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7. NFLegacy, Towards a NFT-Based Game Ecosystem

8. 'Hello, Virus. Is this Cell You’re Looking For?' A Virtual Reality Game for Perspective-Taking in Young Adult’s Virology Education

14. Stuck! Stalling in Computer Games

15. Asymmetry Bricks: A Framework for the Design of Asymmetry in Games

16. It’s a Trap! A Conceptual Model of Betrayal in Games

17. Deception in Video Games: Nine Game Design Patterns

18. Designing Angst : A Case Study on 'Rainy Day'

19. Horizon Makers: A Serious Game for Activating Futures Literacy Skills

20. Evaluating Phillips’ Game Rewards Taxonomy: Implications for the Gamification Design

21. Peering into the Algorithmic Cosmos: A Narrative Game for Demystifying Privacy Data Circulation

22. Rhythmic Galaxy: A New Metaverse Concert Empowering Players Through Co-design

23. Automated Facial Mark Creating Systems Replace Classical Geometric Morphometrics: An Example of How New Technology Can and Should Drive Avatar Creation in a Game Development Pipeline

24. Co-creation Cultural Tourism Game Design Based on Scene Theory

25. A Systematic Literature Review on Educational Game Design Research: Based on Bibliometric and Content Analysis (2013–2023)

26. Towards Game Design Elements on the Perception of a Fun Game: An Exergame Case Study

28. The interplay between game design and social practice.

29. Winning the Ad Battle: Exploring the Influence of Subtle Design Elements and Gaming Platform on Consumer Attention and Brand Memory in In-Game Advertising.

30. Serious play: evaluating the balance of knowledge and leisure content in environmental games.

31. Gamification in tourism research: A systematic review, current insights, and future research avenues.

32. The design of <italic>The Troubles</italic>: simulating terror in Northern Ireland.

33. Exploring the Impact of Player Traits on the Leaderboard Experience in a Digital Maths Game.

34. Designing and Evaluating Games for Landslides, Earthquakes, and Fires: Lesson Learned from Schools in Nepal.

36. Play and Misinformation: How America's Conspiracy Culture Became Gamified.

37. Brewing Happiness Design Aspects of Coffee Representation in Cozy Games

38. Beyond Aesthetics: Players, Player-Characters and Interactivity-as-Demand in Cozy Games

39. Didactic Game Based on the Unreal Engine and the Effectiveness of its Implementation in Mathematics Education.

40. Let's get on-board: a practical framework for designing and implementing educational board games in K-12 classrooms.

41. GFGDA: general framework for generating dungeons with atmosphere.

42. Analyzing VR Game User Experience by Genre: A Text-Mining Approach on Meta Quest Store Reviews.

43. Representation of Invisible Disability: Exploring the Lived Experience of Teenagers with ADHD to Inform Game Design.

44. Moving Pieces and Allocating Budget Together: A Framework for Using Analog Serious Games in Sustainable Collaborative Planning.

45. Cultural Heritage Manifestation in Computer Role-Playing Games for Enhancing Museum Experience: A Model Proposal.

46. Game instructors as cultural workers: Dialogic teaching and intercultural games higher education.

47. It's Not Always About You: The Subject and Ecological Entanglement in Video Games.

48. Digital interactive experience- and game-based fall interventions for community-dwelling healthy older adults: a cross-disciplinary systematic review

49. Building Serious Games to Exercise Computational Thinking: Initial Evaluation with Teachers of Children on the Autism Spectrum

50. Evaluating a Serious Game for Math: Is it Useful and Fun?

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