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Mohammed Hokroh, PhD, Gill Green, PhD
Pág. 163 - 171
The purpose of this research paper is to explore the factors that influence Saudi users to adopt and use online video games. We developed a theoretical framework based on the Technology Adoption Model (TAM) to examine 6 hypotheses through a survey of 106...
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Xiaozhou Li, Zheying Zhang and Kostas Stefanidis
Playability is a key concept in game studies defining the overall quality of video games. Although its definition and frameworks are widely studied, methods to analyze and evaluate the playability of video games are still limited. Using heuristics for pl...
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Ruth S. Contreras-Espinosa and Jose Luis Eguia-Gomez
Despite access to reliable information being essential for equal opportunities in our society, current school curricula only include some notions about media literacy in a limited context. Thus, it is necessary to create scenarios for reflection on and a...
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María Rosa Fernández-Sánchez, Alberto González-Fernández and Jesús Acevedo-Borrega
The transformation of educational processes, derived from the technological disruption that has taken place in the educational field, has allowed for the development of certain methodologies and techniques that place emphasis on the students as an active...
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Krzysztof Zagata and Beata Medynska-Gulij
The main objective of this study is to identify features of mini-map design as a navigational aid in the virtual geographical space in 100 popular video games for a computer platform. The following research methods were used: visual comparative analysis,...
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Tymoteusz Horbinski and Krzysztof Zagata
In this article researchers examined the differences that may characterise selected groups of gamers with regard to age and time spent on playing a survival game, Valheim, confronted with their interpretation of map symbols used in the game. The Valheim ...
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Benjamin Williams, Panagiotis D. Ritsos and Christopher Headleand
A handful of approaches have been previously proposed to generate procedurally virtual forestry for virtual worlds and computer games, including plant growth models and point distribution methods. However, there has been no evaluation to date which asses...
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Muneo Kaigo and Sae Okura
In this paper we examine the recent situation of advocacy through game accessibility of video games for people with physical disabilities and its challenges in Japan. We conducted an email survey among the dominant gaming companies in Japan. We discovere...
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Teresa Rojo, Myriam González-Limón and Asunción Rodríguez-Ramos
Incorporating gamification into training?learning at universities is hampered by a shortage of quality, adapted educational video games. Large companies are leading in the creation of educational video games for their internal training or to enhance thei...
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Marta Martín-del-Pozo, Ana García-Valcárcel Muñoz-Repiso and Azucena Hernández Martín
Students? motivation is a fundamental factor in the educational process, and can be facilitated through new methodologies and technologies, including gamification, video games, collaborative learning, or, in particular, the methodology called ?collaborat...
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Mario Corrales-Astorgano, Pastora Martínez-Castilla, David Escudero-Mancebo, Lourdes Aguilar, César González-Ferreras and Valentín Cardeñoso-Payo
Prosody is a fundamental speech element responsible for communicative functions such as intonation, accent and phrasing, and prosodic impairments of individuals with intellectual disabilities reduce their communication skills. Yet, technological resource...
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Valdrin Maloku,Markus Ebner,Martin Ebner
Pág. pp. 81 - 96
The didactic method of digital, game-based learning includes integrating educational content or learning standards into video games with the objective to engage pupils. The method combines instructional content with computer or video games and can be use...
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Agata Glapa, Joanna Grzesiak, Ida Laudanska-Krzeminska, Ming-Kai Chin, Christopher R. Edginton, Magdalena Mo Ching Mok and Michal Bronikowski
The purpose of this study was to examine the effectiveness of the Brain Breaks® Physical Activity Solutions in changing attitudes toward physical activity of school children in a community in Poland. In 2015, a sample of 326 pupils aged 9?11 years old fr...
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JANN ANTHONY,JOY MELYN J PORQUIS
Pág. 640 - 661
The study was focused primarily on the concept of political power which wasviewed through the virtual and actual world using the strategy of simulation. Along with simulation, primary and secondary data were used. With the limited sources, data were gath...
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Jesus GomezRomero-Borquez, J. Alberto Del Puerto-Flores and Carolina Del-Valle-Soto
This work presents a study in which the cognitive concentration levels of participants were evaluated using electroencephalogram (EEG) measures while they were playing three different categories of virtual reality (VR) video games: Challenging Puzzlers, ...
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Dario Benvenuti, Lauren S. Ferro, Andrea Marrella and Tiziana Catarci
Video games are an established medium that provides interactive entertainment beyond pure enjoyment in many contexts. Game designers create dedicated tutorials to teach players the game mechanisms and rules, such as the conventions for interaction, contr...
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Alaa A. Qaffas
Pág. pp. 175 - 194
This paper presents a study of the most successful games during the last 34 last years (1986 ? 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, shooter, platform, puzzle, strategy, hack and slash/be...
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Ira Puspitasari,Elzha Odie Syahputra,Indra Kharisma Raharjana,Ferry Jie
Pág. 131 - 138
One of the key success factors in video game industry, including multiplayer video game (MVG), is the user?s continuance intention. The MVG industry runs in a highly competitive market. Users can shift to another game as soon as they discover a slightly ...
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Alina Irina Szuz
Pág. 112 - 119
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Mariano Vargas-Santiago, Raúl Monroy, José Emmanuel Ramirez-Marquez, Chi Zhang, Diana A. Leon-Velasco and Huaxing Zhu
Leveraging human insight and intuition has been identified as having the potential for the improvement of traditional algorithmic methods. For example, in a video game, a user may not only be entertained but may also be challenged to beat the score of an...
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