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The rapid developments of new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in the last decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great variety of serious purposes. In this edited volume, we narrow the scope of attention by focusing on what game theorist Ian Bogost has called "persuasive games", that is, gaming practices that combine the dissemination of information with attempts to engage players in particular attitudes and behaviors. This volume offers a multifaceted reflection on persuasive gaming, that is, on the process of these particular games being played by players. The purpose is to better understand when and how digital games can be used for persuasion, by further exploring persuasive games and some other kinds of persuasive playful interaction as well. The book critically integrates what has been accomplished in separate research traditions to offer a multidisciplinary approach to understanding persuasive gaming that is closely linked to developments in the industry by including the exploration of relevant case studies.
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What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable in games are increasingly used (and abused) in politics and social life. They have »many faces«, displays and interfaces. They occur as texts, recipes, stories, dramas in three acts, movies, videos, tweets, journeys of heroes, but also as rewarding stories in games and as narratives in society - such as a career from rags to riches, the concept of modernity or market economy. Below their surface, however, narrative mechanics are a particular type of motivational design - of game mechanics.
SOCIAL SCIENCE / Media Studies. --- Computer Games. --- Culture. --- Digital Media. --- Game Design. --- Game Studies. --- Media Aesthetics. --- Media Studies. --- Media. --- Popular Culture. --- Games; Game Studies; Game Design; Media; Culture; Popular Culture; Computer Games; Media Aesthetics; Digital Media; Media Studies
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Fictional Practices of Spirituality provides critical insight into the implementation of belief, mysticism, religion, and spirituality into worlds of fiction, be it interactive or non-interactive. This first volume focuses on interactive, virtual worlds - may that be the digital realms of videogames and VR applications or the imaginary spaces of life action role-playing and soul-searching practices. It features analyses of spirituality as gameplay facilitator, sacred spaces and architecture in videogame geography, religion in videogames and spiritual acts and their dramaturgic function in videogames, tabletop, or LARP, among other topics. The contributors offer a first-time ever comprehensive overview of play-rites as spiritual incentives and playful spirituality in various medial incarnations.
SOCIAL SCIENCE / Media Studies. --- Computer Games. --- Digital Media. --- Game Design. --- Interactive Fiction. --- Media Studies. --- Media. --- Popular Culture. --- Religion. --- Religious Studies. --- Spirituality. --- Videogames.
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"While all media are part of intermedial networks, video games are often at the nexus of that network. They not only employ cinematics, embedded books, and in-world television screens for various purposes, but, in our convergence culture, video games also play a vital role in allowing players to explore transmedia storyworlds. At the same time, video games are frequently thematized and remediated in film, television, and literature. Indeed, the central role video games assume in intermedial networks provides testament to their significance in the contemporary media environment. In this volume, an international group of contributors discuss not only intermedial phenomena in video games, but also the intermedial networks surrounding them. Intermedia Games--Games Inter Media will deepen readers' understanding of the convergence culture of the early twenty-first century and video games' role in it."--
Video games --- Multimedia systems. --- Design. --- Computer-based multimedia information systems --- Multimedia computing --- Multimedia information systems --- Multimedia knowledge systems --- Information storage and retrieval systems --- Intermediality. --- Semiotics --- Influence (Literary, artistic, etc.) --- Game Design (Design) --- Game Design (Film & Media) --- Game Studies --- Computer games --- Design
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Why do we play games and why do we play them on computers? The contributors of »Games and Rules« take a closer look at the core of each game and the motivational system that is the game mechanics. Games are control circuits that organize the game world with their (joint) players and establish motivations in a dedicated space, a »Magic Circle«, whereas game mechanics are constructs of rules designed for interactions that provide gameplay. Those rules form the base for all the excitement and frustration we experience in games. This anthology contains individual essays by experts and authors with backgrounds in Game Design and Game Studies, who lead the discourse to get to the bottom of game mechanics in video games and the real world - among them Miguel Sicart and Carlo Fabricatore.
Media studies --- Aporia and Epiphany. --- Computer Games. --- Ergodic Systems. --- Game Design. --- Game Mechanics. --- Game Studies. --- Ludology. --- Media Aesthetics. --- Media Art. --- Media Studies. --- Media. --- Motivation. --- Narratology. --- Video Games. --- Games; Video Games; Media; Media Studies; Game Studies; Game Design; Ludology; Narratology; Motivation; Game Mechanics; Ergodic Systems; Aporia and Epiphany; Computer Games; Media Aesthetics; Media Art --- Electronic games --- Computer games --- Application software --- Electronic toys --- Games --- Social aspects. --- Design. --- Design --- Media & Communications --- Video Games --- Media --- Media Studies --- Game Studies --- Game Design --- Ludology --- Narratology --- Motivation --- Game Mechanics --- Ergodic Systems --- Aporia and Epiphany --- Computer Games --- Media Aesthetics --- Media Art --- Video games
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This Special Issue of Arts explores the art and practice of adaptation in several different mediums with a focus on film and video games. The topics covered include experimental game design, narrative design, film and trauma, games adapted from literature, video game cinema, film and the pandemic, film and the environment, film and immigration, and film and culture.
Mulan --- adaptation --- Disney --- Orientalism --- cultural authenticity --- cultural palimpsest --- Chinese cinema --- science fiction --- The Wandering Earth --- patricide --- patrilineality --- nationalism --- media --- mass culture --- film --- digital games --- film adaptation --- experimental game design --- game design process documentation --- T.S. Eliot --- Prufrock --- remediation --- comic strip --- animated film --- split screen --- video poem --- YouTube dramatic monologue --- photographic montage --- Contagion --- propaganda --- pandemic --- premediation --- Steven Soderbergh --- Scott Z. Burns --- transit --- migrants --- empathy --- liminal spaces --- Bildungsroman --- modernity --- videogames --- Shakespeare --- Tale of a Forest --- biodiversity --- documentary --- ecocriticism --- environmental narrative --- forest --- nature photography --- nostalgia --- species --- video games --- game studies --- Star Wars --- George Lucas --- game reviews --- criticism --- thematic analysis --- Japanese video games --- game localization --- cultural adaptation --- localization approaches --- localization strategies --- domestication --- foreignization --- reception --- trauma --- origin --- psychoanalysis --- repetition --- impossibility --- loss --- representation --- extremity --- writing --- image --- failure --- memoir --- missed experience --- creative writing studies --- screenwriting --- video game narrative design --- interactive writing --- horror film --- horror video games --- survival horror --- character development --- sci-fi --- thriller --- genre --- tropes --- methodology --- n/a
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The aim of this book is to present and discuss new advances in serious games to show how they could enhance the effectiveness and outreach of education, advertising, social awareness, health, policies, etc. We present their use in structured learning activities, not only with a focus on game-based learning, but also on the use of game elements and game design techniques to gamify the learning process. The published contributions really demonstrate the wide scope of application of game-based approaches in terms of purpose, target groups, technologies and domains and one aspect they have in common is that they provide evidence of how effective serious games, game-based learning and gamification can be.
serious game --- gamification --- game-based learning --- programming teaching --- sustainability teaching --- mobile app --- asynchronous learning --- COVID-19 --- dental education --- distance learning --- game analytics --- integrative review --- remote learning --- serious games --- reading comprehension --- strategy training --- intelligent tutoring system --- feedback --- diabetes self-management --- RAD methodology --- game-design-based --- Software Usability Scale --- OMD --- eye-tracking --- training --- vision impairment --- rehabilitation --- vision teachers --- edutainment --- virtual reality --- traffic safety --- rollover simulator --- seat belt --- awareness --- digital game-based learning --- media in education --- multiplication game --- digital games usefulness --- computational thinking --- Swift Playgrounds --- 12-year Basic Education --- Bebras --- programming --- emotions --- emotional intelligence --- apps --- augmented reality --- usability --- primary school --- physics --- n/a
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This book, entitled “Gamification and Advanced Technology to Enhance Motivation in Education”, contains an editorial and a collection of ten research articles that highlight the use of gamification and other advanced technologies as powerful tools for motivation during learning. Motivation is the driving force behind many human activities, especially learning. Motivated students are ready to make a significant mental effort and use deeper and more effective learning strategies. Numerous studies indicate that playing promotes learning, since when fun pervades the learning process, motivation increases and tension is reduced. Therefore, games can be very powerful tools in the improvement of learning processes from three different and complementary perspectives: as tools for teaching content or skills, as an object of the learning project itself and as a philosophy to be taken into account when designing the training process. Each contributions presented in this book falls into one of these categories; that is to say, they all deal with the use of games or related technologies, and they all study how playing enhances motivation in education.
gamification --- active methodologies --- secondary education --- evaluation rubric --- evaluation criteria --- Thomas W. Malone --- game --- design --- Sebastian Deterding --- Nick Pelling --- learning by doing --- serious games --- game design --- human computer-interaction --- HCI education --- entrepreneurship education --- FLIGBY --- Flow --- positive psychology --- higher education --- MOOC --- fun --- social networks --- virtual learning communities --- video games --- collaborative learning --- education --- teacher --- attitudes --- primary education --- technology --- ICT --- Likert scale --- game elements --- online learning --- MOOCs --- empirical studies --- systematic literature review --- university --- serious video games --- game-based learning --- professors --- video games design --- knowledge --- skills training --- digital technologies --- automated learning --- serious game --- usability --- game engagement --- virtual reality --- rubric --- capability approach --- capacity building --- enabling tools --- mental images --- motivation
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Virtual reality (VR) and augmented reality (AR) have long histories in the healthcare sector, offering the opportunity to develop a wide range of tools and applications aimed at improving the quality of care and efficiency of services for professionals and patients alike. The best-known examples of VR–AR applications in the healthcare domain include surgical planning and medical training by means of simulation technologies. Techniques used in surgical simulation have also been applied to cognitive and motor rehabilitation, pain management, and patient and professional education. Serious games are ones in which the main goal is not entertainment, but a crucial purpose, ranging from the acquisition of knowledge to interactive training.These games are attracting growing attention in healthcare because of their several benefits: motivation, interactivity, adaptation to user competence level, flexibility in time, repeatability, and continuous feedback. Recently, healthcare has also become one of the biggest adopters of mixed reality (MR), which merges real and virtual content to generate novel environments, where physical and digital objects not only coexist, but are also capable of interacting with each other in real time, encompassing both VR and AR applications.This Special Issue aims to gather and publish original scientific contributions exploring opportunities and addressing challenges in both the theoretical and applied aspects of VR–AR and MR applications in healthcare.
reaction time --- accuracy rate --- serious game --- PC-based game --- MCI --- dementia --- elderly healthcare --- cognitive function --- surgical simulation --- augmented reality --- spine surgery --- hybrid simulator --- pedicle screws fixation training --- unity game engine --- healthcare simulation --- mixed reality --- hybrid --- medical training --- serious games --- rehabilitation --- elderly --- body tracking --- exercise games --- AMD --- salience --- virtual reality --- VR --- preventive care --- self-regulation --- assisted Neurofeedback --- neurostimulation --- mindfulness --- randomized --- serious games BCI --- exergames --- personalized exergames --- multicomponent training --- wearable sensors --- older adults --- game design --- interaction design --- mild cognitive impairment --- machine learning --- feature selection --- data transformations --- classification --- n/a
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Research on intelligent agents and multi-agent systems has matured during the past decade, and many effective applications of this technology are currently being deployed. Although computational approaches for multi-agent systems have mainly emerged in the past few decades, scholars have been prolific with regard to the variety of methods proposed to solve this paradigm. Different communities have emerged with multi-agent systems as their main research topic. Multi-agent systems allow the development of distributed and intelligent applications in complex and dynamic environments. Systems of this kind play a crucial role in life, evidenced by the broad range of applied areas involved in their use, including manufacturing, management sciences, e-commerce, and biotechnology. There are many reasons for the interest of researchers in this new discipline. Firstly, computational systems have gradually shifted towards a distributed paradigm where heterogeneous entities with different goals can enter and leave the system dynamically and interact with each other. Secondly, new computational systems should be able to negotiate with one another, typically on the behalf of humans, in order to come to mutually acceptable agreements. As a consequence, autonomy, interaction, mobility, and openness are key concepts studied in the area. The purpose of this book is to document some of the advances made in this paradigm and attempt to show the current state of this technology by analyzing different aspects in addition its possible application in various domains. This review of the current state-of-the-art does not intend to make an exhaustive exploration of all the current existing works but, rather, to try to give an overview of the research in agent technology, showing the high level of activity of this area.
multi-robot --- consensus problem --- formation control --- noise --- time delay --- unmanned surface vehicles --- multi-agent system --- training system --- genetic-based fuzzy rule learning --- intelligent autonomous control --- modeling and simulation --- multi-agent systems --- smart city development --- spatiotemporal modeling --- actor–network theory --- geoparticipation --- social interactions --- simulation model --- photovoltaic energy --- parameter fine-tuning --- self-reported behaviour --- predictive model --- multi-agent planning and scheduling --- potential game --- equilibrium selection --- interoperability --- multiagent systems --- organizational models --- agent-based collective intelligence --- multi-agent complex systems --- scale-free properties --- power law distribution --- biologically inspired approaches and methods --- collective foraging --- physics-based simulation --- methodologies for agent-based systems --- multi-robot simulation --- discrete event simulator --- agent and multi-agent applications --- classification --- prediction --- multi-agent --- wisdom-of-crowds --- Hollywood --- feature-extension --- collective-intelligence --- swarm --- educational games --- game design --- situated psychological agents --- education --- competences --- decision support system --- agent based modeling and simulation --- production scheduling --- green coffee supply chain --- agent-based modeling --- agent-based simulation --- decision support
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