77 results on '"Game development"'
Search Results
2. El metajuego del desarrollo de juegos.
- Author
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Hernández Mendo, Rubén Darío
- Subjects
GAME theory ,LITERARY recreations ,VIDEO games ,GAMES - Abstract
Copyright of Cuadernos del Centro de Estudios de Diseño y Comunicación is the property of Cuadernos del Centro de Estudios de Diseno y Comunicacion and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2023
3. Techy Tennis-- A Game beyond Reality.
- Author
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Zaveri, Ayesha Anees, Shehmir, Sarama, Faisal, Nabiha, Nazar, Mobeen, Imtiaz, Saba, and Parveen, Misbah
- Subjects
AUGMENTED reality ,TENNIS ,VIDEO games ,GAMES ,VIDEO surveillance - Abstract
The concept is to create a game based on augmented reality and use object tracking as the primary function for recognizing objects using a camera. The key goal is to design an atmosphere that not only satisfies a person's desire to play video games but also lowers their stress levels in a manner that is both cost-effective and makes less use of flashy devices and cutting-edge technology. The environment produced in this way will use a camera that can identify objects and carry out a series of activities that have been preset according to their function, [ABSTRACT FROM AUTHOR]
- Published
- 2023
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4. Kovid-19 Pandemi Döneminde Çok Satan Çocuk Kitaplarında Yer Alan Oyunların İncelenmesi.
- Author
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Çelik, Bedriye and Kangal, Saniye Bencik
- Subjects
- *
PICTURE books for children , *CHILDREN'S books , *RESERVATION systems , *ELECTRONIC books , *GAMES , *CHILDREN'S literature , *CHILDREN'S plays - Abstract
The aim of this study is to evaluate the children's games in the stories in the 100 best-selling children's picture books on online book sales sites during the pandemic period, in terms of the game theories of Piaget, Parten and Smilansky. While the universe of the study consists of picture children's books on all online book sales sites, the sample is the 100 best-selling children's picture books on these sites. The data in the examined books were evaluated with the "Book Review Form", which was created by evaluating the studies in the literature. This form is divided into two as general information and game theories. In the general information part of the form, there is information about the book such as the name of the book, its author, illustrator, publisher, while the game theories part of the game includes the game theories of Piaget, Parten and Smilansky and the subtitles of these theories. The study was analyzed using content analysis, one of the qualitative research methods. The MAXQDA program was used for content analysis. As a result of the study, it was determined that 56 of the 100 best-selling children's books on online book sales sites included children's games. The information obtained was discussed in the context of preschool children's literature and game theories. [ABSTRACT FROM AUTHOR]
- Published
- 2022
5. The Quest for Usable Usability Heuristics for Game Developers
- Author
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Mylly, Sami, Rajanen, Mikko, Iivari, Netta, Spagnoletti, Paolo, Series Editor, De Marco, Marco, Series Editor, Pouloudi, Nancy, Series Editor, Te'eni, Dov, Series Editor, vom Brocke, Jan, Series Editor, Winter, Robert, Series Editor, Baskerville, Richard, Series Editor, Siarheyeva, Alena, editor, Barry, Chris, editor, Lang, Michael, editor, Linger, Henry, editor, and Schneider, Christoph, editor
- Published
- 2020
- Full Text
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6. Towards Sovereign Games.
- Author
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LaPensée, Elizabeth A, Laiti, Outi, and Longboat, Maize
- Subjects
VIDEO games ,GAMES ,INDIGENOUS peoples ,INDIGENOUS rights ,DECISION making - Abstract
Video games can be dynamic sovereign spaces for Indigenous representation and expression when the self-determination of Indigenous people is supported. Where games are concerned, self-determination involves the autonomy and right of Indigenous people to make key decisions regarding the process of how a game is developed as well as what that game entails. A game is sovereign when self-determination is a respected practice throughout all phases of development from conceptualization to distribution. In what ways can games be sovereign and what challenges may be faced? Utilizing comparative case studies of the self-determined games Lost Memories, Terra Nova, and When Rivers Were Trails, this research identifies possible approaches and challenges for sovereign games looking at development as well as the resulting designs. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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7. Troubling games: Materials, histories, and speculative future worlds for games pedagogy.
- Author
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Rouse, Rebecca and Holloway-Attaway, Lissa
- Subjects
SEXUAL minority women ,SPECULATIVE fiction ,UNIVERSITY faculty ,GAMES - Abstract
Games are trouble. As faculty members in a Game Development program we are aware of the troubles. As inside–outsiders, given our status as queer women in the male-dominated Games field, both with interdisciplinary art-tech-humanities backgrounds as opposed to STEM, we are the ones commonly tasked with 'fixing' these troubles. This tasking comes to us in the form of both assumptions and requests about our providing particular types of education to others, both faculty and students, as fixes to Game-troubles: teaching the gender module; sitting on an LGBTQ+ committee; advising a particular student who is also outside the more comfortable purview of Games; and so forth. While our labor is often assumed, it is not fully valued, evidenced by the ways in which it is chronically under-resourced. And, given this lack of sustainability, our labor is not effective in the ways we intend. Often, our fixes only serve to a fix ourselves, further cementing us as outsiders. Our fixes are diluted until they become performative gestures, absolving others of the need to act, but changing little else. Acting 'in a fix' is something we no longer wish to do. Instead we untangle and re-tangle in a new way, drawing on the work of Feminist New Materialists (Ahmed, 2008; Alaimo, 2016; Alaimo and Hekman, 2008; Barad, 2011; Bennett, 2010; Braidotti, 2013; Coole and Frost, 2010; Dolphijn and Tuin, 2012; Grosz, 1994; Kirby, 1997) to develop imaginative new models for a more just and joyful future Games pedagogy. We share not only our research on this topic, but also invite you into our own intimate experiences of play-making, foregrounding this as knowledge-making too. We offer these crossings between text and context, history and future Ahmed, 2008, memory and fiction as a speculative fabulation for future Games pedagogies. [ABSTRACT FROM AUTHOR]
- Published
- 2022
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8. A use case driven approach to game modeling.
- Author
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Albaghajati, Aghyad and Hassine, Jameleddine
- Subjects
- *
NINTENDO video games , *VIDEO game culture , *GAMES , *ENGINEERING models , *SUPPLY & demand - Abstract
With the increase in market needs, game development teams are facing a high demand of creating new games every year. Although several methodologies and tools were introduced to support the game development life cycle, there is still a lack of evidence that these techniques improve game requirements understandability among development teams. The use of models in requirements engineering is considered a promising approach to support requirements elicitation, negotiation, validation, and management. In the context of game development, game designers argue that models are hard to learn and would restrict their creativity. In this paper, we introduce a novel use case-based game modeling approach that extends the standard UML use case diagram. The proposed technique allows for better representation of game-related requirements and promotes a common understanding of game requirements among game development teams. Our approach is implemented in a tool, called game use case modeling, and its applicability is demonstrated using four well-known games, Super Mario Bros, Tetris, Just Dance, and The Walking Dead. Moreover, in order to assess the perceived understandability, learnability, and usefulness of the proposed approach, we have conducted a survey involving 29 participants from the game development community. Results indicate a very satisfactory agreement regarding the added value of the proposed approach and a willingness of adoption by the game development community. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
9. Streaming ambivalence: Livestreaming and indie game development.
- Author
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Parker, Felan and Perks, Matthew E
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RISK perception ,COST effectiveness ,AMBIVALENCE ,SENSORY perception ,GAMES ,PUBLISHING - Abstract
Commercial game makers at all scales of production have increasingly come to incorporate livestreaming into every stage of the game development cycle. Mainstream hits like Fortnite and League of Legends owe their ongoing success in no small part to their massive uptake by streamers, and triple-A releases from major publishers can reliably expect significant attention on streaming platforms. But what about smaller, lower budget games? For independent game developers, the costs and benefits of streaming are less clear. Based on interviews with small commercial indie developers in Toronto and Montréal, this article critically examines different discourses around streaming and commercial indie games, focusing on developer perceptions of the benefits and risks of streaming and its impacts on indie game-making practices, including production, promotion, and community-building. Contrary to persistent popular myths about streaming as the key to 'discoverability', commercial indie game development remains a precarious form of cultural work, and indie games collectively attract only a tiny fraction of the overall audience on streaming platforms. There is a high level of uncertainty about the factors that led to a given game's success, leaving many indie developers ambivalent about leveraging influencer attention and even as they commit significant time and energy trying to doing so. [ABSTRACT FROM AUTHOR]
- Published
- 2021
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10. GENERAL CONSIDERATIONS REGARDING THE DEVELOPMENT OF GAMES USING UNITY TECHNOLOGY.
- Author
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TĂBUŞCĂ, Alexandru, COCULESCU, Cristina, and PIRNAU, Mironela
- Subjects
VIDEO game development ,CONCORD ,GAMES - Abstract
Video game development platforms represent a specialized work environment that contains a multitude of properties and tools that help game creators in designing and making applications in this field. The market for game development platforms is currently booming, offering a diverse range of options. Anyone with motivation and ideas can start creating and developing a game using popular platforms such as Unreal Engine, Unity, Game Maker or RPG Maker VX Ace. Today, every platform for game development is supported by a vast basic documentation but also by a huge public community that provides game creators with all the tools they need to create high-performance games. If an experienced or even less experienced developer finds himself in a situation where he cannot solve a problem on his own, he has the opportunity to find the answer to the problem encountered, on the community forums corresponding to the technology used in creating the game, or he will find someone who has faced a similar situation and can give him answers/advice for the specific situation. Depending on the purpose of the final product, the game creator has the opportunity to choose the platform he will use in creating it. Unity is the most popular video game development platform due to its cross-platform capability. Unity can be used both in making 2D or 3D games, but also in the film, automotive, architecture, engineering, and construction industries. [ABSTRACT FROM AUTHOR]
- Published
- 2021
11. Open Video Game Development and Participatory Design.
- Author
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Thominet, Luke
- Subjects
- *
VIDEO game development , *PARTICIPATORY design , *PSYCHOLOGICAL feedback , *DISCOURSE analysis , *FORUMS , *COLLECTIVE action - Abstract
This article analyzes user work during open game development and presents an alternative model for participatory design. During open development, developers publicly distribute incomplete games, discuss their design goals, and facilitate user feedback. This article examines user work on an open development forum using conventional content and discourse uptake analyses. It finds that users customize their participation, engage with multiple objects of design, and affect design through collective action. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
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12. Disruptive game design : a commercial design and development methodology for supporting player cognitive engagement in digital games
- Author
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Howell, Peter Mark, Stevens, Brett, Eyles, Mark Christian, and Pinchbeck, Daniel Mcguire
- Subjects
793 ,disruptive game design ,game design ,games ,game psychology ,player psychology ,cognitive psychology ,game development ,amnesia ,amnesia ,a machine for pigs ,machine for pigs ,AMFP ,AAMFP ,ludic action model ,ludic cognition model ,ludic knowledge ,player expectation - Abstract
First-person games often support the player’s gradual accretion of knowledge of the game’s rules during gameplay. They thus focus on challenging and developing performative skills, which in turn supports the player in attaining feelings of achievement and skills mastery. However, an alternative disruptive game design approach is proposed as an approach that encourages players to engage in higher-order thinking, in addition to performative challenges. This requires players to cognitively engage with the game at a deeper level. This stems from the player’s expectations of game rules and behaviours being disrupted, rather than supported, requiring players to learn and re-learn the game rules as they play. This disruptive approach to design aims to support players in satiating their needs for not only achievement and mastery at a performative level but also, their needs for problem-solving and creativity. Utilising a Research through Design methodology, a model of game space proposes different stages of a game’s creation, from conceptualisation through to the final player experience. The Ludic Action Model (LAM), developed from existing game studies and cognitive psychological theory, affords an understanding of how the player forms expectations in the game as played. A conceptual framework of game components is then constructed and mapped to the Ludic Action Model, providing a basis for understanding how different components of a game interact with and influence the player’s cognitive and motor processes. The Ludic Action Model and the conceptual framework of game components are used to construct the Disruptive Game Feature Design and Development (DisDev) model, created as a design tool for ‘disruptive’ games. The disruptive game design approach is then applied to the design, development, and publication of a commercial game, Amnesia: A Machine for Pigs (The Chinese Room, 2013). This application demonstrated the suitability of the design approach, and the proposed models, for establishing disruptive game features in the game as designed, developing those features in the game as created, to the final resolution in the game as published, which the player will then experience in the game as played. A phenomenological template analysis of online player discussions of the game shows that players tend to evaluate their personal game as played (i.e. their personal play experience) in relation to their a priori game as expected (i.e. the experience that they expected the game to provide). Players reported their play experiences in ways that suggested they had experienced cognitive engagement and higher-order thinking. However, player attitudes towards this type of play experience were highly polarised and seemingly dependent on the correspondence between actual and expected play experiences. The discussion also showed that different methods of disruption have a variable effect on the player experience depending on the primacy of the game feature being disrupted. Primary features are more effectively disrupted when the game’s responses to established player actions are subsequently altered. Secondary game features, only present in some sections, are most effectively disrupted when their initially contextualised behaviour is subsequently altered, or recontextualised. In addition, story-based feature disruption is most effected when the initial encoding stage is ambiguous, thus disrupting players’ attempts to form an initial understanding of them. However, these different methods of disruption may be most effective when used in conjunction with each other.
- Published
- 2015
13. DEVOPS METHODOLOGY IN GAME DEVELOPMENT WITH UNITY3D.
- Author
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da Silva Lima, Gabriel Barroso, Souza de Araújo, Cristina, Cuevas Rodriguez, Luis, Lima Pinheiro, Clairon, and da Silva Junior, Jucimar Maia
- Subjects
VIDEO game development ,COMPUTER software ,SOFTWARE development tools ,GAMES industry ,PROJECT management - Abstract
The DevOps methodology comes to facilitate the interaction between developers and operations, automating many of the steps necessary to generate the final version of a software application. It is a current trend in software development. However, today, many game projects are developed using procedures that cause delays and crunches. The games industry could benefit from incorporating these models, and their associated tools, into the complex process of developing a game. In this article, a study of the application of integration models in the game development process and a software-tools evaluation available in the market for this purpose is introduced. In addition, an initial DevOps methodology experience is presented, serving as a reference to other similar projects, thereby demonstrating the real possibilities of using DevOps in game development. [ABSTRACT FROM AUTHOR]
- Published
- 2021
14. GeoPGD: methodology for the design and development of geolocated pervasive games.
- Author
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Arango-López, Jeferson, Gutiérrez Vela, Francisco Luis, Collazos, Cesar A., Gallardo, Jesús, and Moreira, Fernando
- Subjects
GAMES ,USER experience - Abstract
The field of design and development of games that integrate virtual aspects in a real environment has grown in recent years. An example of such games is pervasive games (PGs), which seek to enrich the game world through mixing these two realities in order to better involve the player in the story. The application of PGs has resulted in increasing player motivation and engagement. Currently, new technologies have made it possible to advance the design and development of games. PGs have not been the exception, and through the mix of elements of traditional games with real elements and scenarios it has been possible to improve motivation and user experience. However, previous studies have identified the need to have a process that guides the design and creation of PGs. Therefore, this paper presents GeoPGD, a methodology that integrates the design of geolocated narrative as the core of the game experience. This methodology guides designers and developers through the different stages of building a PG, offering tools for defining the narrative components, places and interactions between the user and the PG. In addition, a validation with experts and a PG experience is presented. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
15. Study and Research on Raspberry PI 2 Model B Game Design and Development
- Author
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Sahni, Nishant, Srinivasan, Kailash, Vala, Karan, Malgaonkar, Saurabh, Kacprzyk, Janusz, Series editor, Mishra, Durgesh Kumar, editor, Nayak, Malaya Kumar, editor, and Joshi, Amit, editor
- Published
- 2018
- Full Text
- View/download PDF
16. Waking up in the morning (WUIM): A transmedia project for daily living skills training.
- Author
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Kaimara, Polyxeni, Oikonomou, Andreas C., Deliyannis, Ioannis, Papadopoulou, Agnes, Miliotis, George, Fokides, Emmanuel, and Floros, Andreas
- Subjects
- *
SPECIAL education , *SCHOOL environment , *COMPUTER simulation , *MASS media , *AUGMENTED reality , *EVALUATION of human services programs , *VIRTUAL reality , *USER interfaces , *ACTIVITIES of daily living , *GAMES , *QUANTITATIVE research , *CHILDREN with disabilities , *INTERVIEWING , *LEARNING strategies , *QUALITATIVE research , *HUMAN services programs , *PEOPLE with intellectual disabilities , *GROUP process , *CHILD development deviations , *EDUCATIONAL outcomes - Abstract
BACKGROUND: One of the most serious concerns of parents, caregivers, teachers and therapists is children's independent living, particularly of those with special educational needs (SEN). Purpose-built programs for the acquisition of independent living skills are considered a priority in special education settings. The main problem is the inefficacy of detached interventions to meet the needs of as many students as possible. OBJECTIVE: Our response is to create transmedia applications for inclusive learning environments. To this end, we have taken a participatory design approach to develop a project for Daily Living Skills Training by combining special education pedagogies, filmic methods, game design and innovative technologies. In this paper, we present the design and development of Waking up In the Morning (WUIM), and its improvement through user-based and expert-based evaluations by students, therapists and developers. The main research purpose is to confirm if: (1) the final products of the WUIM project could be educational resources for students with SEN and (2) the common gaming experience could promote collaborative learning, regardless of students' cognitive profile. METHODS: During the alpha phase, we developed and improved WUIM. In July 2020, we implemented and evaluated WUIM in special education settings (beta-phase). More specifically, a quantitative and qualitative formative evaluation was conducted with children who have developmental disabilities (N = 11), their therapists (N = 7) and developers (N = 2). Methods of data collection included questionnaires filled in by therapists and developers, participant observation by researchers and interviews with children. RESULTS: The results of the formative evaluation were generally positive regarding four-factor groups that shape the learning experience: Content, Technical characteristics, User state of mind, Characteristics that allow learning. After the design team reviewed the potential users and experts' comments that were mainly related to the user interface, the application was improved. CONCLUSIONS: The two hypotheses have been largely confirmed. Overall, we propose a simplified development process that showcases the importance of arts-based methods and aesthetics which deliver representational fidelity. The study reveals the necessity of developing transmedia learning materials to meet each individual's needs. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
17. Challenges in Serious Game Design and Development: Educators' Experiences.
- Author
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Dimitriadou, Anastasia, Djafarova, Naza, Turetken, Ozgur, Verkuyl, Margaret, and Ferworn, Alexander
- Subjects
- *
EDUCATORS , *POSTSECONDARY education , *GAMES , *SECONDARY analysis , *EXPERIENTIAL learning - Abstract
Background.: Relatively little is known about the role of educators in serious game design and development and their experiences with serious game implementation. We investigate educators' perceived challenges deriving from their involvement as subject matter experts during the serious game development trajectory. Methods.: A secondary analysis of data collected through an exploratory survey about serious game design and development approaches was carried out. The sample included 41 educators from post-secondary education institutions across North America. An in-depth analysis of qualitative data revealed educators' roles in game development, the challenges they faced, and the strategies they deployed in serious game design, development, and implementation. Results.: Educators, as serious game designers, perceived challenges to be administrative, design-related, attitudinal, and communicative. Strategies deployed to overcome challenges during the concept development, pre-production, and production stages of game design include the creation of games that balance learning and fun, and enhanced team collaboration through cultural mediation. During the post-production stage, although challenges are acknowledged and some strategies, such as improving the usability of a game, are deployed, a clear pattern in challenges and mitigating strategies could not be observed. Conclusion.: Serious game design and development can be improved by nurturing diversity of ideas and adopting creative design and development methodologies. Serious game implementation can be improved by devising effective administrative and attitudinal strategies, and incorporating diversity of ideas into target curricula. Additionally, clear directives about usability should be devised, and academic objectivity towards serious games needs to be be created. Strategies to achieve these goals should focus on developing trust between target users, the technical development team, and educators as serious game implementers. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
18. LOCALIZATION AND REGIONAL ASPECTS OF GAME PRODUCTION - A RESEARCH OVERVIEW.
- Author
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Toftedahl, Marcus
- Subjects
GAMES ,LINGUISTICS ,VIDEO game development ,CULTURAL industries ,COMPUTER software development - Abstract
This paper focus on how localization is addressed in research on game development processes. The research aim is to get an understanding of how localization, game localization and its subsets of content and cultural issues, linguistic issues and technical issues are addressed and discussed in game development research. This has been done through a literature study, where 488 papers regarding game development processes have been scrutinized in order to identify game localization related research. The results shows that localization is rarely addressed in game development research, but regional aspects and relevant concepts related to game localization can be found. [ABSTRACT FROM AUTHOR]
- Published
- 2020
19. Mobile Game Development for Children with Down Syndrome.
- Author
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Cubukcu, Ceren, Canbazoglu, Murat Kaan, and Ozerdem, Yigit
- Subjects
GAMES ,DOWN syndrome ,MOBILE games ,ELECTRONIC games ,CHILD development ,EDUCATIONAL games ,MOBILE learning - Abstract
Children with diagnosis of down syndrome has different kinds of personalities, mental states, and talents similar to other children. The key point is that every child needs proper support at the right time. There are options like special education programs, physical and other therapies, and play groups. However, there are not any electronic games to support the education and improvement of these children. The goal of this study is to develop a mobile game for children with down syndrome, in order to help them learn everyday knowledge by using a mobile device such as a smart phone or a tablet. In most cases pedagogues use puzzle or paper-based card games to teach these children the necessary knowledge they need to maintain their lives. This study aims to optimize the learning process of children with down syndrome by providing educators electronic games they can use to teach them in a mobile application which will enrich the teaching process in addition to update their teaching methods to Industry 4.0 standards. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
20. CHAPTER 12: Serious Topics and Fun Games: Hidden in the Zoo.
- Author
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Torstensson, Niklas and Susi, Tarja
- Subjects
VIRTUAL communities ,GAMES ,RISK perception ,BOARD games ,GAMEBOARDS ,ONLINE chat ,SOCIAL networks ,TEXT messages - Abstract
Developing children’s games that concern sensitive subjects such as online sexual grooming obviously poses a number of challenges. Such challenges include, for instance, the sensitivity of the topic itself, the ethics surrounding the subject matter, and the need to bypass inappropriate language while also creating a game that children will want to play. This paper describes a computer game development project in which a game for 8–10-year-old children was created with the purpose to raise young peoples’ risk awareness in online interactions such as multi-user gaming and social networking. The game’s mechanics are based on our extensive studies of naturalistic online dialogues derived from closed-forum dialogues between children and later-convicted perpetrators. The perpetrators’ tactics and strategies were transferred into game events but in a non-sexual and non-violent format. The game, Hidden in the Zoo, combines a classic board game, a computer game, and augmented reality technology. The traditional game board can be viewed on a tablet that transfers the basic picture on the board into an exciting 3D world. The game’s setting is a zoo. To play, each player hides a treasure and is then given a set of clues to the location of the player’s own hiding place. The players need to be mindful of the clues to the hiding place so that other players cannot find their treasure. Beyond this basic game premise, the game also contains messages, similar to online chats or text messages, through which players can choose whether or not to reveal a clue, bearing in mind that revealing a clue may or may not be a good idea in the long run. The game is now a fully playable prototype, and initial results show that the game serves as a tool for generating discussions about possible actions and consequences within the game but also in real life. Hence, the game provides a means to empower young children through raised risk awareness. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
21. Model-driven Game Development: A Literature Review.
- Author
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MENG ZHU and WANG, ALF INGE
- Subjects
- *
LITERATURE reviews , *COMPUTER software development , *COMMUNITIES , *GAMES , *EVALUATION methodology - Abstract
Model-driven game development (MDGD) introduces model-driven methodology to the computer game domain, shifting the focus of game development from coding to modeling to make game development faster and easier. The research on MDGD is concerned with both the general model-driven software development methodology and the particular characteristics of game development. People in the MDGD community have proposed several approaches in the past decades, addressing both the technology and the development process in the context of MDGD. This article presents the state-of-art of MDGD research based on a literature review of 26 approaches in the field. The review is structured around five perspectives: target game domains, domain frameworks, modelling languages, tooling, and evaluation methods. The article also includes reflections and a discussion of the challenges within MDGD [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
22. What Can We Learn From Studio Studies Ethnographies?: A "Messy" Account of Game Development Materiality, Learning, and Expertise.
- Author
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Whitson, Jennifer R.
- Subjects
VIDEO game development ,ETHNOLOGY ,LEARNING ,GAMES ,SOCIAL skills - Abstract
This article illustrates a gap between popular narratives of game development in design texts and the reality of day-to-day development, drawing from an ethnographic account of intern developers to highlight the potential contributions of studio studies to Game Studies. It describes three takeaways. The first is that the difficulty developers have in articulating their work to others has implications for how we learn, teach, and talk about development, including how we share knowledge across domains. The second is that, at least for newer developers, negotiation with technology rather than mastery characterizes daily work, and the third is that problems frequently arise in articulating and aligning the normally black-boxed work of individual developers. Resolution of these issues commonly depends on "soft" social skills; yet external pressures on developers mean they tidy up and professionalize accounts of their daily practice, thus both social conflict and soft skills have a tendency to disappear. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
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23. 스마트 로봇 게임 개발에 관한 연구.
- Author
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이준석 and 이대웅
- Subjects
BOARD games ,GAMEBOARDS ,VIRTUAL reality ,ROBOTS ,SMART power grids ,GAMES ,VIDEO games - Abstract
A smart robot game, which is one of the new type expanding the market through coding education classes recently, has a characteristic to manipulate digital games with a smart-phone while using a robot instead of existing games. Under the same rules, the virtual world’s game is connected to real world’s robot through a smart-phone, and the game is played while exchanging data. This study analyzes smart robot game by dividing them into media features, digital game features, and playful features. In addition, we developed the game based on the board game genre that has the general rules while using the derived development features. As a result, by presenting the case of development of smart robot board game, we would like to propose the points to be considered in the development of smart robot game. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
24. We Pay We Say – Participatory Design in OldSchool RuneScape's Polling and Feedback Systems
- Author
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Melander, William and Johansson, Björn
- Subjects
oldschool runescape ,polling ,genuine participation ,Design ,user experience ,survey ,participatory design ,game development ,games - Abstract
This paper analyses the players’ perception of the feedback and polling systems of OldSchool RuneScape to determine what level of participatory design is achieved by the feedback and polling systems used in the game. The aim of the research is to increase the availability of knowledge regarding participatory design in live-service games, as only limited coverage of the topic exists. The study uses an adapted survey created by Segalowitz and Chamorro-Koc that uses three different metrics to measure genuine participation. The survey was presented to in-game players and users of the game’s different forums. It was determined that a high level of genuine participation and participatory design is achieved.
- Published
- 2023
25. Optimasi Rendering Game 2D Asteroids Menggunakan Pemrograman CUDA
- Author
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Fathony Teguh Irawan, Muhammad Rizal Ma’rufi, and Imam Cholissodin
- Subjects
games ,video game ,game development ,CPU ,GPU ,CUDA ,Technology ,Information technology ,T58.5-58.64 - Published
- 2017
- Full Text
- View/download PDF
26. LevelMerge: Collaborative Game Level Editing by Merging Labeled Graphs.
- Author
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Santoni, Christian, Salvati, Gabriele, Tibaldo, Valentina, and Pellacini, Fabio
- Subjects
- *
GAME theory , *GRAPH theory , *VIDEO game development , *CLOUD computing , *HUMAN-computer interaction , *ARTIFICIAL intelligence - Abstract
Game development is commonly seen as a collaborative effort, with teams cooperating on the same project. Nowadays, a variety of cloud-based services have shown the benefits of performing tasks in real-time collaboration with others. In this article, we present a system for collaborative game level editing. We model this problem as a special instance of merging labeled directed acyclic graphs. We propose an algorithm that guarantees that the shared game level is always coherent between edits, both hierarchically and semantically. We establish real-time collaboration by initiating merges automatically and by augmenting the game editor interface to allow users to monitor all others edits in real time. We validate our algorithm by merging complex edits and large game levels. We further validate the collaborative workflow by running a user study with expert game developers, showing that our system works well and collaborative workflows are beneficial to game development. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
27. Towards Sovereign Games
- Author
-
Maize Longboat, Outi Laiti, Elizabeth LaPensée, Indigenous Studies, and Department of Finnish, Finno-Ugrian and Scandinavian Studies
- Subjects
Cultural Studies ,518 Media and communications ,050801 communication & media studies ,game development ,Indigenous ,case study ,6160 Other humanities ,0508 media and communications ,Game design ,Arts and Humanities (miscellaneous) ,Sovereignty ,WATER ,Sociology ,Applied Psychology ,games ,Cognitive science ,Video game development ,Communication ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Representation (systemics) ,050301 education ,SELF ,Human-Computer Interaction ,Expression (architecture) ,Anthropology ,game design ,0503 education - Abstract
Video games can be dynamic sovereign spaces for Indigenous representation and expression when the self-determination of Indigenous people is supported. Where games are concerned, self-determination involves the autonomy and right of Indigenous people to make key decisions regarding the process of how a game is developed as well as what that game entails. A game is sovereign when self-determination is a respected practice throughout all phases of development from conceptualization to distribution. In what ways can games be sovereign and what challenges may be faced? Utilizing comparative case studies of the self-determined games Lost Memories, Terra Nova, and When Rivers Were Trails, this research identifies possible approaches and challenges for sovereign games looking at development as well as the resulting designs.
- Published
- 2021
28. Software Components for Serious Game Development.
- Author
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Westera, Wim, van der Vegt, Wim, Bahreini, Kiavash, van Lankveld, Giel, and Dascalu, Mihai
- Subjects
VIDEO game development ,EDUCATIONAL games ,GAMES ,GAMIFICATION ,COMPUTER software - Abstract
The large upfront investments required for game development pose a severe barrier for the wider uptake of serious games in education and training. Also, there is a lack of well-established methods and tools that support game developers at preserving and enhancing the games’ pedagogical effectiveness. The RAGE project, which is a Horizon 2020 funded research project on serious games, addresses these issues by making available reusable software components that aim to support the pedagogical qualities of serious games. In order to easily deploy and integrate these game components in a multitude of game engines, platforms and programming languages, RAGE has developed and validated a hybrid component-based software architecture that preserves component portability and interoperability. While a first set of software components is being developed, this paper presents selected examples to explain the overall system’s concept and its practical benefits. First, the Emotion Detection component uses the learners’ webcams for capturing their emotional states from facial expressions. Second, the Performance Statistics component is an add-on for learning analytics data processing, which allows instructors to track and inspect learners’ progress without bothering about the required statistics computations. Third, a set of language processing components accommodate the analysis of textual inputs of learners, facilitating comprehension assessment and prediction. Fourth, the Shared Data Storage component provides a technical solution for data storage - e.g. for player data or game world data - across multiple software components. The presented components are exemplary for the anticipated RAGE library, which will include up to forty reusable software components for serious gaming, addressing diverse pedagogical dimensions. [ABSTRACT FROM AUTHOR]
- Published
- 2016
29. Anwendung künstlicher Intelligenz in Spielen
- Author
-
Guia, Ralph
- Subjects
Unity ,Berstärkendes Lernen ,Videospiele ,Game AI ,Reinforcement Learning ,Spiele ,Spiel KI ,Game Development ,Machine Learning ,Video Games ,Artificial Intelligence ,Unity ML-Agents Toolkit ,Künstliche Intelligenz ,Spielentwicklung ,Unity ML-Agents-Toolkit ,Games ,Maschinelles Lernen - Abstract
Künstliche Intelligenz ist eines der Themen, die in den letzten sechs Jahren die meiste Aufmerksamkeit auf sich gezogen hat und es wird in vielen verschiedenen Bereichen eingesetzt. Ein Bereich, der besondere Aufmerksamkeit erregte, war die Spielindustrie, wo es erstmals einem Computerprogramm gelang, einen ehemaligen 9-Dan-Weltmeister in einem offiziellen Event in Go vier von fünf Mal zu besiegen. Diese Sensation dürfte das Interesse an KI bis heute gesteigert haben. Ein führendes Unternehmen auf diesem Gebiet ist DeepMind, das seinen erfolgreichen Computeralgorithmus weiterentwickelte und den Nachfolger AlphaGo Zero hervorbrachte. Danach haben sie eine allgemeine Lösung für andere Spiele namens AlphaZero und MuZero entwickelt, die mehr Spiele als nur Go lösen. Die Anwendung von Spielen beschränkt sich aber nicht nur auf Problemlösungen, sondern erstreckt sich auch auf Pfadfindung, prozedurale Inhaltsgenerierung und intelligente Nicht-Spieler-Charaktere. Diese Bachelorarbeit analysiert einige der neuesten Computerprogramme, die die Spielleistung des Menschen übertroffen haben. Darüber hinaus gibt es Einblicke in das Toolkit für maschinelles Lernen von Unity, indem ein Spiel von Grund auf neu entwickelt wird. Die Ergebnisse zeigen, dass MuZero der leistungsfähigste Algorithmus in der DeepMind-Reihe ist, aber er ist nicht in der Lage, Schach (schwach) zu lösen, obwohl es bei den meisten Spielen besser abschneidet als andere spezifische oder verallgemeinerte Algorithmen. Trotzdem wurde ein weniger komplexes Spiel wie Dame vor MuZeros Erfindung schwach gelöst. Das Trainingsergebnis mit dem ML-Toolkit zeigt, dass der Agent die meiste Zeit in der Lage war, das Ziel zu treffen, obwohl es innerhalb einer Trainingsperiode und über die verschiedenen Szenarien hinweg nicht konsistent war. Artificial Intelligence is one of the topics that got the most attention in the last six years and it is used in many different areas. One area that got special attention on was the gaming industry, where for the first time a computer program was able to defeat a former 9 dan world champion four out of five times in an official event in Go. This sensation may have increased the interest in AI until this day. A leading company in this area is DeepMind, which further developed their winning computer algorithm and produced the successor AlphaGo Zero. After that they created a general solution for other games called AlphaZero and MuZero that solve more games than only Go. The application of games is not restricted to problem solving and extends further to path finding, procedural content generation and intelligent non-player character. This bachelor thesis analyses some of the newest computer programs that surpassed the human’s gameplay performance. Furthermore, it gives insights into the Unity’s Machine Learning toolkit by developing a game from scratch. The results show that MuZero is the most capable algorithm in DeepMind’s lineup, but it is not capable of solving chess or go weakly although its performance, at most games, is better than most other specific or generalized algorithms. Nonetheless a less complex game like checkers was weakly solved prior to MuZero’s invention. The training result with the ML toolkit shows that the agent was capable of hitting the target most of the time although it was not consistent within a training period and across the different scenarios.
- Published
- 2022
30. Online multi-user games: playing for real.
- Author
-
Humphreys, Sal
- Published
- 2003
31. Prolog-Scripted Tactics Negotiation and Coordinated Team Actions for Counter-Strike Game Bots.
- Author
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Jaskiewicz, Grzegorz
- Abstract
\kappa -labs is a research project exploring the possibilities of the logic programming paradigm in bot behavior programming for first-person shooter (FPS) games. The focus of previous work was to make Prolog a usable tool for bot programming and a baseline for further extensions. This paper presents one such extension, which makes it possible to script tactics of the entire team of bots. The algorithm was tested by bot-to-bot computer tests and by running surveys among human players who volunteered to take part in the research. The results of the both tests are presented in this paper. The extension itself demonstrates the flexibility of the framework. Although the proposed method for defining team behaviors relies solely on the knowledge of the bot’s designer, alternative approaches, which use rules that are obtained by computational techniques, can also be developed. Such approaches are also being investigated as part of the \kappa-labs project. [ABSTRACT FROM PUBLISHER]
- Published
- 2016
- Full Text
- View/download PDF
32. Developing a platform game for iOS using the SpriteKit framework
- Subjects
2d игÑÑ ,iOS ,mobile development ,мобилÑÐ½Ð°Ñ ÑазÑабоÑка ,ÑазÑабоÑка мобилÑнÑÑ Ð¿Ñиложений ,game development ,двÑмеÑнÑе игÑÑ ,swift ,spritekit ,mobile application development ,2d games ,игÑÑ ,ÑазÑабоÑка Ð¸Ð³Ñ ,видеоигÑÑ ,games - Abstract
ÐÑпÑÑÐºÐ½Ð°Ñ ÐºÐ²Ð°Ð»Ð¸ÑикаÑÐ¸Ð¾Ð½Ð½Ð°Ñ ÑабоÑа поÑвÑÑена изÑÑÐµÐ½Ð¸Ñ ÑÑнкÑионалÑнÑÑ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾ÑÑей ÑÑеймвоÑка SpriteKit пÑедназнаÑенного Ð´Ð»Ñ ÑазÑабоÑки двÑмеÑнÑÑ Ð¸Ð³Ñ Ð¸ анимаÑий Ð´Ð»Ñ ÑÑÑÑойÑÑв ÑабоÑаÑÑÐ¸Ñ Ð¿Ð¾Ð´ ÑпÑавлением опеÑаÑионнÑÑ ÑиÑÑем iOS и macOS. Ð Ñ Ð¾Ð´Ðµ иÑÑÐ»ÐµÐ´Ð¾Ð²Ð°Ð½Ð¸Ñ ÑазÑабоÑана игÑа в жанÑе плаÑÑоÑмеÑ, коÑоÑÐ°Ñ Ð¿Ð¾ÐºÐ°Ð·ÑÐ²Ð°ÐµÑ ÑÑнкÑионалÑнÑе возможноÑÑи ÑÑеймвоÑка. ÐадаÑи, коÑоÑÑе ÑеÑалиÑÑ Ð² Ñ Ð¾Ð´Ðµ вÑполнениÑ: оÑÐ½Ð¾Ð²Ñ ÑазÑабоÑки двÑмеÑнÑÑ Ð¸Ð³Ñ Ð¿Ð¾Ð´ мобилÑнÑе плаÑÑоÑмÑ, иÑÑледование ÑÑнкÑионалÑнÑÑ Ð²Ð¾Ð·Ð¼Ð¾Ð¶Ð½Ð¾ÑÑей ÑÑеймвоÑка SpriteKit, ÑазÑабоÑка пÑимеÑа игÑÑ Ð½Ð° оÑнове полÑÑеннÑÑ Ð·Ð½Ð°Ð½Ð¸Ð¹ в Ñ Ð¾Ð´Ðµ иÑÑледованиÑ. Ð Ñ Ð¾Ð´Ðµ ÑазÑабоÑки игÑÑ Ð±Ñли ÑаÑÑмоÑÑÐµÐ½Ñ Ñакие ÑÐµÐ¼Ñ ÐºÐ°Ðº: анимаÑиÑ, Ñизика и ÑÑолкновение обÑекÑов, Ñоздание полÑзоваÑелÑÑкого инÑеÑÑейÑа, взаимодейÑÑÐ²Ð¸Ñ Ñ Ð¿ÑоÑивниками и пÑедмеÑами. ÐаннÑÑ Ð²ÑпÑÑкнÑÑ ÐºÐ²Ð°Ð»Ð¸ÑикаÑионнÑÑ ÑабоÑÑ, в далÑнейÑем можно иÑполÑзоваÑÑ Ð² каÑеÑÑве поÑÐ¾Ð±Ð¸Ñ Ð´Ð»Ñ ÑÐµÑ , кÑо ÑобиÑаеÑÑÑ Ð¸Ð·ÑÑаÑÑ ÑазÑабоÑÐºÑ Ð´Ð²ÑмеÑнÑÑ Ð¸Ð³Ñ Ð´Ð»Ñ ÑÑÑÑойÑÑв, ÑабоÑаÑÑÐ¸Ñ Ð¿Ð¾Ð´ ÑпÑавлением опеÑаÑионной ÑиÑÑÐµÐ¼Ñ iOS и macOS Ñ Ð¸ÑполÑзованием ÑÑеймвоÑка SpriteKit., The final qualifying work is devoted to the study of the functionality of the SpriteKit framework designed for the development of 2D games and animations for devices running iOS and macOS operating systems. During the research, a platform game was developed that shows the functionality of the framework. Tasks that were solved during execution: the basics of developing 2D games for mobile platforms, researching the functionality of the SpriteKit framework, developing an example game based on the knowledge gained during the research. During the development of the game, such topics were considered: animation, physics and collision of objects, creating a user interface, interacting with enemies and objects. This final qualifying work can be used later as a guide for those who are going to study the development of 2D games for devices running the operating system iOS and macOS using the SpriteKit framework.
- Published
- 2021
- Full Text
- View/download PDF
33. Games in the environmental context and their strategic use for environmental education.
- Author
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Branco, M. A. A., Weyermüller, A. R., Müller, E. F., Schneider, G. T., Hupffer, H. M., Delgado, J., Mossman, J. B., Bez, M. R., and Mendes, T. G.
- Subjects
ENVIRONMENTAL education ,HERMENEUTICS ,COMPREHENSION ,SUSTAINABILITY ,ACADEMIC motivation ,ENVIRONMENTAL monitoring - Abstract
Copyright of Brazilian Journal of Biology is the property of Instituto Internacional de Ecologia and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
- Published
- 2015
- Full Text
- View/download PDF
34. Teaching game AI through Minecraft mods.
- Author
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Bayliss, Jessica D.
- Abstract
One of the issues with teaching artificial intelligence (AI) for games is that many AI algorithms work in theory, but have production consequences in terms of speed or memory when actually used in a game. We report on the benefits and drawbacks of modifying or “modding” the commercial game Minecraft for a course on Game AI. This was done to give students the experience of dealing with a commercial game environment where they would have to worry about production consequences with their algorithms. The course was run as an upper level undergraduate elective during the fall of 2011 and included assignments on dynamic terrain generation, character behavior, and world events. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
35. Adaptive serious game development.
- Author
-
Ismailovic, Damir, Haladjian, Juan, Kohler, Barbara, Pagano, Dennis, and Brugge, Bernd
- Abstract
Learning is a process that is associated with a lot of effort and perseverance. In learning theories, motivation can be observed as a key factor. In some cases learning can become playing if the learning experience is so intrinsically satisfying and rewarding that external pressures or rewards for learning are of secondary importance. Serious games are able to increase motivation for learning by realizing diverse approaches which can address cognitive as well as affective learning. By using a variety of elements such as visual environments, story-lines, challenges, and interactions with non-player characters, serious games can be optimal learning environments. Even though, they have such motivational power, several studies have shown that there are no known forms of education as effective as a professional human tutor. This paper explores the interaction of human tutors with learners in a serious games with the focus on ‘Social Development Theory’. It will present results that show how human tutors observe players in executing learning tasks, and interacting with the game environment in serious games. Based on the results of this studies we provide a definition of adaptivity for serious games. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
36. A Survey of Procedural Content Generation Techniques Suitable to Game Development.
- Author
-
Carli, Daniel Michelon De, Bevilacqua, Fernando, Pozzer, Cesar Tadeu, and dOrnellas, Marcos Cordeiro
- Abstract
The development of a complex game is a time consuming task that requires a significant amount of content generation, including terrains, objects, characters, etc that requires a lot of effort from the a designing team. The quality of such content impacts the project costs and budget. One of the biggest challenges concerning the content is how to improve its details and at the same time lower the creation costs. In this context procedural content generation techniques can help to reduce the costs associated with content creation. This paper presents a survey of classical and modern techniques focused on procedural content generation suitable for game development. They can be used to produce terrains, coastlines, rivers, roads and cities. All techniques are classified as assisted (require human intervention/guidance in order to produce results) or non-assisted (require few or no human intervention/guidance to produce the desired results). [ABSTRACT FROM PUBLISHER]
- Published
- 2011
- Full Text
- View/download PDF
37. The Pedagogical Value of Creating Accessible Games: A Case Study with Higher Education Students.
- Author
-
Sousa, Carla, Neves, José Carlos, and Damásio, Manuel José
- Subjects
MASS media ,INTELLECTUAL disabilities ,MOVEMENT disorders ,PREJUDICES ,GAMES - Abstract
The potential of games in empowering underrepresented groups is a central theme in the field of media studies. However, to ensure that everyone can benefit from them, it is necessary to ensure that they are inclusive and accessible. In the present work, we have implemented a Participatory Action Research (PAR) approach to target this problem, right at the stage of training new game designers and game developers. Thus, through a game-design-based or experimental game design pedagogical approach, we intended to promote inclusive and accessibility-driven game design and development skills in students, while decreasing their negative attitudes towards people with Intellectual Disability (pwID). A protocol with a Non-Governmental Organization in the field was established and, during two semesters, students were challenged to develop 10 accessible games and physical interfaces for pwID and motor disabilities, through participatory processes. Pre and post assessment was conducted, through a mixed-method approach. After participating in this process, students reported satisfaction and increased knowledge of cognitive and motor accessibility, and inclusive game design in general. Moreover, the attitudinal assessment showed significantly lower levels of prejudiced beliefs towards pwID (p < 0.05). [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
38. Superjammers motivations and experiences of exceptional game jammers in Finland
- Author
-
Annakaisa Kultima
- Subjects
Game design ,Game jam ,Video game development ,business.industry ,Computer science ,media_common.quotation_subject ,ComputerSystemsOrganization_COMPUTER-COMMUNICATIONNETWORKS ,Internet privacy ,ComputingMilieux_PERSONALCOMPUTING ,ta6132 ,Game development ,Workflow ,Game jams ,Curiosity ,Superjammers ,Technical skills ,business ,Game Developer ,Games ,Game jam participants ,Global game ,media_common - Abstract
In this paper, we present the findings of a study on the motivations and experiences of exceptional game jam participants in Finland. These "superjammers" have had experience on jamming at over 20 game jam events online or with physical locations, such as Global Game Jam and Ludum Dare. The jammers in this study reported how game jams have been important platforms of learning for them: they have not only learned technical skills, but also reported improvements in their workflows and various specific issues. From the initial curiosity towards game jams as a challenge, these jammers have later discovered multiple benefits of the events ranging from general enjoyment of creating games to social factors and keeping up their competences as game developers. In this paper, the notion of "superjammers" as a short for exceptional game jam participants is further explored and the lessons of the study is used for planning the next steps of the research into exceptionality in game jam participation.
- Published
- 2019
39. Usable usability heuristics for game developers
- Author
-
Mylly, S., Mikko Rajanen, and Iivari, N.
- Subjects
Game Development ,Usability ,Heuristic evaluation ,Games - Abstract
Human Computer Interaction (HCI) research has provided many processes and methods for ensuring good usability during software development. The importance of usability in games has been acknowledged. However, there is a lack of research examining usability activities during actual game development and the suitability of different usability methods for different phases of game development. Game development industry, although growing fast and already including certain large and successful companies, consists of a huge number of small-to-medium-sized enterprises and start-ups. For these companies, practical, developer-oriented tools for ensuring game usability are needed, as these companies do not have resources for hiring usability specialists for taking care of usability. This paper reviews the concept of game usability and existing research on usability methods for game development as well as proposes of set of usable usability heuristics as a practical, developer-oriented tool to be used during the game development process.
- Published
- 2019
40. Masa oyunlarının etkileşim ilkelerine göre incelenmesi: Bir oyun uygulaması
- Author
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Yüksel, Muhammet, Sakiyan, Seda, and İletişim ve Tasarım Ana Sanat Dalı
- Subjects
Board game ,Design ,Fine Arts ,Interaction ,İletişim Bilimleri ,Graphic design ,Game development ,Güzel Sanatlar ,Communication Sciences ,Games - Abstract
Oyun tanımları doğrudan ya da dolaylı olarak etkileşim kavramını karşımıza çıkarmaktadır. Oyundaki rekabet ve çatışma gibi kavramlar, etkileşimin oyunlar için kaçınılmaz olduğunu göstermektedir. Etkileşim tanımı günümüzde daha çok sayısal bir kavram olarak karşımıza çıkmaktadır.Çalışmanın amacı oyunlardaki etkileşimi ve nasıl tasarlandıklarını anlamak adına, masa oyunları üzerinden temellerini incelemektir. Farklı zamanlarda tasarlanmış ve yayınlanmış oyunların incelenmesi ve içerdikleri etkileşimin türlerine ulaşmaktır. Etkileşimin masa oyunlarında da karşımıza çıktığı ve yalnızca sayısal bir terim olmadığı, aynı zamanda masa oyunlarının da etkileşim içerdiği vurgulanmıştır.Çalışmada oyun, tasarım ve etkileşim ile ilgili kaynaklardan yapılan araştırmalarla, oyun tarihi ve temelleri ile birlikte, etkileşim ilkeleri ve temelleri hakkında bilgi sağlanmıştır. Oyun geliştirme süreci ve etkileşim kavramının oyun içindeki kullanımı araştırılmış, etkileşim tasarımı için tavsiye niteliği taşıyan ilkelerin, oyun içi etkileşim türlerinde kullanımı incelenmiştir. Oyun kavramı içerdiği bileşenler ile birlikte ele alınmış ve bunların oyun içerisindeki fonksiyonları incelenmiştir. Oyunların temel ögeleri ve türleri incelenerek masa oyunları kavramına yer verilmiştir.Uygulama çalışması için oluşturulan oyun ise, kendi türünde oyun niteliklerini taşıyan ve etkileşime sahip bir oyun olarak sunulmuştur. Oyun kavramına uygunluğu ve etkileşim ilkelerinin uygulama özelinde kullanımı incelenmiştir. Oyunların etkileşim anlamında birbirlerinden çok farklı olmadıkları ve temellerindeki benzerlikler vurgulanmıştır. Game definitions directly or indirectly present us the concept of interaction. Concepts such as competition and conflict in the game show that the interaction is inevitable for games. Nowadays the defination of interaction is presented as a more digital concept.Purpose of the study is to study the basics through board games to understand the interaction in games and how they are designed. It aims to study the games designed and published at different times and to reach the types of interaction. It is emphasized that interaction is not only a digital term, but also table games have interaction and they present us interaction.Through researches which are made about games,design and interaction,the information about basics and principles of interaction with its history is provided in the study. Game development process and the use of concept of interaction in the game is studied and the use of guidelines for interaction design in in-game interaction types is researched. The concept of game is discussed with its included components and their functions within the game are examined. It is included the concept of table games by examining basic elements and types of games.The game created for the application work is presented as a game with its own kind of game attributes and interact. The use of the principles of game on the application and its conformity to the game concept have been studied. It is emphasised that games aren't very different from each other in terms of interaction and there are similarities in the basics. 97
- Published
- 2019
41. A brief introduction of an improved A∗ search algorithm.
- Author
-
Ping, Kuang and Shuai, Luo
- Abstract
This article is about A∗ search algorithm, which is a computer algorithm that is widely used in path-finding and graph traversal. The process of plotting an efficiently traversal path between points, called nodes. Noted for its performance and accuracy, it enjoys widespread use. In this paper, an analysis on the determination of the heuristic function and excute heuristic searching and realize the A∗ algorithm. At this point, we propose a more efficient method of heuristic function. Especially, A∗ algorithm is widely used in game development. Finally, we can prove that A∗ algorithm is effective and simple. [ABSTRACT FROM PUBLISHER]
- Published
- 2013
- Full Text
- View/download PDF
42. Brief Guidelines for Educational Adventure Games Creation (EAGC).
- Author
-
Sommeregger, Paul and Kellner, Gudrun
- Abstract
Many recent studies have shown that educational games are effective tools for learning. Nevertheless, it is hard to find any practical guidelines for the creation of such games. The goal of this paper is to develop such guidelines for the creation of educational adventure games. [ABSTRACT FROM PUBLISHER]
- Published
- 2012
- Full Text
- View/download PDF
43. FighterZero : pristop samo-igranja za učenje igranja pretepaške igre z globokim spodbujevalnim učenjem
- Author
-
Vitek, Matej and Peer, Peter
- Subjects
reinforcement learning ,globoko učenje ,deep learning ,umetna inteligenca ,nevronske mreže ,artificial intelligence ,neural networks ,intelligent agent ,razvoj iger ,game development ,drevesno preiskovanje Monte Carlo ,spodbujevalno učenje ,self-playing ,udc:004 ,Monte Carlo tree search ,igre ,samo-igranje ,inteligentni agent ,games - Abstract
Področje globokega učenja je v zadnjem desetletju doživelo precejšen razcvet. Uporablja se za reševanje premnogih problemov, v zadnjih petih letih pa precej tudi za igranje iger. Dva pomembna dosežka sta bila globoke Q-mreže (DQN) in AlphaZero. DQN se je naučila igrati klasične igre za Atari 2600 (Pong, Space Invaders, itd.), AlphaZero pa se je s samo-igranjem naučil igrati šah, šogi in Go. Mi smo na temelju AlphaZero poskusili zgraditi agenta FighterZero, ki bi se prav tako s samo-igranjem naučil igrati pretepaške računalniške igre. Rezultati so bili manj uspešni, kot smo pričakovali, saj se je časovna zahtevnost izkazala za nepremagljivo oviro. Deep learning has been a field of great academic interest and substantial breakthroughs over the last decade. Its applications are many and over the last five years it has spread also to the field of game playing, owing largely to two chief accomplishments of Google's DeepMind team: Deep Q-Networks (DQN), which learned to play classic Atari 2600 games, and AlphaZero, which learned, strictly through self-play, to play the board games chess, shogi and Go. In this thesis we attempted to build on the success of AlphaZero by adapting its self-playing architecture to fighting games, a popular genre of video games. The results were, however, less successful than we had expected and hoped, as the time constraints proved to be an insurmountable obstacle.
- Published
- 2018
44. Better world, better play: narrative design tools to enhance gameplay experiences
- Author
-
Haggis, M, Academy for Games & Media, and Creative and Entertainment Games
- Subjects
immersion ,world building ,narrative design ,storytelling ,technology ,video games ,game design ,writing ,game development ,games - Published
- 2018
45. Games User Research
- Author
-
Regan L. Mandryk, Conor Linehan, Kathrin Gerling, and Drachen, Anders
- Subjects
User testing ,Video game development ,Computer science ,business.industry ,Games User Research ,User involvement ,ComputingMilieux_PERSONALCOMPUTING ,Special needs ,Game development ,Human-computer interaction ,Playtesting ,User Research ,Business intelligence ,Play Experience ,User Experience ,User experience design ,Human–computer interaction ,Maturity ,Game analytics ,Games ,Interactive entertainment ,business - Abstract
Today, Games User Research forms an integral component of the development of any kind of interactive entertainment. User research stands as the primary source of business intelligence in the incredibly competitive game industry. This book aims to provide the foundational, accessible, go-to resource for people interested in GUR. It is a community-driven effort-it is written by passionate professionals and researchers in the GUR community as a handbook and guide for everyone interested in user research and games. The book bridges the current gaps of knowledge in Game User Research, building the go-to volume for everyone working with games, with an emphasis on those new to the field.
- Published
- 2018
46. A comparative analysis on differences between long term and game jam game development cycles
- Author
-
Erk, Hadi Çağdaş, Bostan, Barbaros, and Oyun Teknolojileri Ana Bilim Dalı
- Subjects
Bilim ve Teknoloji ,Comparative analysis ,Game development ,Science and Technology ,Games - Abstract
Oyun geliştirmede, analiz, tasarım, kodlama ve test etme olmak üzere yaygın olarak kullanılan dört aşama vardır. Oyun geliştirme döngüsü, kendisine yardımcı olan süreçleri, yöntemleri ve araçları kapsayan yazılım süreci modellerinden örnek alır. Game Jam geliştirme döngüleri sadece benzerlikleri paylaşmaz, aynı zamanda uzun vadeli oyun geliştirme yaşam döngüleri ile farklılıkları da paylaşır. Bu çalışmada, Game Jam oyun geliştirme döngüsünü açıklamak için oyun geliştirme aşamaları açısından çeşitli Game Jam'lerde geliştirilen üç oyun incelenmiştir. Bu aşamalar kullanılarak benzerlikler ve farklılıklar tartışılmıştır. Özellikle zaman kısıtlamalarının Game Jam oyun geliştirme döngüsünün farklılaşmasının ana sebebi olduğu sonucuna varılmış, ancak Game Jam oyun geliştirme döngüsünün, oyun geliştirme döngüsüne hızlandırılmış bir geliştirme süreci olarak uyuşmakta olduğunu iddia etmek de mümkündür. In the game development, there are four stages commonly used, which are analysis, design, code and testing. Game development life cycle takes example from software process models, enclosing the processes, methods and tools that assist the game development cycle. Game jam development cycles not only share similarities, but also differences with a long term game development life cycle. In this study, three games that developed during several game jams were explored in terms of game development stages to explain game jam development cycle. Similarities and differences were discussed using these stages. It is concluded that, especially the time restrictions is the main cause of differentiation of the game jam development cycle, however it is also possible to argue that game jam development cycle fits the game development life cycle as a compressed development process. 73
- Published
- 2018
47. Better world, better play: narrative design tools to enhance gameplay experiences
- Subjects
immersion ,narrative design ,storytelling ,technology ,video games ,game design ,game development ,games - Published
- 2017
48. Better world, better play: narrative design tools to enhance gameplay experiences
- Subjects
immersion ,narrative design ,storytelling ,technology ,video games ,game design ,game development ,games - Published
- 2017
49. Challenges of Developing a Mobile Game for Children with Down Syndrome to Test Gestural Interface.
- Author
-
Sancho Nascimento, Lizie, Zagalo, Nelson, and Bezerra Martins, Laura
- Subjects
- *
USER-centered system design , *GAMES , *DOWN syndrome , *MOBILE games , *MEDICAL personnel , *LITERATURE reviews , *RESEARCH teams - Abstract
After a literature review published by Nascimento et. al. (2017), the research team noticed the lack of studies focused on game controllers' accessibility during use by children with Down syndrome. In view of that, this research describes a mobile game development and its usability analyses, which were created to evaluate the accessibility of touchscreen gestural interfaces. The methodology was organized into three steps: bibliographic research and the definition of the project guidelines, the game development, and its evaluation. The guidelines used were based on a study made by Nascimento et. al. (2019) of the impairments that children can have, their game preferences found on Prena's article (2014), games accessibility guidelines for people with intellectual deficiency from the Includification Book (2012), a manual of touchscreen gestural interfaces from Android and iOS and a game development framework from Schuytema (2008). Then, for the usability analyses, the team decided to first submit the game to a group of experts in order to make some improvements before submitting it to the audience. In this way, two evaluations were done, a heuristic test with usability specialists and a cognitive walkthrough with health professionals. The list of heuristics used on the tests was created by a mash up of the Breyer evaluation (2008) and the recommendations of the Able Games Association (2012) and the cognitive one followed the Preece, Sharp and Rogers (2007) recommendations. The results found reveal some challenges in the field and adjustments, mainly in the narrative, game goals and interface feedback, that should be addressed as soon as possible. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
50. A game engine to make games as multi-agent systems.
- Author
-
Marín-Lora, Carlos, Chover, Miguel, Sotoca, José M., and García, Luis A.
- Subjects
- *
MULTIAGENT systems , *PREDICATE (Logic) , *VIDEO games , *FIRST-order logic , *GAMES - Abstract
• A game engine to create games as multi-agent systems. • The engine definition leans on a formal specification of a multi-agent system. • The behaviour specification system is based on first-order logic. • Game mechanics can be defined by just five conditions and four actions. • A set of use cases are presented along with their game mechanics. Video games are applications that present design patterns that resemble multi-agent systems. Game objects or actors are like autonomous agents that interact with each other to describe complex systems. The purpose of this work is to develop a game engine to build games as multi-agent systems. The actors or game engine agents have a set of properties and behaviour rules with the end to interact with the environment of the game. The behaviour definition is established through a formal semantic based on predicate logic. The proposed engine tries to fulfil the basic requirements of the multi-agent systems, by adjusting the characteristics of the system, without affecting its potential. Finally, a set of games are introduced to validate the operation and possibilities of the engine. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
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