acre, Jerusalem, Damascus, and Masyaf castle. Using literary novels and adapting them as video games can be adequate for incorporating those novels into world literature because the novel’s narrative is transmitted and exposed to gamers worldwide, thereby facilitating the transmission process of the novel’s content. Thus, it is recommended that the possibility of expanding world literature should be explored via adaptations of novels into video games.
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Et al., ChePa. "The Influence of Rewards on Games Flow, Challenge, and Its Effects Towards the Engagement of Malaysian Digital Traditional Games." Baghdad Science Journal 16, no. 2(SI) (June 20, 2019): 0534. http://dx.doi.org/10.21123/bsj.2019.16.2(si).0534.

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Games engagement has become one of the main concerns in game industry. Early study revealed that Malaysian digital traditional games are suffering with the same issue due to several factors. One of it is the lack of the game itself. Although many Malaysian traditional games have been digitized, none of them has incorporated rewards despite its importance in games engagement. Realizing the importance of rewards in games engagement, one of Malaysian traditional Congkak has been chosen to be enhanced by incorporating rewards. Experiments have been conducted among 50 gamers among the Millennials. Prior interview, game demo and human test are conducted. Experiments focused on the influence of rewards on games flow, games challenge, and its effects which covers both positive and negative effects through four hypotheses. Findings show that three hypotheses are supported by the experiments thus suggested that rewards have significant influence on the measured constructs. The findings can be useful to new psychologists to obtain more understanding pertaining to games engagement through some experiments of rewards in traditional games. Ideas of incorporating rewards in digital traditional games can useful and beneficial to game developers in attracting gamer and make them hooked to the games.
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Mastrocola, Vicente Martin, and Felipe Correa Mello. "IDENTIFICANDO PERFIS DE GAMERS NA ESPM: UM ESTUDO DE CARÁTER QUANTITATVO UTILIZANDO COMO BASE A PESQUISA NEWZOO’S GAMER SEGMENTATION™." Revista GEMInIS 14, no. 2 (October 2023): 192–206. http://dx.doi.org/10.53450/2179-1465.rg.2023v14i2p192-206.

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O presente estudo teve como objetivo identificar perfis de gamers na graduação da Escola Superior de Propaganda e Marketing de São Paulo. Tomando como base a pesquisa Gamer Segmentation™, realizada pelo instituto holandês Newzoo, que apresenta nove perfis/personas que compõem o mercado mundial de games na atualidade, aplicamos uma survey online buscando entender – a partir desse estudo – quais os tipos de consumidores de games que são mais proeminentes no ambiente da faculdade ESPM. Como recorte para este projeto, aplicamos um questionário estruturado quantitativo em turmas que cursam disciplinas relacionadas ao universo dos games: Game Essentials (no curso de Sistemas de Informação), Ciclos de Produção 5 – Projeto de Game (no curso de Cinema e Audiovisual) e E-Sports e o Ecossistema Gamer (disciplina eletiva que congrega estudantes de todos os cursos da faculdade ESPM); no intervalo de duas semanas obtivemos 96 questionários respondidos e pudemos compreender alguns aspectos fundamentais de como é o perfil do consumidor de games no âmbito em questão. Indo além, por meio deste estudo, foi possível compreender questões de consumo midiático relacionado aos games, consumo de produtos do universo gamer e que tipos de perfis de jogadores/consumidores de games temos na faculdade. O estudo a seguir, além de mostrar um panorama desta robusta indústria, também sinaliza alguns caminhos de conteúdo que podem ser abordados ou aprimorados nas disciplinas em questão.
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Dissertations / Theses on the topic "Games"

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Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.

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The goals of this project was to learn the industry standards of what good and challenging game AI was. The author reviewed literature on the topic and had personal correspondence where the research questions was answered by professionals within the field. The availability of open literature and the openness of the professionals really helped with understanding the industry standards to game AI.Using the information from the research a prototype system adhering to the industry standard was made with the intention of expanding it into an experimental prototype using unorthodox techniques to achieve the appearance of intelligence. By practical application of the methods learned it became apparent certain theoretical ideas was not optimally compatible with the provided framework. And a redesign of the conflicting module was nescecary.The system implemented performed well within the industry standards. But no experimental prototyping of unorthodox methods could be made with the system due to lack of time to implement such features. A couple of optimality tweaks been discovered since the end of the implementation phase of the project and the author will keep theese in mind when continuing work on the system in the future.
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Johnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.

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Pythia is a programming game that allows the player to change pieces of theirenvironment through use of the programming language Python. The idea is that thegame could be used as a part of teaching simple programming to first year universitystudents. The game should be fun enough for the students to keep playing, teachenough for it to earn a place as a teaching tool, and it should be usable by allstudents. It should also be possible for a teacher to create their own content for thegame.Pythia was implemented by extending the Python-interpreter Jython and building a game around it. The game was rendered using a simple hardware accelerationlibrary. A simple story was invented and there was some research on learning andprogramming in games.A set of levels was made, matching the story and introducing puzzles related tosimple programming. These levels were used in testing to collect data on usability,entertainment, and learning. There were also tests of the performance of the gameon several systems, and an evaluation was made on creating content for the game.The game has potential for being used to teach programming to first yearstudents, as testers found it to be both fun and educational. We do not know if itwould be possible to use it, as it does not currently run on thin clients. If studentscan run it, we feel that it should be possible for teachers to create puzzles thatemulate the teaching goal.
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Ruffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.

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In this dissertation I look at various ways in which the relation between gamers and games has been discussed in video game culture in recent years. Gamers and games are currently being positioned by many scholars and industry experts as experiencing a series of major changes. From one perspective, gamers are said to be getting more and more access to the means of production of video games. Video games, in turn, are frequently analysed in terms of the effects they can have on their users. I argue that the discourses surrounding these phenomena have the effect of reinforcing the separation between gamers and games, considering both terms as separate and distinct entities. Throughout this dissertation I offer a series of readings of the relationship between the two, of how this relationship is currently being discussed by various actors and of how it could be narrated otherwise. I look at the narratives about the historical origins of both gamers and games, the conflicts between consumers and publishers, the production of independent games and the use of games for doing things. Drawing on deconstruction (Derrida 1976, 1980, 1985, 1988) and cultural and media studies scholarship, I interrogate the mechanisms behind many of the stories surrounding the contaminated and parasitical relations (Serres 1982) between gamers and games, whereby both categories are seen as emerging from the process of boxing consumers and products into discrete entities. I offer a reading of contemporary video game culture through a study that aims to encourage all of us who study and play (with) games to raise ethical questions for our own role in shaping the objects of research and for our involvement in the discourses we produce, as both gamers and scholars. What is ultimately at stake in this project is the possibility of outlining an alternative mode of thinking about the medium of the video game, one that blurs the distinction between studying, playing, making and living with video games through the invention of narratives about the unresolved relations (Laclau and Mouffe 1985) between gamers and games.
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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the different programming concepts. This dissertation addresses this problem and analyses which fundamental programming concepts that are represented in commercial games for programming learning. The study also identifies game design patterns used to represent these concepts. The result of this study shows topics that are represented more commonly in commercial games and what game design patterns are used for that. This thesis identifies a set of game design patterns in the 20 commercial games that were analysed. A description as well as some examples of the games where it is found is included for each of these patterns. As a conclusion, this research shows that from the list of the determined fundamental programming topics only a few of them are greatly represented in commercial games where the others have nearly no representation. This shows potential spots for future research in games for programming teaching.
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Marques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.

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Orientador: Milton Terumitsu Sogabe
Resumo: Nesta pesquisa de caráter teórico-pratica, procuramos discutir os processos do desenvolvimento de games, mais especificamente aqueles que existem em paralelo da grande indústria de games. Para contextualizar sua linguagem construímos um breve panorama da sua história e suas manifestações no campo da Arte. Refletimos sobre processos utilizados na produção de games alternativos através da modificação, subversão e apropriação de ferramentas, valores e tecnologias dos games comerciais, através de exemplos e reflexões sobre a Game Art e games independentes. Nossa prática utiliza esses processos e abordagens para desenvolver uma produção de games experimentais. Foram produzidos 4 jogos, entre 2 projetos individuais e 2 coletivos.
Abstract: In this theoretical-practical research, we seek to discuss the processes of game development, more specifically those that exist in parallel to the game industry. To contextualize its language we build a brief overview of its history and its manifestations in the field of Art. We reflect on processes used in the production of alternative games through modification, subversion, and appropriation of commercial game tools, values and technologies in tandem with examples and reflection on Game Art and independent games. Our practice uses these processes and approaches to develop an experimental game production. Four games were made, between 2 individual and 2 collaborative projects.
Mestre
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Marián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games." Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.

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Due to the huge amount of smart-phone applications available nowadays,there is a need to check them in order to know if they are trustworthy, efficientand reliable. Furthermore, research on smart-phones is really intensive,so it is important to be able to easily profile applications and collect datathat researchers can use. In this thesis we have focused on Android gamesas they represent a big portion of Android applications and Android is themost used mobile operative system nowadays. The thesis work can be divided in two main tasks. The first task consistsof research on Android games in order to know how they are developed,which game design engines are used nowadays and how can we automatisethe execution of Android applications and, in particular, games. The secondstep consists of development of a program called Monkey Gamer that canplay Android games automatically and collect execution traces of the game. The Monkey Gamer analyses the screen shown on a device, recognises theplaces where the user should touch, and interacts with them. Then, consideringeach screen as a state of a state machine, the program tries to coverthe whole game, generating the highest possible number of execution traces. In order to test our solution we have compared the traces generated bythe Monkey Gamer with the ones obtained by some real players, achievinga significant similarity. The tests were executed on three games, coveringdifferent categories and implementation solutions.
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Malczyk, Anna. "Games, copyright, piracy : South African gamers' perspectives." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14315.

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Includes bibliographical references (leaves 111-126).
This thesis examines video games, copyright law and gamers' attitudes to copyright infringement, with particular reference to South Africa. The work provides an overview of the debates about copyright law and digital media, and offers an analysis of attitudes expressed by South African gamers about copyright infringement, popularly termed 'piracy'. The thesis reveals that, while about 70% of the gamers in this study share content illegally, they express complex and varying motivations for doing so, and have various and conflicting means of understanding the supposed illegality of the act. Some of the issues raised by participants in this study relate to contested perspectives on Digital Rights Management (DRM). In this work, I argue that DRM erodes civil liberties and does not necessarily extend the interests of gaming corporations. In this regard, the thesis explores alternative strategies to the restrictive approaches adopted by advocates of DRM as well as prohibitive copyright laws and multilateral agreements on intellectual property. In essence, this work intends to establish middle ground between gamers, who place a high premium on usability and affordability of gaming products, and the gaming corporations, who are interested in extending market share as well as protecting what they deem to be their intellectual property.
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Karlén, Jonathan, and Oscar Sandell. "Visualization in games: How is health and health-changes visualized in games? : An analysis of game graphics in current games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40599.

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The following study investigates how recent games (2014 - 2018) visualize health and health changes, with a focus on the player character’s health, the player character taking damage and the graphical user interface (GUI). 50 games were coded via gameplay videos on YouTube and then analysed. The codes were then grouped together based on patterns and theoretical grounding. These groups were then examined with other studies and game design practices.
Följande studie ämnar att undersöka hur spel från senaste tiden (2014 - 2018) visualiserar hälsa och hälsoförändringar, med ett fokus på spelarkaraktärens hälsa, när spelarkaraktären tar skada och GUI. 50 spel kodades via s.k. “gameplay” videor på YouTube och har sedan blivit analyserade. Koderna var sedan grupperade baserad på mönster och teori. Dessa grupper var sedan undersökta med andra studier och speldesign sedvänjor.
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LEITE, LEONARDO CARDARELLI. "MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=8600@1.

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CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
Game Design é o processo de criação de um jogo, que engloba a definição de seu funcionamento, a descrição dos elementos que o compõe, bem como a transmissão destas informações à equipe que irá desenvolve- lo. O presente trabalho aborda o estudo do Game Design de jogos eletrônicos multi-plataforma, analisando criticamente como esta classe de jogos está sendo projetada. Por ser uma mídia em estágio de amadurecimento, a formação acadêmica necessária aos profissionais que atuam na área de jogos eletrônicos ainda não está claramente definida, e sua linguagem e potencialidades estão longe de serem enxergadas em sua totalidade. O exorbitante retorno financeiro da indústria a tornou conservadora e esta tendência está ofuscando a criação de um conteúdo significativo e exploratório. Com o objetivo de identificar e justificar as decisões de Game Design recorrentes em jogos eletrônicos multi-plataforma, questiona-se quais são as características presentes nestes jogos que influenciam a maneira em que são percebidos e jogados quando em diferentes plataformas e situações de uso, e quais as qualidades destas situações que devem ser relevadas durante o processo de sua criação e desenvolvimento. A pesquisa analisa o Game Design de quatro títulos, comparando suas diferentes versões de acordo com seus usos em contextos público, privado e móvel, adotando uma abordagem que compreende as percepções de um jogador e também as de um designer.
Game Design is the process of creating a game, which includes defining its functionality, describing its composing elements, as well as transmiting these informations to the development team. The current work approaches the study of the Game Design present on multi-platform electronic games, analysing how they´re being designed. Being a maturing medium, the academic profile needed for its professionals still isn´t clearly defined, and its language and potencials haven´t been fully explored. The industry´s exorbitant financial return has made it conservative, blinding the creation of meaningful content. With the objective of identifying and justifying the Game Design decisions recurrent on multi-platform electronic games, it is questioned what characteristics affect the way theses games are percepted and played when in different platforms and situations, and which qualities of these situations must be considered during the creative and development processes. The study analyses the Game Design of four titles, comparing their different versions according to their uses on public, private and mobile contexts, through a point-of-view that corresponds to both player and designer.
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Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes." Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.

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In social theory, games are frequently presented as archetypal examples of activities governed by formal rules. Drawing upon ethnomethodology and figurational sociology, this project provides an analysis of the constituting of games and identifies the inadequacies of this conventional formalist wisdom. Applying and elaborating upon Garfinkel's work, two case-studies are presented which are designed to display the other dimensions of rule-following through which players accomplish a viable game. Analysis also reveals that this collaborative work does not preclude differing interpretations of the rules of the game. Changes to the rules are invoked in an attempt to remove their fringe of incompleteness in governing game-conduct and in the interests of creating and sustaining a viable game. These case-studies and a typification of game-rules provides the basis for analysis of the constituting of institutionalised 'invasion' games such as basketball, rugby union, soccer, rugby league, and netball. Interview material and documentary evidence is provided to argue that rule-changes are principally the outcome of a dynamic between legislators and players. Players explore the insufficiency of rules in precisely determining conduct in the game, and legislators respond by modifying the rules, to consolidate the game and thereby preserve characteristic features of game-identity and game-viability. This is elaborated by applying Elias's figurational analysis: changes to game rules are conceived as an unintended and unanticipated consequence of powerbalances and the different interests of the functionally interdependent groups who produce game-processes. By virtue of their separate functions in this process, each group seeks to mobilise their power and resources in pursuit of their interests in the game-process. Confirmation for the perspective upon game-constitution developed in this project is sought in an analysis of one contemporary initiative to establish an invasion game as constituted by a set of hybrid rules from Australian Rules and Gaelic Football. This analysis of game-processes and game-rules is designed to both exemplify and inform social theory, and also to make a significant contribution to sociological analysis of the development of contemporary sport.
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Books on the topic "Games"

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Gable, Starla. Games, games, games. Durham, NC: Great Activities Pub. Co., 1988.

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Dewar, Rachel. Games games games II: A co-operative games book. London: The Woodcraft Folk, 1989.

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Whitaker, David L. Games, games, games: Creating hundreds of group games & sports. Nashville, Tenn: School-Age Notes, 1996.

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Bryant-Mole, Karen. Games. Crystal Lake, IL: Rigby Interactive Library, 1997.

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Griffiths, Rose. Games. Milwaukee: G. Stevens Pub., 1994.

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Cowie, Vera. Games. Garden City, N.Y: Doubleday, 1986.

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Easterling, Lisa. Games. Chicago: Heinemann Library, 2007.

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Margaret, Hall. Games. Oxford: Heinemann Library, 2002.

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name, No. Games. Saint-Nicolas, QC: ditions Doberman-Yppan, 2003.

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Bulloch, Ivan. Games. New York: Ipicturebooks.com, 2005.

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Book chapters on the topic "Games"

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Dillon, Roberto. "Games, Games and More Games!" In Ready, 27–85. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-287-341-5_4.

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Krzywinska, Tanya, and Douglas Brown. "Games, Gamers and Posthumanism." In The Palgrave Handbook of Posthumanism in Film and Television, 192–201. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137430328_20.

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Mukherjee, Souvik. "The Cartography of Virtual Empires." In Paratextualizing Games, 75–96. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-004.

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The Cartography of Virtual Empires: Video Game Maps, Paratexts and Colonialism», Souvik Mukherjee focuses on the persistence of colonial practices of space division and domination even in games that are not about the colonial past or take decidedly postcolonial perspectives. In analyzing, on the one hand, blanks and gaps in the maps, and on the other hand, the disregard of indigenous knowledge that could fill these gaps, he demonstrates «how map-interfaces may play a crucial part in the game's perpetuation of colonial ideas of power.
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Seiwald, Regina. "Games Within Games." In Communications in Computer and Information Science, 18–31. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4_2.

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Halpern, Jared. "Games and Game Engines." In Developing 2D Games with Unity, 1–12. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3772-4_1.

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Fujiwara-Greve, Takako. "Games in Game Theory." In Non-Cooperative Game Theory, 1–5. Tokyo: Springer Japan, 2015. http://dx.doi.org/10.1007/978-4-431-55645-9_1.

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Elkins, Evan. "Console Games." In Locked Out, 47–72. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.003.0003.

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Chapter 2 explores the history of regional lockout in console video games. As video games became popular throughout Japan and North America in the 1980s, the industry forged a system of carefully managed adaptation and distribution of games to each market. Game companies introduced region chips and differently shaped cartridges to ensure that consumers were using games on approved devices, and they eventually adopted a region code format similar to the DVD. The industry’s longtime use of regional lockout helped set the contours of global distribution, but it also fomented a network of piracy, game and console hacking, and informal trade among consumers who typify the “hardcore” gamer. Knowing how to navigate and circumvent regional lockout became a marker of participation in hardcore gamer communities. Chapter 2 thus argues that regional lockout did more than simply control global video game distribution paths. It also helped shape the contours of hardcore gamer culture.
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Tang, Stephen, and Martin Hanneghan. "Designing Educational Games." In Gamification for Human Factors Integration, 181–98. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5071-8.ch011.

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Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student’s learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.
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Tang, Stephen, and Martin Hanneghan. "Designing Educational Games." In Gamification, 576–94. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch028.

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Play has been an informal approach to teach young ones the skills of survival for centuries. With advancements in computing technology, many researchers believe that computer games1 can be used as a viable teaching and learning tool to enhance a student's learning. It is important that the educational content of these games is well designed with meaningful game-play based on pedagogically sound theories to ensure constructive learning. This chapter features theoretical aspects of game design from a pedagogical perspective. It serves as a useful guide for educational game designers to design better educational games for use in game-based learning. The chapter provides a brief overview of educational games and game-based learning before highlighting theories of learning that are relevant to educational games. Selected theories of learning are then integrated into conventional game design practices to produce a set of guidelines for educational games design.
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Phillips, Amanda. "Of Dickwolves and Killjoys." In Gamer Trouble, 27–65. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479870103.003.0002.

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This chapter argues that gamers, including academic gamers, use the angry feminist as an abject figure to reinforce gamer identity and impose politically-motivated limitations on what constitutes an “expert” of video games. It historicizes the conversation about harassment in video game culture most recently initiated by the #GamerGate campaign of 2014 by analysing the earlier Fat Princess (2008) and Dickwolves (2010) incidents to show that these encounters rely on hypocritical standards of affective performance and an emphasis on the “right” kinds of knowledge about video games. It then goes on to demonstrate that the conflicts accompanying the formation of game studies as a discipline shares structural similarities with these fan fights. The chapter ends with an analysis of early work on the Grand Theft Auto video games to show that the exclusion of feminist and critical race perspectives in game studies resulted in racist and sexist scholarship. The similarities in fan and academic conflicts about video games demonstrate that feminist epistemology continues to exist at the fringes of acceptable discourse – no more poignantly demonstrated than when #GamerGate discovered the Digital Games Research Association and separated its members into “academic” (legitimate) and “feminist” (illegitimate) experts on video games.
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Conference papers on the topic "Games"

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Constantin, Valentinadaniela, Roxana denisa Stoenescu, and Manoela Popescu. "THE STEREOTYPES' ROLE IN CREATING AN IMAGE: PORTRAYING THE ROMANIAN VIDEO GAMER." In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-047.

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Games play a significant role in every aspect of human life by offering social interaction and entertainment. Serious games give user the possibility not only to experience situations that in real life are impossible but also to develop and improve skills. Learning is a major objective of serious games, also encountered in many video games, usually accompanying the entertainment function. In the last decade, gaming has become a profitable industry, targeting consumers all over the world. Nevertheless, little is known about Romanian gamers. The present study examines the demographic and psychographic characteristics of Romanian gamers, using a quantitative research employed among subjects aged 18 to 35 years. The purpose is to highlight the attributes that differentiate Romanian gamers from others, especially American and also to examine if there are common features between the communities of gamers. Therefore, the study aims to create a complete profile, based on essential variables that can validate the main hypothesis, Romanian gamers fit into the global trend in terms of demographics and lifestyle. Additionally, the study explores the stereotypes created around gamers, in order to identify the characteristics which conducted to the appearance of clich?s, the goal being to investigate the degree of truth involved by the matter. The article intends to portray the Romanian gamer in order to bring to light a market segment not well addressed. The main findings reveal interesting conclusions about aspects such as gender, intellect, lifestyle and some unique characteristics that distinguish Romanians from other gamers. Moreover, the surprising results answer a few key questions about game consumers and they may represent a starting point for future studies regarding Romanian gamers.
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Björk, Staffan. "Games, gamers, and gaming." In the 12th international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1457199.1457213.

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Stanescu, Monica, Jurate Stanislovaitiene, and Doina Croitoru. "PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.

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The technological and informational development of the last decades has also been an opportunity for the physical exercises field to benefit from the computer-based games effects, through the integration of functional indicators into a set of educational stimuli that aim to motivate and train people for a healthy and sustainable physical activity. Inspired by the characteristics of motor activities, both in structural terms and in physical and psychological demands, computer-based games are now widely used as specific learning tools as serious games and exergames. Nowadays both type of games contributes to the achievement of the specific objectives of different motor activities. The paper aims to present an analysis of the serious games and exergames used in the field by applying a series of scientific criteria and to highlight their contribution at the specific learning process and fitness development. On the other hand, literature review has enabled authors to highlight the main research directions of using computer-based games in motor activities, providing important milestones for expanding the research area. The conclusions of the paper are consistent methodological landmarks for specialists who want to modernize the training process through the use of computer-based games, as well as for the IT specialists who can develop new technologies and software products for this area. ++++++++ serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports
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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 environments. Moreover, the skills they develop in games should be acknowledged and transferred to real-life settings. Games could help educators reach out to them, bridging the gap between teachers and students in our efforts to provide them with learning contexts endowed with meaning. "Meaning is the feeling that we're part of something bigger than ourselves. It's the belief that our lives matter beyond our own individual lives." (Jane McGonigal, "Reality is broken. Why games make us better and how they can change the world") Therefore, video games players embark on a quest for meaning when entering such virtual worlds as those presented in World of Warcraft, for example. Most games have four defining traits: a goal (the outcome to be achieved), a set of rules (limitations the players have to cope with), a feedback system (informing them on the progress they make, which represents a great motivation to keep on playing), and voluntary participation (the gamer willingly accepts the goal, the rules and the feedback system). Since gaming involves voluntary participation, players are intrinsically motivated to bring their contribution to the epic mission the game takes them on. In addition, the constant feedback given to them is nothing but a strong incentive to continue playing. Hence, games are all about the "epic meaning", the "urgent optimism" players feel, the "social fabric" they weave since quite often gamers need to collaborate with other players to achieve their goals. Therefore, there are all sorts of life skills players acquire in games and, most importantly, they can be transferred to reality, the ability to work as part of a team being one of them. The findings of the present research consist mostly of qualitative data gathered during a case study conducted among middle and high school students. There have been interviews with teenage and young subjects that come to confirm the popularity of games as learning tools and their potential positive results in learning environments. Initially, structured interviews were used, which led to the collection of data further explored in focus group sessions. Using such qualitative research methods, we managed to explore the views, experiences, beliefs and motivations of individual participants regarding gaming, as well as their self-perceived competences acquired while playing video games. Among such competences, we can list: strategy skills from managing cities and taxing them in order to support armies meant to assist the players in expanding on the map (as well as developing historical knowledge) and connection-making abilities from the puzzles they had to solve in order to be able to advance through the game. In addition, the research generated an inventory of video games classified according to their themes and perceived value. The conclusions will be presented in detail during the conference proceedings.
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Шатиришвили, Медея, Medeya Shatirishvili, Ксения Элизбарова, and Kseniya Elizbarova. "Matrix games." In Mathematics in Economics. AUS PUBLISHERS, 2018. http://dx.doi.org/10.26526/conferencearticle_5c24b1d3312414.62254553.

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This article will discuss conflict situations and simplified conflict — game models. The list of types of games is given and one of types, namely matrix games is in detail considered. The analysis of the main provisions of matrix games is given, its components are characterized. The article presents a solution to the problem, which shows the simplicity and usefulness of matrix games.
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Dos Santos, Wilk Oliveira, and Clovis Gomes Da Silva Junior. "Challenges of Games Virtualization Applied to Educational." In V Workshop de Desafios da Computação aplicada à Educação. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/desafie.2016.9160.

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Game Virtualization is a process of digital versions creation for traditional/physical games. In education, this process aims to create digital versions for traditional/ physical educational games, keeping psychological and pedagogical concepts from traditional version, as well as associate these concepts to contemporary game design elements. In this sense, this paper presents five challenges for Game Virtualization Applied to Educational Games: (i) design of methodologies for educational games virtualization, (i.i) design of methodologies for educational game evaluation, (i.ii) recommendation of resources for Educational Games Virtualization, (ii) multidisciplinary of Educational Games Virtualization, and (iii) professional training to Educational Games Virtualization.
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Redder, Benjamin Dorrington. "Revitalising of History through Historical Games in the Digital Era: An opening provocation into teaching history through multimodality." In Te Puna Aurei LearnFest 2022. Cardiff University Press, 2024. http://dx.doi.org/10.18573/conf2.i.

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This chapter advances multimodality in expanding historical game education research and application of historical video games for the teaching of history within secondary schools and tertiary institutions. A multimodal focus on historical representations encased in historical gameplay sequences and game developer integrations of digital and non-digital historical research methods and sources informing game design in development of a game’s historical world comprise some of the innovative areas within this contribution in exploring the possibilities of history teachers using historical games as critical sources for their students learning of both history and historical gaming.
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Sun, Wenhui, Wei Huang, Lan Chen, and Hua Yang. "Advancing Inclusive Gaming: A Framework for the Visually Impaired." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004800.

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Our study proposes the Visual Impairment-Design, Dynamics, Experience (VI-DDE) framework, a new take on the existing Design, Dynamics, Experience (DDE) model ( Walk, Görlich, and Barrett, 2017). The VI-DDE framework focuses on making video games easier to access and enjoy for those with visual impairments. We put the VI-DDE framework to the test by designing a unique Action Role-Playing Game (ARPG) specifically for visually impaired players. Our experiments, comparing this game to traditional games, confirm that our VI-DDE framework successfully improves game accessibility and fun for visually impaired gamers.
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Kultima, Annakaisa, Johannes Niemelä, Janne Paavilainen, and Hannamari Saarenpää. "Designing game idea generation games." In the 2008 Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1496984.1497007.

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Kukhorenko, Natalia Vyacheslavovna. "Pedagogical games and game technology." In IX International Research-to-practice conference. TSNS Interaktiv Plus, 2016. http://dx.doi.org/10.21661/r-113868.

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Reports on the topic "Games"

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Keogh, Brendan, Dan Golding, and Taylor Hardwick. Australian Music and Games 2023 Benchmark. Queensland University of Technology and Swinburne University of Technology, 2023. http://dx.doi.org/10.5204/rep.eprints.243139.

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Digital games are a global cultural force, of which music is a foundational aspect. Music is crucial for digital games to develop atmosphere, convey narratives, and frame player interactions. At the same time, digital games provide musicians exciting new opportunities to experiment with dynamic, adaptive, and non-linear music structures. However, writing, producing, licensing, and implementing music for digital games also poses new challenges to existing screen music practices and business models. This benchmark is the first ever investigation into the scope and scale of Australia’s game music sector. It reveals a great diversity of working arrangements, career pathways, and skill sets among game music workers. It exposes entrenched and emerging challenges facing the field that require a rethinking of conventional approaches, and identifies new opportunities for Australian game music to flourish and grow.
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Platzer, Andre. Differential Game Logic for Hybrid Games. Fort Belvoir, VA: Defense Technical Information Center, March 2012. http://dx.doi.org/10.21236/ada561153.

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Aleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, March 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.

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The phenomenon of news games on the topic of the Russian-Ukrainian war of 2022-2023 has been explored in the article. During the research, a number of gaming projects from this period were analyzed, their genre and thematic specificity were determined, examples of gaming products were provided, and our own concept of a news game on the topical subject of wartime was presented. In 2022-2023, many game projects on the theme of the war in Ukraine appeared, which can be fully or partially classified as news games, conditionally dividing them into “civilian” ones, where the game character is a volunteer, an immigrant, a peaceful resident of the occupied territory, etc. and “combat”, in which the character is a Ukrainian soldier or combat unit. These games are primarily developed by gaming studios or individual game developers, rather than journalistic editorial teams, and they target an international audience (almost all the analyzed games have an English version). We categorize these news games as “entertainment” (those primarily oriented towards humor, boosting morale, and using current information or media images) and “serious” (those attempting to explain, reveal the essence, and show the war through the eyes of witnesses). According to the level of technical implementation, these games can be divided into “simple” ones (browser-based, requiring no download or payment) and “complex” ones that offer extended gameplay and are available only through subscription. Almost all gaming projects encourage donations to the Armed Forces of Ukraine and charitable funds, and the authors of paid games always emphasize that a portion of the proceeds will go towards supporting Ukrainian military personnel. Despite their significant potential, news games currently occupy a small niche in the Ukrainian media landscape. At the same time, in our opinion, the creative possibilities offered by the gaming mechanism of this interactive narrative are quite promising for explaining and revealing various socially important topics related to the Russian-Ukrainian war. Keywords: gamification; news games; game format; game research.
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Lambert, Nicolas, Giorgio Martini, and Michael Ostrovsky. Quadratic Games. Cambridge, MA: National Bureau of Economic Research, August 2018. http://dx.doi.org/10.3386/w24914.

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Harstad, Bård, and Matti Liski. Games and Resources. Cambridge, MA: National Bureau of Economic Research, November 2012. http://dx.doi.org/10.3386/w18519.

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Spina, Michelle, and Kerry Moffitt. PROOF BY GAMES. Fort Belvoir, VA: Defense Technical Information Center, March 2016. http://dx.doi.org/10.21236/ad1006449.

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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.
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Pavarini, Gabriela, Emma Reay, and Lindsay Smith. Ethical implications of applied digital gaming interventions for mental health: a systematic review and critical appraisal. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, March 2023. http://dx.doi.org/10.37766/inplasy2023.3.0035.

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Review question / Objective: What are the ethical and practical considerations of gaming interventions in mental health? What existing viewpoint, commentary or theoretical points have been made in the literature regarding ethical issues in the development of serious games? What benefits and risks of games development in mental health are discussed in the literature? How are the core healthcare ethical principles of beneficence, non-maleficence, autonomy and justice discussed as relating to applied games in mental health? How might this information inform future thinking regarding the ethical development of serious games in mental health? Information sources: The search was conducted across four electronic databases covering science and arts and humanities titles: Scopus, PUBMED, PsycNET, EthxWeb and additionally, the journal, Game Studies, which contrary to other gaming journals does not exist in any of these databases. Given the recency of games design in this area, the search was limited to the preceding 30-year period, til January 2023, where available.
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Huang, Houqiang, Min Huang, Qi Chen, Mark Hayter, and Roger Hayter. Health-related Serious Games on the Rehabilitation for Patients with COPD: Systematic Review Protocol. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, December 2022. http://dx.doi.org/10.37766/inplasy2022.12.0062.

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Review question / Objective: The aim of this systematic review is to identify effectiveness and patients’ demand on serious games for COPD patients as well as to recognize potential research gaps in this area by synthesizing and appraising studies examining effects of serious games on COPD patients. Eligibility criteria: OutcomesThe outcomes that include health-related endpoints such as pulmonary function, exercise capacity, dyspnea, compliance, or adverse effects, will be enrolled.Further inclusion criteriaStudies must be peer-reviewed and be in English or Chinese.Exclusion criteriaStudies will be excluded for the following reasons: (1) duplicate records;, (2) studies focused on measurement; diagnostic methods, serious game theory or game development; and (3) conference abstracts or studies that cannot find out full texts.
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Tritten, James J. Scenarios, Simulations, and Games. Fort Belvoir, VA: Defense Technical Information Center, October 1988. http://dx.doi.org/10.21236/ada201633.

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