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Queen's University computing professor sparks gamers' creativity at world renowned conf... - 0 views

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    "Gamers don't just play Nicholas Graham's new video game, Liberi Live – they design it. While one player is rolling and bouncing a ball over obstacles and collecting coins another player can control the course design. The two interact together and with a touch of a button, obstacles or ramps can be added to completely change the game."
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ONC looks to grow the power of health gaming | Healthcare IT News - 1 views

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    Report from the Games for Health conference points to US government interests and potential regulatory considerations
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Beyond Gamification: 7 Core Concepts to Create Compelling Products - 0 views

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    Amy Jo Kim from Shuffle Brain speaks at the Web 2.0 conference
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Adding play to the HHS toolbox - 0 views

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    Presentation by Erin Poetter from 2012 Games for Health conference
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Local and Global Planning for Collision-Free Navigation in Video Games - 0 views

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    from the introduction: "Collision avoidance and navigation among virtual agents is an important component of modern video games. Recent de- velopments in commodity hardware, in particular the utiliza- tion of multi-core and many-core architectures in personal computers and consoles are allowing large numbers of vir- tual agents to be incorporated into game levels in increasing numbers and with increasing fidelity. As a result, there is a need for efficient techniques to automatically generate real- istic behaviors for such groups of virtual agents"
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Early Usability Evaluation in Model-Driven Video Game Development | ResearchGate - 0 views

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    "07/2012; In proceeding of: The 11th International Conference on Software Engineering Research and Practice (SERP 2012), At Las Vegas, USA ABSTRACT Usability is considered a relevant quality factor in video games. However, usability evaluations are usually performed too late in the game development lifecycle. We present a usability evaluation strategy that can be used in early stages of model-driven video game development approaches. The usability evaluation is based on a Video Game Usability Model, which extends the usability characteristic of the ISO/IEC 25010 (SQuaRE) standard by incorporating measurable attributes and measures related to the video game domain. The traceability established between the models that are produced in a modeldriven development process and the corresponding source code allows performing usability evaluations on these models, facilitating the early detection/correction of usability problems that may appear in the final video game application. To show the feasibility of this approach, we have performed an early usability evaluation of a video game for the XBOX360 platform."
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Creating Meaningful Agency through Spatial Exploration in Digital Interactive Storyworlds - 0 views

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    Abstract: "Amongst the highly interactive media of modern times, video-games are the highlight of digital interactive story- worlds. With a push towards ever increasing player free- dom, video-games have started o ering large explorable worlds for the player to delve into. However exploring the digital space in itself often has no meaningful bear- ing on the story. What could be done to make exploring these vast digital worlds itself the catalyst for unfolding a story? Within my research paper, I will investigate what techniques allow for a story-immersive reason to explore, and how a story may be born from exploring."
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Targeting Gamification Applications to Increase User Participation - 0 views

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    Abstract: "More and more (IT-)suppliers of- fer services to implement gami cation in their customers' organizations [2]. What should be considered when start- ing such a project? What are critical success factors to get users involved? This paper is aimed at identifying ways to improve user involvement, speci cally by target- ing a target audience by its demographics. It aims to do so through literature research and interviews about com- pleted projects. The goal of this research is to add an overview of not only the aforementioned success factors but also a view on if and how they are applied."
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Proceedings of the 6th European Conference on Games Based Learning - 0 views

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    "Hosted by University College Cork and Waterford Institute of Technology, Ireland, 4-5 October 2012"
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Game time for Mass. - 0 views

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    "As the third annual video gaming PAX East expo wrapped up its final day at the Boston Convention and Exhibition Center yesterday, the president of its producer, Penny Arcade, said the event "has taken over the city like never before."
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2012 Awards " Serious Play Conference - 0 views

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    The International Serious Play Awards is a recognition program honoring outstanding examples of single player serious game titles that deliver high quality of engagement and measurable training or learning opportunities. Any organization or individual that has created or contracted for a serious game or simulation using commercial off the shelf (COTS) platforms is eligible to enter the International Serious Play Awards Program." Deadline May 31, 2012, June 30, 2012 for student entries
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LEAGE: LEArning Games for older Europeans - 0 views

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    A two year project, now in its second year, "o motivate elders to participate in lifelong learning activities by transforming learning and education activities into games." The site map provides links to a number of sections on game design and development and related conferences
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Games and Innovation Research Seminar 2011 Working Papers - 0 views

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    "In spring 2011 University of Tampere Game Research Lab in collaboration with Aalto University organized a working paper seminar with the aim of bringing together scholars of games and innovation from diverse fields and stimulating dialogue between them. Moreover, the goal of the seminar was to encourage the further development of rigorous academic research on the topic while keeping the work accessible to game professionals."
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Arcade game luminaries see parallels in today's social, mobile games - 0 views

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    From a panel at DICE
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Should games even bother trying to tell a meaningful story? - 0 views

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    Twisted Metal designer David Jaffe argues against ambitious narratives in video game design
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Educational Computer Game Design Model for Malaysian Science and Technology Classroom - 0 views

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    Abstract: "This paper propose an educational computer game design model for Malaysian Science and Technology classroom. The model consist of three aspects of game design which are divided into two core component: Learn and Play. The two core components represent the elements of learning and playing in the educational computer game. Balance integration of both components is essential in developing a good educational computer game. The first aspect of game design is the game elements. Game elements referred to elements that form the base of the educational computer game which are the National Curriculum and also computer as the game design platform. The second aspect of game design is the game environments which comprises of teacher and students. Integration of both instructional (teacher's role) and playing (student's role) elements in the game will form the base of the game environments. The third aspect is the factors that need to be considered by the game designer and education expert in designing effective educational computer game. The model aim to guide educational computer game designer and educational expert in developing educational computer game for Malaysian classroom."
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The Video Game Industry: Formation, Present State, and Future - 0 views

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    Description in Google Books: "The Video Game Industry provides a platform for the research on the video game industry to draw a coherent and informative picture of this industry. Previously this has been done sparsely through conference papers, research articles, and popular science books. Although the study of this industry is still stigmatized as frivolous and 'only' game oriented, those who grew up with video games are changing things, especially research agendas, the acceptance of studies, and their interpretation. This book describes and defines video games as their own special medium. They are not pinball from which they grew, nor movies which they sometimes resemble. They are a unique form of entertainment based on meaningful interactions between individuals and machine across a growing sector of the population. The Video Game Industry provides a reference foundation for individuals seriously interested in the industry at the academic level. As a result, this book will serve as a reference in curricula associated with video game development for years to come. "
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Games and Creativity in Education and Training (GACET-11) - 0 views

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    Selected contributions from the meeting 11/17-18/11 "field of gamebased learning. This is a refereed scientific conference acting as a forum for scientists, teachers / trainers, and practitioners to present their latest research, results, ideas and developments on games and learning. The focus is on the use of educational games in creative teaching methodologies."
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How Evaluation of Massively Multi-Player Online Games Supports Game-Based Learning, Des... - 0 views

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    Evaluation involving three NASA-based multiplayer game partnerships
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