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Gade4all: Developing Multi-platform Videogames based on Domain Specific Languages and Model Driven Engineering

Edward Nu�ez-Valdez, Oscar Sanjuan-Martinez, Cristina Pelayo G-Bustelo, Juan Manuel Cueva-Lovelle, Guillermo Infante-Hernandez
2013 International Journal of Interactive Multimedia and Artificial Intelligence  
and Model Driven Engineering.  ...  In this article we present the Gade4all Project, consisting in a new platform that aims to facilitate the development of videogames and entertainment software through the use of Domain Specific Languages  ...  Model Driven Engineering MDE, or "Model Driven Engineering" is an approach that suggests the use of models as the main axis of the lifecycle of a software and saves time and effort in the development process  ... 
doi:10.9781/ijimai.2013.224 fatcat:6zve5x4elffxtkuhf3ktfseytm

Platformisation in game development

Aleena Chia, Brendan Keogh, Dale Leorke, Benjamin Nicoll
2020 Internet Policy Review  
Rather than reinforcing a top-down perspective of platformisation centred on distribution platforms like app stores, we focus on often overlooked game-making tools and the independent, entrepreneurial,  ...  We draw on case studies of Unity and Twine, two such tools that have transformed videogame creation and distribution.  ...  ACKNOWLEDGEMENTS The authors acknowledge having written this paper on an ' equal contribution' basis.  ... 
doi:10.14763/2020.4.1515 fatcat:bmbp7fry6jbfpegl7grz3fmcny

An Introduction to Videogame Genre Theory. Understanding Videogame Genre Framework

Tulia-Maria Cășvean
2015 Athens Journal of Mass Media and Communications  
Since genres have multiple meanings, functions, production models and audience expectations that evolve through time, it is important to understand if a videogame genre framework exists or if there are  ...  Moreover, videogames, as television, have the ability to create enjoyment and to generate pleasure (Fiske, 1989, p. 85) by ensuring a status for the player,  ...  Conclusions and Area of Future Contribution Videogame genres are built on multiple perspectives that depend on the observer and his or her agenda.  ... 
doi:10.30958/ajmmc.2.1.5 fatcat:wvclkpexg5fgdaligrqnrih25m

Towards a cultural science of videogames: evolutionary social learning

John Banks, Jason Potts
2010 Cultural Science  
This paper outlines a cultural science approach to videogames.  ...  We develop this framework by proposing a multiple games model of social learning.  ...  argued in this paper that videogames provide a good opportunity to study the sorts of social learning driven economic and cultural co-evolution that a cultural science can aim to elucidate.  ... 
doi:10.5334/csci.30 fatcat:xmzyykhr7nehxnftwquu5zo6za

Serious Games in a European Policy Context [chapter]

Igor Mayer, Johann C. K. H. Riedel, Jannicke Baalsrud Hauge, Francesco Bellotti, Alessandro de Gloria, Michela Ott, Sobah Abbas Petersen
2013 Lecture Notes in Computer Science  
In European countries, this includes direct funding and grants to specialised centres for research on videogame(e.g.  ...  (DiGRA). 112 The European Commission has funded a range of projects in the field of digital games research, development and deployment, though without clear policy direction.  ...  Multiple sales are required, or repeat use of a generic platform, a game engine, techniques, assets etc. generated in project based work.  ... 
doi:10.1007/978-3-642-40790-1_32 fatcat:kfi7sz4jnjez5bpsritp2tcd5i

Evaluating Game Technologies for Training

Dan Fu, Randy Jensen, Elizabeth Hinkelman
2008 IEEE Aerospace Conference. Proceedings  
We describe the training process, characterize the space of technology solutions, review a representative sample of platforms, and introduce evaluation criteria.  ...  In this paper we report on initial steps taken towards the evaluation of technology with respect to training needs.  ...  OLIVE, 3-D MMOG The OLIVE (On-Line Interactive Virtual Environment) platform is based on an MMO game engine, and provides a server-driven persistent virtual world (Mayo, Singer, & Kusumoto, 2005) .  ... 
doi:10.1109/aero.2008.4526579 fatcat:agystxvmbnguxhf5ilmubofqya

Casual Social Games as Serious Games: The Psychology of Gamification in Undergraduate Education and Employee Training [chapter]

Richard N. Landers, Rachel C. Callan
2011 Serious Games and Edutainment Applications  
Acknowledgement We offer special thanks to the Old Dominion University Research Foundation for funding a Summer Research Fellowship to support this project.  ...  Like Campbell's (1990) model of job performance, this is a multiplicative model: all three must be present for learning to occur.  ...  Deploying socialPsych The socialPsych platform was written by the lead author of this chapter to run on a LAMP platform -an acronym representing four open-source, freely available software packages that  ... 
doi:10.1007/978-1-4471-2161-9_20 fatcat:yoeuzmtpmfcwldkvfwcqztlpyq

Rethinking Videogame Marketing in Freudian Reading of Cameroonian Folklore: Empire 'Plays Back' in Postcolonial Digital Humanities

Alfred Ndi
2019 The International Journal of Humanities & Social Studies  
Review of the Literature A general observation of academic approaches to videogames shows that they are overly focused on digitization and its functions to the detriment of the humanities.  ...  spatiality levels and in relation to empire-building strategies that videogames deploy.  ...  This critical-technocratic view of the videogame prioritizes functionalism as opposed to the critical pedagogy model this paper proposes to deploy.  ... 
doi:10.24940/theijhss/2019/v7/i7/hs1907-075 fatcat:r5xx6xbzafb27jvofzk3glb4ti

Videogames for independent living: A novel approach to telehealth

Stuart T. Smith
2011 Telecommunications Journal of Australia  
We show as an example work we are doing to address the issue of postural instability and falls in older adults. VIDEOGAMES FOR INDEPENDENT LIVING: A NOVEL APPROACH TO TELEHEALTH 40.1  ...  In particular we outline a program of research at Neuroscience Research Australia which aims to (1) design, develop and implement of broadband-enabled videogame technology framework to facilitate independent  ...  If used on a regular basis by older adults in their own homes, we will be able to track changes in fall risk over time and respond as a consequence, playing video games may therefore be a novel approach  ... 
doi:10.7790/tja.v61i3.232 fatcat:qjman67emrawvpg7rcotmceppy

Game Learning Analytics: Learning Analytics for Serious Games [chapter]

Manuel Freire, Ángel Serrano-Laguna, Borja Manero Iglesias, Iván Martínez-Ortiz, Pablo Moreno-Ger, Baltasar Fernández-Manjón
2016 Learning, Design, and Technology  
Finally, it explores how this data-driven GLA will help in the development of a new generation of more effective educational games and new business models that will support their expansion.  ...  Existing work done by the entertainment and learning industries helps to build a conceptual model of the tasks required to analyze player interactions in serious games (gaming learning analytics or GLA  ...  These tools also reduce development costs by supporting cross-platform development: games can be designed to be playable on multiple platforms (e.g.  ... 
doi:10.1007/978-3-319-17727-4_21-1 fatcat:ide4ik37k5a47fvxp5apcbjsoa

Commercial Videogames and their Potential for Higher Education: A Study with 347 Brazilian Undergraduate Business Management Students

Bruno Campello de Souza, Antonio Roazzi, Sílvio Luiz de Paula, Jaélison Rodrigues de Souza
2019 Acta Scientiae  
The findings indicated that: (a) videogames indeed appear to be an extension of the Hyperculture, (b) Hyperculture and videogames have significant and differential effects upon the development of capabilities  ...  It is concluded that Hyperculture and videogames constitute a potentially important element in the development of executive skills, to the point where it is important to not only consider their influence  ...  Most of the players report engaging in a variety of videogames instead of just one type. Almost all play more than one gender and the majority state that they use more than one platform.  ... 
doi:10.17648/acta.scientiae.v21iss1id4936 fatcat:obqgkvzilrfudnkojbjr3dwqhq

Contribution to the uptake of Cloud Computing solutions: Design of a cloud services intermediator to foster an ecosystem of trusted, interoperable and legal compliant cloud services. Application to multi-cloud aware software [article]

Juncal Alonso, Leire Orue-Echevarria, Marisa Escalante
2019 Zenodo  
Contribution to the uptake of Cloud Computing solutions: Design of a cloud services intermediator to foster an ecosystem of trusted, interoperable and legal compliant cloud services.  ...  Application to multi-cloud aware software. Open Communications, WEBIST 2019  ...  ACKNOWLEDGEMENTS The project leading to this paper has received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No 731533.  ... 
doi:10.5281/zenodo.3748988 fatcat:hpyw5o5kwvge7hsbxcinwgvjom

Design and engineering of game-like virtual and multimodal environments

Chris Raymaekers, Karin Coninx, Juan Manuel González-Calleros
2010 Proceedings of the 2nd ACM SIGCHI symposium on Engineering interactive computing systems - EICS '10  
In this position paper, I outline the research methods and approach our group at the Social Game Lab takes to understanding and innovating successful social and emotional game and virtual world experiences  ...  ACKNOWLEDGMENTS Thanks to Microsoft for funding the Games for Learning Institute; thanks to Chelsea Hash and Ulf Schwekendiek for their work on the social gaming prototypes and on the Games for Learning  ...  The authors would like to acknowledge the other partners involved in this project.  ... 
doi:10.1145/1822018.1822083 dblp:conf/eics/RaymaekersCG10 fatcat:zinrgjtuofglneuvio5eymjvwm

Human Aspects in Digital Rights Management: The Perspective of Content Developers

Marcella Favale, Neil MacDonald, Shamal Faily, Christos Gatzidis
2016 Social Science Research Network  
Taking video games as a case study, this paper employs qualitative socio-legal analysis and an interdisciplinary approach to explore this particular aspect of content protection.  ...  Most importantly, understanding the perspectives behind the circumvention of content security may have a significant impact on DRM effectiveness and acceptance at the same time.  ...  For the case of videogame developers, for example, it is different whether they expect their product to generate a steady income stream or whether the product will be offered at a one-off price to a distributor  ... 
doi:10.2139/ssrn.2729199 fatcat:6wajyvlgindc3bqn75konj4jxe

Human Aspects of Digital Rights Management: the Perspective of Content Developers

Marcella Favale, Neil McDonald, Shamal Faily, Christos Gatzidis
2016 SCRIPTed: A Journal of Law, Technology & Society  
Taking video games as a case study, this paper employs qualitative socio-legal analysis and an interdisciplinary approach to explore this particular aspect of content protection.  ...  Most importantly, understanding the perspectives behind the circumvention of content security may have a significant impact on DRM effectiveness and acceptance at the same time.  ...  For the case of videogame developers, for example, it is different whether they expect their product to generate a steady income stream or whether the product will be offered at a one-off price to a distributor  ... 
doi:10.2966/scrip.130316.289 fatcat:bxm2ynhi7zfm7ajsoathhwuwwi
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