Results for ' Colossal Cave Adventure ‐ text‐based adventure game, player exploring a cavern'

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  1.  11
    Videogames and Fiction.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 34–60.
    This chapter contains sections titled: From Tennis for Two to Worlds of Warcraft Imaginary Worlds and Works of Fiction Fictional or Virtual? Interactive Fiction.
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  2.  37
    THE SERICUM VIA: A Serious Game for Preserving Tangible and Intangible Heritage of Iran.Sarvin Eshaghi, Sepehr Vaez Afshar & Guzden Varinlioğlu - 2021 - In Sarvin Eshaghi, Sepehr Vaez Afshar & Guzden Varinlioğlu (eds.), 9th International Conference of the Arab Society for Computer-Aided Architectural Design: Architecture in the Age of Disruptive Technologies. Cairo: Arab Society for Computer-Aided Architectural Design. pp. 306-316.
    Efforts to preserve cultural heritage have continuedthroughout history, and currently use game technology. Seriousgames, with their audio-visual features make it possible for players toabsorb and retain the often rather arid data of heritage. Furthermore,such technology facilitates the transmission of heritage globallyamongst remote people, without the need to commute personally.Exploring the literature, we noted a lack of local game culture in Iran,and in the Middle East more broadly. This region is limited in terms ofthe existing global game industry, and the (...)
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  3. Reviewing Games of Empire: Global Capitalism and Video Games.Simon Ferrari & Ian Bogost - 2013 - Continent 3 (1):50-52.
    Nick Dyer-Witheford and Greig de Peuter. Games of Empire: Global Capitalism and Video Games . Minneapolis: University of Minnesota Press. 2009. 320pp. pbk. $19.95 ISBN-13: 978-0816666119. In Games of Empire , Nick Dyer-Witheford and Greig de Peuter expand an earlier study of “the video game industry as an aspect of an emerging postindustrial, post-Fordist capitalism” (xxix) to argue that videogames are “exemplary media of Empire” (xxix). Their notion of “Empire” is based on Michael Hardt and Antonio Negri’s Empire (2000), which (...)
     
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  4.  13
    Literary gaming.Astrid Ensslin - 2014 - London, England: The MIT Press.
    A new analytical framework for understanding literary videogames, the literary-ludic spectrum, illustrated by close readings of selected works. In this book, Astrid Ensslin examines literary videogames—hybrid digital artifacts that have elements of both games and literature, combining the ludic and the literary. These works can be considered verbal art in the broadest sense (in that language plays a significant part in their aesthetic appeal); they draw on game mechanics; and they are digital-born, dependent on a digital medium (unlike, for example, (...)
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  5.  15
    Mass Effect 2: A Case Study in the Design of Game Narrative.Theresa Jean Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
    Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarly and vernacular communities. We follow the classic humanities methodology of “close-reading”: (...)
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  6.  31
    Mass Effect 2: A Case Study in the Design of Game Narrative.Joshua Tanenbaum & Jim Bizzocchi - 2012 - Bulletin of Science, Technology and Society 32 (5):393-404.
    Digital games have matured substantially as a narrative medium in the last decade. However, there is still much work to be done to more fully understand the poetics of story-based-games. Game narrative remains an important issue with significant cultural, economic and scholarly implications. In this article, we undertake a critical analysis of the design of narrative within Mass Effect 2: a game whose narrative is highly regarded in both scholarly and vernacular communities. We follow the classic humanities methodology of “close-reading”: (...)
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  7. A Framework Proposal for Developing Historical Video Games Based on Player Review Data Mining to Support Historic Preservation.Sarvin Eshaghi, Sepehr Vaez Afshar & Mahyar Hadighi - 2023 - In Saif Haq, Adil Sharag-Eldin & Sepideh Niknia (eds.), ARCC 2023 CONFERENCE PROCEEDING: The Research Design Interface. Architectural Research Centers Consortium, Inc.. pp. 297-305.
    Historic preservation, which is a vital act for conveying people’s understanding of the past, such as events, ideas, and places to the future, allows people to preserve history for future generations. Additionally, since the historic properties are currently concentrated in urban areas, an urban-oriented approach will contribute to the issue. Hence, public awareness is a key factor that paves the way for this conservation. Public history, a history with a public audience and special methods of representation, can serve society in (...)
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  8. Put my galakmid Coin into the dispenser and kick it: Computational linguistics and theorem proving in a computer game. [REVIEW]Alexander Koller, Ralph Debusmann, Malte Gabsdil & Kristina Striegnitz - 2004 - Journal of Logic, Language and Information 13 (2):187-206.
    We combine state-of-the-art techniques from computational linguisticsand theorem proving to build an engine for playing text adventures,computer games with which the player interacts purely through naturallanguage. The system employs a parser for dependency grammar and ageneration system based on TAG, and has components for resolving andgenerating referring expressions. Most of these modules make heavy useof inferences offered by a modern theorem prover for descriptionlogic. Our game engine solves some problems inherent in classical textadventures, and is an interesting test case (...)
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  9. VIRTUAL LANDSCAPE IN SERIOUS GAMES: A FRAMEWORK FOR ENHANCING THE PLAYER INTERACTION FOCUSING ON THE LEARNING RATE.Sepehr Vaez Afshar - 2021 - Dissertation, Istanbul Technical University
    Throughout history, education has always been essential for humanity's justice and fundamental for the creation of a free and satisfying society with the dissemination of knowledge. Hence, in addition to the life occurrences educating people, traditional higher education methods have played an important role for a long period. However, the age of technology has changed the educational system along with the people's lifestyles to meet the continuously changing conditions. During the past twenty years, the Information and Communication Technologies (ICTs) led (...)
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  10.  51
    Games as Authorial Platforms? An Exploration of the Legal Status of User-Created Content from Digital Games.Gabriele Aroni - 2023 - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique 36 (5):2021-2036.
    Digital games can be considered as composed of two main components: the props, i.e. visual, textual, and aural elements such as codes, 3D models and animations; and the form, specially the interaction between players and games, the act of playing itself. This dichotomy thus begs the question whether digital games are indeed games if nobody plays them, and ultimately: who is the owner of the gameplay and any by-product of the interaction between the game and the players? This paper explores (...)
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  11.  24
    Effects of Mental Fatigue in Total Running Distance and Tactical Behavior During Small-Sided Games: A Systematic Review With a Meta-Analysis in Youth and Young Adult's Soccer Players.Filipe Manuel Clemente, Rodrigo Ramirez-Campillo, Daniel Castillo, Javier Raya-González, Ana Filipa Silva, José Afonso, Hugo Sarmento, Thomas Rosemann & Beat Knechtle - 2021 - Frontiers in Psychology 12.
    Background: Mental fatigue can impact physical demands and tactical behavior in sport-related contexts. Small-sided games are often used to develop a specific sport-related context. However, the effects of mental fatigue on physical demands and tactical behaviors during soccer SSGs have not been aggregated for systematical assessment.Objective: This systematic review was conducted to compare the effects of mental fatigue vs. control conditions in terms of the total running distance and tactical behavior of soccer players during SSGs.Methods: The data sources utilized were (...)
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  12.  13
    Character Customization With Cosmetic Microtransactions in Games: Subjective Experience and Objective Performance.Christian Böffel, Sophie Würger, Jochen Müsseler & Sabine J. Schlittmeier - 2022 - Frontiers in Psychology 12.
    Free games that are monetized by selling virtual items, such as cosmetic microtransactions for one’s avatar, seem to offer a better gaming experience to paying players. To experimentally explore this phenomenon, the effects of character customization with cosmetic microtransactions on objective and self-estimated player performance, subjective identification with the avatar, fun and the players’ perceived competence were examined in the game League of Legends. This study introduces a new laboratory-based, experimental task to objectively measure within-game player performance. Each (...)
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  13. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - 2024 - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  14.  57
    Partial-order Boolean games: informational independence in a logic-based model of strategic interaction.Julian Bradfield, Julian Gutierrez & Michael Wooldridge - 2016 - Synthese 193 (3):781-811.
    As they are conventionally formulated, Boolean games assume that players make their choices in ignorance of the choices being made by other players – they are games of simultaneous moves. For many settings, this is clearly unrealistic. In this paper, we show how Boolean games can be enriched by dependency graphs which explicitly represent the informational dependencies between variables in a game. More precisely, dependency graphs play two roles. First, when we say that variable x depends on variable y, then (...)
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  15.  30
    The habit of massively multiplayer online role-playing games (MMORPGs): A phenomenological analysis of bodily self-perception in gaming addiction.Marsia Santa Barbera & Willem Ferdinand Geradus Haselager - 2020 - Rivista Internazionale di Filosofia e Psicologia 11 (2):190-210.
    : We investigate the role played by bodily self-perception and social self-presentation in addiction to massively multiplayer online role-playing games. In this paper we will develop the hypothesis that, at least in some cases, the habit of role-playing can be interpreted as a response to gamers’ need to explore a different bodily self-identity. Players tend to become deeply involved in this kind of game, especially in the character identity creation process. Participants might see and seek reflections of their desired selves (...)
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  16.  12
    Why Do Women Pretend to Be Men? Female Gender Swapping in Online Games.Liling Zhou, Ning Han, Zeran Xu, Corlyn Brian & Siraj Hussain - 2022 - Frontiers in Psychology 13.
    This research explored the influencing factors of gender swapping among female players in online games and their impact on online gaming behavior. Based on an online survey of 3,658 female players in China, we found that perceived benefits and the Tanbi tendency, a psychological indulgence in enjoying novels, comics, or series on love and sex between attractive males, were the most important factors for female players to employ male avatars. Sexual orientation, perceived anonymity, and perceived tolerance also had a significant (...)
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  17.  98
    No Switchbacks: Rethinking Aspiration-Based Dynamics in the Ultimatum Game. [REVIEW]Jeffrey Carpenter & Peter Hans Matthews - 2005 - Theory and Decision 58 (4):351-385.
    Aspiration-based evolutionary dynamics have recently been used to model the evolution of fair play in the ultimatum game showing that incredible threats to reject low offers persist in equilibrium. We focus on two extensions of this analysis: we experimentally test whether assumptions about agent motivations (aspiration levels) and the structure of the game (binary strategy space) reflect actual play, and we examine the problematic assumption embedded in the standard replicator dynamic that unhappy agents who switch strategies may return to a (...)
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  18.  17
    An Analysis of the Ideological Potential of Video Games from the Point of View of James Gibson’s Theory of Affordances.L. V. Moyzhes - 2020 - Sociology of Power 32 (3):32-52.
    The purpose of this article is to propose a method for analyzing the ideo­logical content of video games while taking into account the agency of the players. The interactivity of video games as a medium has been attracting the attention of researchers for many years, raising, in particular, the ques­tion of how this unique property serves to broadcast certain ideologies. The ability of games to make ideological statements was discussed by Bogost, Frasca, Aarseth, and many other pioneers of game studies. (...)
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  19. Ludic Unreliability and Deceptive Game Design.Stefano Gualeni & Nele Van de Mosselaer - 2021 - Journal of the Philosophy of Games 3 (1):1-22.
    Drawing from narratology and design studies, this article makes use of the notions of the ‘implied designer’ and ‘ludic unreliability’ to understand deceptive game design as a specific sub-set of transgressive game design. More specifically, in this text we present deceptive game design as the deliberate attempt to misguide players’ inferences about the designers’ intentions. Furthermore, we argue that deceptive design should not merely be taken as a set of design choices aimed at misleading players in their efforts to understand (...)
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  20. LEVERAGING LANDSCAPE ARCHITECTURE AND ENVIRONMENTAL STORYTELLING FOR NEXT-GENERATION GAMING EXPERIENCES: A Holistic Approach to Virtual World Design.Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim - 2023 - In Sepehr Vaez Afshar, Sarvin Eshaghi, Sana Vaez Afshar & Ikhwan Kim (eds.), The 11th International Conference of the Arab Society for Computation in Architecture, Art and Design. USA: Arab Society for Computation in Architecture, Art and Design. 5000 THAYER CTR STE C, OAKLAND MD 21550-1139, USA. pp. 639-651.
    Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to determine the industry's requirements and provide a (...)
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  21. Accidental outcomes guide punishment in a “trembling hand” game.Anna Dreber - unknown
    How do people respond to others' accidental behaviors? Reward and punishment for accidents might be depend on the actor's intentions, or instead on the unintended outcomes she brings about. Yet, existing paradigms in experimental economics do not include the possibility of accidental monetary allocations. We explore the balance of outcomes and intentions in a two-player economic game where monetary allocations are made with a "trembling hand": that is, intentions and outcomes are sometimes mismatched. Player 1 allocates $10 between (...)
     
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  22. Ethical Explorations: Moral Dilemmas in a Universe of Possibilities.Brendan Shea - 2023 - Rochester, MN: Thoughtful Noodle Books.
    "Ethical Explorations: Moral Dilemmas in a Universe of Possibilities" by Brendan Shea is an open access textbook that provides a comprehensive study of ethical philosophy. Shea makes it his task to chart the sprawling landscape of moral thought from ancient times to the present, employing a straightforward, easily accessible style. -/- In the book, each chapter addresses a distinct ethical theory. Shea discusses everything from Plato's allegorical Cave to contemporary issues in bioethics. The text features relatable narratives, clear explanations (...)
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  23.  24
    A Multi-Block Multivariate Analysis to Explore the Influence of the Somatic Maturation in Youth Basketball.Jorge Arede, Irene Oliveira, Miguel-Angel Ángel Gomez & Nuno Leite - 2021 - Frontiers in Psychology 12.
    The aim of this study was to examine the influence of somatic maturation in anthropometric, physical, and game-related variables in youth basketball age groups under-13 and under-15. One-hundred and eighty-five basketball players performed anthropometrical and physical tests during a non-official youth basketball tournament. Predicted maturity offset and game-related variables were also analyzed. Cluster analysis was used to analyze the between-maturation status differences in all parameters in each age group. Also, regularized generalized canonical correlation analysis was used to assess relative contributions (...)
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  24.  36
    Unpacking an affordance-based model of chronic pain: a video game analogy.Sabrina Coninx, B. Michael Ray & Peter Stilwell - forthcoming - Phenomenology and the Cognitive Sciences:1-24.
    Chronic pain is one of the most disabling medical conditions globally, yet, to date, we lack a satisfying theoretical framework for research and clinical practice. Over the prior decades, several frameworks have been presented with biopsychosocial models as the most promising. However, in translation to clinical practice, these models are often applied in an overly reductionist manner, leaving much to be desired. In particular, they often fail to characterize the complexities and dynamics of the lived experience of chronic pain. Recently, (...)
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  25. Sócrates y el juego de jactancia.Germán Ulises Bula Caraballo - 2005 - Logos. Anales Del Seminario de Metafísica [Universidad Complutense de Madrid, España] 9:59-73.
    This text shows how the Socratic activity can be seen as a game activity, and mostly as a boasting game, mainly based upon the Homo Ludens by Johann Huizinga’s text. In a second part, the text illustrates Socrates’ role in such a game activity by exploring what it may be revealed from the nature of philosophy when revising it sub specie ludi.
     
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  26. Studying strategies and types of players: experiments, logics and cognitive models.Sujata Ghosh & Rineke Verbrugge - 2018 - Synthese 195 (10):4265-4307.
    How do people reason about their opponent in turn-taking games? Often, people do not make the decisions that game theory would prescribe. We present a logic that can play a key role in understanding how people make their decisions, by delineating all plausible reasoning strategies in a systematic manner. This in turn makes it possible to construct a corresponding set of computational models in a cognitive architecture. These models can be run and fitted to the participants’ data in terms of (...)
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  27.  35
    Theorizing risk attitudes and rationality using agent based modeling.Rebecca Sutton Koeser & Lara Buchak - unknown
    This poster presents results from applying agent-based modeling to an exploration of risk attitudes and rational decision making in the context of group interaction. We are also interested in the place of agent-based modeling and computational philosophy within the computational humanities. Computational philosophy has not typically been included in Digital Humanities; computational work has been done using philosophy texts as a source for analysis (Kinney 2022; Malaterre et al. 2021; Fletcher et al. 2021; Zahorec et al. 2022), but there are (...)
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  28.  76
    Joint beliefs in conflictual coordination games.Peter Vanderschraaf & Diana Richards - 1997 - Theory and Decision 42 (3):287-310.
    The traditional solution concept for noncooperative game theory is the Nash equilibrium, which contains an implicit assumption that players’ probability distributions satisfy t probabilistic independence. However, in games with more than two players, relaxing this assumption results in a more general equilibrium concept based on joint beliefs. This article explores the implications of this joint-beliefs equilibrium concept for two kinds of conflictual coordination games: crisis bargaining and public goods provision. We find that, using updating consistent with Bayes’ rule, players’ beliefs (...)
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  29.  9
    Multiple Players Tracking in Virtual Reality: Influence of Soccer Specific Trajectories and Relationship With Gaze Activity.Alexandre Vu, Anthony Sorel, Annabelle Limballe, Benoit Bideau & Richard Kulpa - 2022 - Frontiers in Psychology 13.
    The perceptual-cognitive ability to track multiple moving objects and its contribution to team sports performance has traditionally been studied in the laboratory under non-sports specific conditions. It is thus questionable whether the measured visual tracking performance and the underlying gaze activity reflected the actual ability of team sports players to track teammates and opponents on a real field. Using a Virtual Reality-based visual tracking task, the ability of participants to track multiple moving virtual players as they would do on a (...)
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  30.  39
    Assistive HCI-Serious Games Co-design Insights: The Case Study of i-PROGNOSIS Personalized Game Suite for Parkinson’s Disease.Sofia Balula Dias, José Alves Diniz, Evdokimos Konstantinidis, Theodore Savvidis, Vicky Zilidou, Panagiotis D. Bamidis, Athina Grammatikopoulou, Kosmas Dimitropoulos, Nikos Grammalidis, Hagen Jaeger, Michael Stadtschnitzer, Hugo Silva, Gonçalo Telo, Ioannis Ioakeimidis, George Ntakakis, Fotis Karayiannis, Estelle Huchet, Vera Hoermann, Konstantinos Filis, Elina Theodoropoulou, George Lyberopoulos, Konstantinos Kyritsis, Alexandros Papadopoulos, Anastasios Depoulos, Dhaval Trivedi, Ray K. Chaudhuri, Lisa Klingelhoefer, Heinz Reichmann, Sevasti Bostantzopoulou, Zoe Katsarou, Dimitrios Iakovakis, Stelios Hadjidimitriou, Vasileios Charisis, George Apostolidis & Leontios J. Hadjileontiadis - 2021 - Frontiers in Psychology 11:612835.
    Human-Computer Interaction (HCI) and games set a new domain in understanding people’s motivations in gaming, behavioral implications of game play, game adaptation to player preferences and needs for increased engaging experiences in the context of HCI serious games (HCI-SGs). When the latter relate with people’s health status, they can become a part of their daily life as assistive health status monitoring/enhancement systems. Co-designing HCI-SGs can be seen as a combination of art and science that involves a meticulous collaborative process. (...)
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  31. Objects as Temporary Autonomous Zones.Tim Morton - 2011 - Continent 1 (3):149-155.
    continent. 1.3 (2011): 149-155. The world is teeming. Anything can happen. John Cage, “Silence” 1 Autonomy means that although something is part of something else, or related to it in some way, it has its own “law” or “tendency” (Greek, nomos ). In their book on life sciences, Medawar and Medawar state, “Organs and tissues…are composed of cells which…have a high measure of autonomy.”2 Autonomy also has ethical and political valences. De Grazia writes, “In Kant's enormously influential moral philosophy, autonomy (...)
     
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  32.  14
    Videogames as Art.Grant Tavinor - 2009-09-21 - In Dominic McIver Lopes (ed.), The Art of Videogames. Wiley‐Blackwell. pp. 172–196.
    This chapter contains sections titled: Are Videogames Art? A Cluster Theory of Art The Art in Videogames New Art from Old Bottles.
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  33.  13
    The Sportification of Amateur-level Competitive Computer Gaming: The Case of a Student Esports Club.N. S. Aleinikov - 2020 - Sociology of Power 32 (3):91-113.
    This article presents the results of an empirical study of the “sportification” of amateur-level competitive computer gaming. How do amateur players, who are unlikely to become professional esports players, turn what is considered to be enjoyable entertainment into a collective activity that demonstrates traits traditionally associated with professional sports, such as self-discipline, a focus on achieving results and overcoming personal limitations? Ethnographic research, consisting of in-depth interviews and participant observations, was conducted in the last quarter of 2019 based on a (...)
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  34. Lost in Learning: Hypertext Navigational Efficiency Measures Are Valid for Predicting Learning in Virtual Reality Educational Games.Chris Ferguson & Herre van Oostendorp - 2020 - Frontiers in Psychology 11.
    The lostness measure, an implicit and unobtrusive measure originally designed for assessing the usability of hypertext systems, could be useful in Virtual Reality (VR) games where players need to find information to complete a task. VR locomotion systems with node-based movement mimic actions for exploration and browsing found in hypertext systems. For that reason, hypertext usability measures, such as “lostness” can be used to identify how disoriented a player is when completing tasks in an educational game by examining steps (...)
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  35.  3
    Asian histories and heritages in video games.Yowei Kang, Kenneth C. C. Yang, Michal Mochocki, Jakub Majewski & Paweł Schreiber (eds.) - 2025 - New York, NY: Routledge.
    This book explores the representations of national Asian histories in digital games. Situated at the intersection of regional game studies and historical game studies, this book offers chapters on histories and heritages of Japan, China, Iran, Iraq, Taiwan, South Korea, Indonesia, Singapore, Turkey, and Russia. The volume looks beyond the diversity of the local histories depicted in games, and the audience reception of these histories, to show a diversity of approaches which can be used in examining historical games- from postcolonialism (...)
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  36.  14
    Traditional Sports and Games: Intercultural Dialog, Sustainability, and Empowerment.Soraia Chung Saura & Ana Cristina Zimmermann - 2021 - Frontiers in Psychology 11:590301.
    From Traditional Sports and Games (TSG) we have not only learned different ways of living time as well as inhabit space and a particular mode of practicing sports and games from distinct cultures, but also promoting universal dialog among people. TSG presents sustainable and ecological references for living needed even before the advent of the COVID-19 pandemic. Nowadays, environmentally friendly policies and production methods must be taken more seriously. TSG may reveal a path to sustainable development, considering our corporeality and (...)
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  37. Gender Studies, Ancient Society and Law: New Method of Analysis.Arnaud Paturet - forthcoming - International Journal for the Semiotics of Law - Revue Internationale de Sémiotique Juridique:1-13.
    For a long time, Roman history, taken in its social and legal aspects, was written as a history of males, before Women's Studies and very recently Gender Studies tried to re-established a kind of balance, even if this last field is still little explored by law historians. The hierarchical structure of Roman society—reputed to have been highly macho—was not necessarily based on a simple sex relationship but on a gender relationship in which the individual's biological sex was not enough to (...)
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  38.  26
    Construing experience through meaning: a language-based approach to cognition.M. A. K. Halliday - 1999 - New York: Continuum. Edited by Christian M. I. M. Matthiessen.
    This text explores how human beings construe experience: experience as a resource, as a potential for understanding, representing and acting on reality.
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  39.  83
    Exploring sociality and engagement in play through game-control distribution.Marco C. Rozendaal, Bram A. L. Braat & Stephan A. G. Wensveen - 2010 - AI and Society 25 (2):193-201.
    This study explores how distributing the controls of a video game among multiple players affects the sociality and engagement experienced in game play. A video game was developed in which the distribution of game controls among the players could be varied, thereby affecting the abilities of the individual players to control the game. An experiment was set up in which eight groups of three players were asked to play the video game while the distribution of the game controls was increased (...)
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  40.  26
    Differences in game playability between healthy players and problematic players.Elena Carolina Li - 2022 - Interaction Studies 23 (1):58-88.
    Games played on mobile phones or tablets have become a serious game platform. In the new International Classification of Diseases in 2019, the WHO now includes video game disorder as a mental disease, this highlights the seriousness of game addiction which has now become a global problem. Game design may be one of the factors that affect game addiction. Game playability can be used to evaluate the game design and to determine the features that can cause game addiction. The purpose (...)
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  41. The precision of experienced action video-game players: Line bisection reveals reduced leftward response bias.Andrew J. Latham, Lucy L. M. Patston & Lynette J. Tippett - 2014 - Attention, Perception, and Psychophysics 76 (8):2193-2198.
    Twenty-two experienced action video-game players (AVGPs) and 18 non-VGPs were tested on a pen-and-paper line bisection task that was untimed. Typically, right-handers bisect lines 2 % to the left of true centre, a bias thought to reflect the dominance of the right-hemisphere for visuospatial attention. Expertise may affect this bias, with expert musicians showing no bias in line bisection performance. Our results show that experienced-AVGPs also bisect lines with no bias with their right hand and a significantly reduced bias with (...)
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  42.  86
    Where the sum of our expectation fails us: The exchange paradox.John Norton - 1998 - Pacific Philosophical Quarterly 79 (1):34–58.
    In the exchange paradox, two players receive envelopes containing different amounts of money. The assignment of the amounts ensures each player has the same probability of receiving each possible amount. Nonetheless, for each specific amount a player may find in his envelope, there is a positive expectation of gain if the player swaps envelopes with the other player, in apparent contradiction with the symmetry of the game. I consider a variant form of the paradox that avoids (...)
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  43.  16
    Emergence of Skilled Behaviors in Professional, Amateur and Junior Cricket Batsmen During a Representative Training Scenario.Jonathan D. Connor, Damian Farrow & Ian Renshaw - 2018 - Frontiers in Psychology 9.
    The aim of this study was to explore the emergence of skilled behaviours, in the form of actions, cognitions and emotions, between professional state level cricket batters and their lesser skilled counterparts. Twenty-two male cricket batsmen (n = 6 state level; n = 8 amateur grade club level, n = 8 junior state representative level) participated in a game scenario training session against right arm pace bowlers (n = 6 amateur senior club). The batsmen were tasked with scoring as many (...)
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  44.  45
    Teacher-directed and learner-engaged: exploring a Confucian conception of education.Charlene Tan - 2015 - Ethics and Education 10 (3):302-312.
    Against a backdrop of an international trend to shift from a teacher-centred to a learner-centred education, this article explores a Confucian conception of education. Focusing on an ancient Chinese text Xueji, the essay examines its educational ideals and practices based on the principles of ‘choice’, ‘doing’ and ‘power relationship’. It is argued that the educational model in the Xueji does not fit the description of a learner-centred education as commonly understood in the Western literature. Rather, the Xueji advocates a ‘teacher-directed (...)
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  45.  11
    Exploring the Impact of the “RUEU?” Game on Greek Students’ Perceptions of and Attitudes to European Identity.Athanassios Jimoyiannis, Elizabeth A. Boyle, Panagiotis Tsiotakis, Melody M. Terras & Murray S. Leith - 2022 - Frontiers in Psychology 13.
    European identity is a complex, multi-faced and inherently imprecise concept relating to a range of socio-political and psychological factors. Addressing this topic in educational practice, particularly with respect to Higher Education students, constitutes a complex and open problem for research. This paper reports on an experimental study designed to explore the effectiveness of the educational game “RUEU?” in supporting university students in understanding the key socio-political issues regarding European identity. Quantitative data regarding Greek university students’ attitudes to European identity, before (...)
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  46.  33
    Frustrating Desire.Maaike Lauwaert, Joseph Wachelder & Johan van de Walle - 2007 - Theory, Culture and Society 24 (1):89-108.
    In the emerging academic field of game studies, Roger Caillois’ Les Jeux et les hommes has already received the status of an obligatory reference. It is honoured as one of the few classic texts in game theory, but some also argue that it is not useful for analysing digital games. Caillois’ book is of particular interest for cultural theorists, though, because it presents a theory of games and play while also addressing the meaning of play. After analysing more closely why (...)
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  47.  28
    Ancestral experience as a game changer in stress vulnerability and disease outcomes.Gerlinde A. S. Metz, Jane W. Y. Ng, Igor Kovalchuk & David M. Olson - 2015 - Bioessays 37 (6):602-611.
    Stress is one of the most powerful experiences to influence health and disease. Through epigenetic mechanisms, stress may generate a footprint that propagates to subsequent generations. Programming by prenatal stress or adverse experience in parents, grandparents, or earlier generations may thus be a critical determinant of lifetime health trajectories. Changes in regulation of microRNAs (miRNAs) by stress may enhance the vulnerability to certain pathogenic factors. This review explores the hypothesis that miRNAs represent stress‐responsive elements in epigenetic regulation that are potentially (...)
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  48.  94
    Towards a More Efficient Training Process in High-Level Female Volleyball From a Match Analysis Intervention Program Based on the Constraint-Led Approach: The Voice of the Players.Carmen Fernández-Echeverría, Isabel Mesquita, Jara González-Silva & M. Perla Moreno - 2021 - Frontiers in Psychology 12.
    The aim of the research was to know the perception of high-level volleyball players of the changes produced in the efficiency of the training process, after a match analysis intervention program based on the Constraint-led Approach. The sample consisted of 11 players from a women's volleyball team. The protocol of the intervention program consisted of providing objective, contextualised and systematic information to the coach that would allow understanding the different real game contexts. We used semi-structured interviews to assess players' perceptions. (...)
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  49.  13
    A developmental outlook on the role of cognition and emotions in youth volleyball and artistic gymnastics.Elisa Bisagno, Alessia Cadamuro, Sandro Rubichi, Claudio Robazza & Francesca Vitali - 2022 - Frontiers in Psychology 13.
    Developmental and cognitive psychology recently started to take an interest in the sports domain, exploring the role of either cognitive functions or emotions in youth sport. However, to the extent that cognition and emotions are inextricably linked, studying them jointly from a developmental perspective could inform on their interplay in determining performance in different sports. This research examined the role of general cognitive abilities, attentional style, and emotions, in predicting performance in youth volleyball and artistic gymnastics. A total of (...)
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  50.  26
    Semantic Memory Search and Retrieval in a Novel Cooperative Word Game: A Comparison of Associative and Distributional Semantic Models.Abhilasha A. Kumar, Mark Steyvers & David A. Balota - 2021 - Cognitive Science 45 (10):e13053.
    Considerable work during the past two decades has focused on modeling the structure of semantic memory, although the performance of these models in complex and unconstrained semantic tasks remains relatively understudied. We introduce a two‐player cooperative word game, Connector (based on the boardgame Codenames), and investigate whether similarity metrics derived from two large databases of human free association norms, the University of South Florida norms and the Small World of Words norms, and two distributional semantic models based on large (...)
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