4 resultados para playing by ear
em Abertay Research Collections - Abertay University’s repository
Resumo:
This was a peer-reviewed event that took place at the DiGRA-FDG conference in August 2016. While it has a paper component (the attached proposal), the output was a demonstration of games rather than a conference paper. As such, this entry should be considered an Event or Exhibition.
Resumo:
This article introduces the genre of a digital audio game and discusses selected play interaction solutions implemented in the Audio Game Hub, a prototype designed and evaluated in the years 2014 and 2015 at the Gamification Lab at Leuphana University Lüneburg.1 The Audio Game Hub constitutes a set of familiar playful activities (aiming at a target, reflex-based reacting to sound signals, labyrinth exploration) and casual games (e.g. Tetris, Memory) adapted to the digital medium and converted into the audio sphere, where the player is guided predominantly or solely by sound. The authors will discuss the design questions raised at early stages of the project, and confront them with the results of user experience testing performed on two groups of sighted and one group of visually impaired gamers.
Resumo:
This article introduces a theoretical framework for the analysis of the player character (PC) in offline computer role-playing games (cRPGs). It derives from the assumption that the character constitutes the focal point of the game, around which all the other elements revolve. This underlying observation became the foundation of the Player Character Grid and its constituent Pivot Player Character Model, a conceptual framework illustrating the experience of gameplay as perceived through the PC’s eyes. Although video game characters have been scrutinised from many different perspectives, a systematic framework has not been introduced yet. This study aims to fill that void by proposing a model replicable across the cRPG genre. It has been largely inspired by Anne Ubersfeld’s semiological dramatic character research implemented in Reading Theatre I (1999) and is demonstrated with reference to The Witcher (CD Projekt RED 2007).
Resumo:
European National football came together in the summer of 2012 for the 14th occasion. This book sets out to examine the enduring social tensions between supporters and authorities, as well as those between local, national and European identities, which formed the backdrop to the 14th staging of the European National football tournament, Euro2012. The context of the tournament was somewhat unique from those staged in previous years, being jointly hosted for the first time by two post-Communist nations still in the process of social and economic transition. In this respect, the decision to stage Euro 2012 in Poland and Ukraine bore its own material and symbolic legacies shaping the tournament: the unsettling of neo-liberal imaginings and emergent ‘East-West’ fears about poor infrastructure, inefficiencies and corruption jostled with moral panics about racism and fears surrounding the potentially unfulfilled consumerist expectations of west European supporters. The book seeks to explore the ideologies and practices invoked by competing national sentiments and examine the social tensions, ambiguities and social capital generating potentials surrounding national, ethnic, European identity, with respect to national football teams, supporters and supporter movements.