930 resultados para game development


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This article discusses the potential of audio games based on the evaluation of three projects: a story-driven audio role-playing game (RPG), an interactive audiobook with RPG elements, and a set of casual sound-based games. The potential is understood, both in popularity and playability terms. The first factor is connected to the degree of players’ interest, while the second one to the degree of their engagement in sound-based game worlds. Although presented projects are embedded within the landscape of past and contemporary audio games and gaming platforms, the authors reach into the near future, concluding with possible development directions for this non-visual interactive entertainment.

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The annual report presents information on the following under fisheries section Breaches of Game Laws (Fish Sections) Development and Control of the Lake Victoria Fishing Industry. Collection of Statistics Statistical Tables.- (A) Number of half-yearly licences issued (B) Quantities and value of nets imported (C) Dried fish handled by Railways and Steamers (D) Smoked and salted fish exported to the Belgian Congo Mpondwe Customs Post Lake Bunyonyi Lake Mugisha (or Kaiyumbu) Lake Chahafi Lake Mulehe Lake Mutanda Lake Saka Lake Nabugabo Lake Kachira and Lake Kijanebalola Lake Kyoga Commercial Development:- Lake Edward and associated fisheries Uganda Fisheries Limited Nsonzi Fishery, Kigezi Experimental Nets in Lake Victoria Legislation (B) angling a) Trout (b) Nile pereh or mpufa

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The fisheries section of the Annual report provides information on the following: Development and Control of the Victoria Nyanza Fishing Industry, Preparation of Statistics Statistical Tables: (A) Number of half yearly licences issued; (B) Quantities of nets imported; (0) Dried fish landed from Sese and Kome; (D) Dried fish imported from Mwanza ; (E) Dried fish exported to Belgian Congo; Lake Bunyonyi Lake Mutanda Lake Mureyhe Lake Mugisha (or Raiyumbu) I,ake Saka Lake Wamala Commercial Development: (i) Lake Albert: (ii) Lake Edward (iii) Other Waters (iv) Nsonzi Fishery, Kigezi (v) Introductions Experimental Nets and fisheries legislation

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This research arose from the notorious need to promote oral production in the adult learners of the English Extension courses at Universidad del Valle in 2014. This qualitative research was carried out in a 60 hour course divided along 15 sessions on Saturdays, and with an adult population between the ages of 22 and 65 years old. Its main objective was to describe the impact of games aimed at promoting oral production in English with a group of adult learners. Data were collected from one demographic survey, video-recordings of classroom events during the implementation of games, students? surveys after each game and a teacher?s journal. The analysis of data showed that games did have an impact in students? performance which was related to a positive atmosphere in the classroom. Students showed progress in terms of fluency, interaction and even pronunciation; however they still showed difficulties with accuracy in their spontaneous utterances. These learners? achievements seemed to have a relation with the class atmosphere during games where students showed high level of involvement, confidence, mutual support and enjoyment.

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Attention Deficit-Hyperactivity Disorder is a disease that affects 3 to 5 percent of children globally. Many of those live in areas with very few or no medical professionals qualified to help them. To help assuage this problem a system was developed that allows physicians to accompany their patient’s progress and prescribe treatments. These treatments can be drugs or behavioral exercises. The behavioral exercises were designed in the form of games in order to motivate the patients, children, for the treatment. The system allows the patients to play the prescribed games, under the supervision of their tutors. Each game is designed to improve the patient’s handling of their disease through training in a specific mental component. The objective of this approach is to complement the traditional form of treatment by allowing a physician to prescribe therapeutic games and maintaining the patients under supervision between their regular consultations. The main goal of this project is to provide the patients with a better control of their symptoms that with just traditional therapy. Experimental field tests with children and clinical staff, offer promising results. This research is developed in the context of a financed project involving INESC C (Polytechnic Institute of Leiria delegation), the Santo André Hospital of Leiria, and the start-up company PlusrootOne (that owns the project).

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The aim of this paper is to consider the emergence of nostalgia videogames in the context of playable game criticism. Mirroring the development of the nostalgia film in cinema, an increasing number of developers are creating videogames that are evocative of past gaming forms, designs, and styles. The primary focus of this paper is to explore the extent to which these nostalgia videogames could be considered games-on-games: games that offer a critical view on game design and development, framed by the nostalgia and cultural memory of both gamers and game developers. Theories of pastiche and parody as applied to literature, film, and art are used to form a basis for the examination of recent nostalgia videogames, all of which demonstrate a degree of reflection on the videogame medium.