Letteratura scientifica selezionata sul tema "Fantasy games – design – drawings"
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Articoli di riviste sul tema "Fantasy games – design – drawings"
Yeni, Sabiha, e Kursat Cagiltay. "A heuristic evaluation to support the instructional and enjoyment aspects of a math game". Program 51, n. 4 (7 novembre 2017): 406–23. http://dx.doi.org/10.1108/prog-07-2016-0050.
Testo completoMaj, 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, n. 42 (3 luglio 2023): 231–50. http://dx.doi.org/10.14746/i.2023.33.42.15.
Testo completoZuo, Tengjia, Jixiang Jiang, Erik Van der Spek, Max Birk e Jun Hu. "Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children". Electronics 11, n. 15 (27 luglio 2022): 2331. http://dx.doi.org/10.3390/electronics11152331.
Testo completoMurray, Liam, e John Maher. "The Role of Fantasy in Video Games: A Reappraisal". Eludamos: Journal for Computer Game Culture 5, n. 1 (11 luglio 2011): 45–57. http://dx.doi.org/10.7557/23.6126.
Testo completoGunter, Glenda A., Robert F. Kenny e 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, n. 5-6 (16 ottobre 2007): 511–37. http://dx.doi.org/10.1007/s11423-007-9073-2.
Testo completoLiu 3, Guangquan, Azhari Md Hashim e Norman Yusoff. "VISUAL PRESENTATION OF CYBERSPACE: ANALYZING THE PRODUCTION DESIGN OF THE FILM, FREE GUY". Journal of Information System and Technology Management 7, n. 29 (31 dicembre 2022): 136–43. http://dx.doi.org/10.35631/jistm.729012.
Testo completoKirichenko, Vladislav V. "Fabula Nova Obscura Est: Possible Worlds in “Final Fantasy XIII-2”". Galactica Media: Journal of Media Studies 3, n. 4 (18 dicembre 2021): 68–90. http://dx.doi.org/10.46539/gmd.v3i4.201.
Testo completoAbrudan, Mirela, Andreea Voina e Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior". Studia Universitatis Babeș-Bolyai Ephemerides 66, n. 2 (30 dicembre 2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.
Testo completoFathi, Bassam Abdel Nafie, e Nsiyf Jassem Mohammad. "Techniques for Designing Puzzle Shapes and their Role in Children’s Learning". International Journal of Religion 5, n. 8 (24 maggio 2024): 839–49. http://dx.doi.org/10.61707/yqfmyn20.
Testo completoNipo, Daniel, David Gadelha, Mirian da Silva e 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, n. 1 (6 luglio 2023): 231–43. http://dx.doi.org/10.5753/jis.2023.3190.
Testo completoTesi sul tema "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.
Testo completoReitz, 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.
Testo completoThomas, 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.
Testo completoLarsson, Jonathan, e 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.
Testo completoMånga 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.
Testo completoWatson, 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.
Testo completoLibri sul tema "Fantasy games – design – drawings"
(Firm), Prima Games, a cura di. The art of Halo 3. Roseville, CA: Prima Games, 2008.
Cerca il testo completoScherberger, Aiken, e Enzo Anile. Video games: Creating virtual fantasy. Princeton, N.J: Films for the Humanities & Sciences, 2005.
Cerca il testo completoMontola, Markus. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.
Cerca il testo completoMontola, Markus. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.
Cerca il testo completoJaakko, Stenros, e Wærn Annika 1960-, a cura di. Pervasive games: Theory and design. Amsterdam: Elsevier/Morgan Kaufmann, 2009.
Cerca il testo completoToth, Margo I. Game designer's manual. Broomfield, CO (P.O. Box 1182, Broomfield 80020): International Fantasy Gaming Society, 1988.
Cerca il testo completoQuinrose. Alice in the country of diamonds: Wonderful wonder world official visual fan book. [S.l.]: Yen Press, 2014.
Cerca il testo completoTenniel, 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.
Cerca il testo completoCopyright Paperback Collection (Library of Congress), a cura di. Fair game. New York: Tom Doherty Associates, LLC, 2012.
Cerca il testo completoBurns, Charles. Facetasm: A creepy mix & match book of gross face mutations! New York, N.Y: Gates of Heck, 1998.
Cerca il testo completoCapitoli di libri sul tema "Fantasy games – design – drawings"
Barcellos, Ekaterina Emmanuil Inglesis, Galdenoro Botura, Eric Inglesis Barcellos, Milton Koji Nakata e 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.
Testo completoDuarte, 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.
Testo completoLee, Jaejin, e 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.
Testo completoPerreault, Mildred F., e 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.
Testo completoYildirim, Zahide, e 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.
Testo completoSavett, 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.
Testo completoYayla, 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.
Testo completoEasterday, Matthew W., Yanna Krupnikov, Colin Fitzpatrick, Salwa Barhumi e 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.
Testo completoAtti di convegni sul tema "Fantasy games – design – drawings"
Hohl, Wolfgang, Farzam Kharvari e 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.
Testo completoLima, Cláudia, Susana Barreto e 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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