|
|
|
Patrícia Gouveia, Paulo Martel
This paper uses a communication sciences methodological approach (arts-based research1) in the way it combines speculative thinking, game design and game theory to the interpretation and future use of new gaming devices and software for Virtual Reality g...
ver más
|
|
|
|
|
|
|
Julien Mercier, Nicolas Chabloz, Gregory Dozot, Olivier Ertz, Erwan Bocher and Daniel Rappo
Location-based augmented reality technology for real-world, outdoor experiences is rapidly gaining in popularity in a variety of fields such as engineering, education, and gaming. By anchoring medias to geographic coordinates, it is possible to design im...
ver más
|
|
|
|
|
|
|
Muhammad Nazhif Rizani, Mohd Nor Akmal Khalid and Hiroyuki Iida
The digital marketplace has rapidly grown, transitioning the market of video games from physical localized experiences to more networked, expanded, virtual spaces. With a highly competitive business market, platform governance policy allows for the emerg...
ver más
|
|
|
|
|
|
|
Donghyun Youm and Jungyoon Kim
The genre characteristics of RPG (role-playing game), which have high expectations for high sales and continuous profit generation, have created a phenomenon that has attracted many developers to become interested in the RPG market. However, recently, RP...
ver más
|
|
|
|
|
|
|
Tobias Jordine,Ying Liang,Edmund Ihler
Pág. pp. 53 - 59
Most first year computer science students find that learning object-oriented programming is hard. Serious games have ever been used as one approach to handle this problem. But most of them cannot be played with mobile devices. This obviously does not sui...
ver más
|
|
|
|
|
|
|
Vít Pászto, Jirí Pánek, René Glas and Jasper van Vught
Simulation games, as a method of playful learning, have been used for more than 70 years in various disciplines with the economy as a leading application field. Their development has been tied with advances in computer science, and nowadays, hundreds of ...
ver más
|
|
|
|