924 resultados para Video game play
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Le succès commercial des jeux vidéo nous montre qu’ils sont devenus une alternative non négligeable en matière de loisir et de divertissement. En observant les tendances, on constate que les concepteurs de jeux vidéo cherchent à transposer ou adapter les loisirs comme la danse, l’interprétation de la musique ou la pratique d’un sport dans le contexte de jeux vidéo (l’univers virtuel) et ceci est devenu encore plus évident depuis l’apparition des nouvelles technologies intégrant le mouvement comme mode d'interaction. En rapport aux activités dont les jeux vidéo s’inspirent, ces tendances entraînent des changements considérables sur l’aspect formel de l’activité ludique et notamment l’interaction. Dans le cas particulier du tennis de table, ou ping-pong dans le langage courant, il semble y avoir des différences en terme de plaisir lors de la pratique de ce loisir de façon traditionnelle ou en mode virtuel dans ses différentes adaptations. Le but de cette recherche est de mettre en évidence les différences entre l’appréciation de l’interaction avec le contrôleur multifonctionnel Wiimote et une raquette traditionnelle de ping-pong et de découvrir les implications sur l’expérience du plaisir de la transposition du jeu ping-pong traditionnel comparé aux adaptations sur la console Wii. Ainsi, en regard du CLASSIC GAME MODEL de Juul (2005) et du modèle THE FOUR FUN KEYS de Lazzaro (2008) nous comparons les deux modes d’interaction, jeu traditionnel avec le jeu virtuel, sur le plan formel du jeu et sur les dimensions du plaisir que chacun procure. Les résultats obtenus par l’observation des tests de jeu et l’entremise des autres outils permettent de souligner le rôle déterminant des interfaces dans l’engagement des joueurs et de montrer les limites des interfaces digitales par rapport à celle des jeux traditionnels.
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Ce mémoire propose une réflexion sur des modèles permettant de mieux comprendre et concevoir l’expérience esthétique d’un jeu vidéo. Ces modèles traduisent différents idéaux de la place du joueur. Comme on peut le constater à travers une réflexion sur le modèle du cercle magique, jouer est souvent compris comme un acte unilatéral d’entrée en imagination dans un monde étranger au monde actuel – toute sortie marquant la pénalité ou la fin du jeu. De ce point de vue, le designer aurait donc pour rôle de placer et de maintenir le joueur dans le monde virtuel représenté pour qu’il s’y sente immergé et présent. Cela dit, comme en témoignent les critiques qui s’élèvent contre le modèle du cercle magique, d’autres stratégies de mise en place du joueur sont à distinguer et à définir pour faciliter l’analyse et la conception des jeux vidéo. Devant ce modèle, jugé limitatif, ce que nous proposons ici est de recourir à quelques outils méthodologiques et typologiques de l’esthétique de la réception en histoire de l’art pour bâtir un modèle plus englobant, celui de la place du joueur, dont nous testons la validité par l’analyse du jeu vidéo God of War III (2010).
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« Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).
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Students are now involved in a vastly different textual landscape than many English scholars, one that relies on the “reading” and interpretation of multiple channels of simultaneous information. As a response to these new kinds of literate practices, my dissertation adds to the growing body of research on multimodal literacies, narratology in new media, and rhetoric through an examination of the place of video games in English teaching and research. I describe in this dissertation a hybridized theoretical basis for incorporating video games in English classrooms. This framework for textual analysis includes elements from narrative theory in literary study, rhetorical theory, and literacy theory, and when combined to account for the multiple modalities and complexities of gaming, can provide new insights about those theories and practices across all kinds of media, whether in written texts, films, or video games. In creating this framework, I hope to encourage students to view texts from a meta-level perspective, encompassing textual construction, use, and interpretation. In order to foster meta-level learning in an English course, I use specific theoretical frameworks from the fields of literary studies, narratology, film theory, aural theory, reader-response criticism, game studies, and multiliteracies theory to analyze a particular video game: World of Goo. These theoretical frameworks inform pedagogical practices used in the classroom for textual analysis of multiple media. Examining a video game from these perspectives, I use analytical methods from each, including close reading, explication, textual analysis, and individual elements of multiliteracies theory and pedagogy. In undertaking an in-depth analysis of World of Goo, I demonstrate the possibilities for classroom instruction with a complex blend of theories and pedagogies in English courses. This blend of theories and practices is meant to foster literacy learning across media, helping students develop metaknowledge of their own literate practices in multiple modes. Finally, I outline a design for a multiliteracies course that would allow English scholars to use video games along with other texts to interrogate texts as systems of information. In doing so, students can hopefully view and transform systems in their own lives as audiences, citizens, and workers.
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We investigated the influence of playing a video game on children’s ability to distinguish between fantasy and reality. School-age children played a platform game for 15 min and then performed a fantasy/reality distinction task in which they were to judge whether images (from the platform game and from other games) were fantasy images or reality images. Unlike those in the control group (who played a memory game), the children in the experimental group showed a response bias toward mistakenly classifying reality images from the video game as fantasy images (as determined by means of an analysis based on signal detection theory). We conclude that playing the video game exerted a short-term influence on children’s ability to distinguish between fantasy and reality.
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Purpose. To determine the usability of two video games to prevent type 2 diabetes and obesity among youth through analysis of data collected during alpha-testing. ^ Subjects. Ten children aged 9 to 12 were selected for three 2-hour alpha testing sessions.^ Methods. "Escape from Diab" and "Nanoswarm" were designed to change dietary and physical inactivity behaviors, based on a theoretical framework of mediating variables obtained from social cognitive theory, self-determination theory, elaboration likelihood model, and behavioral inoculation theory. Thirteen mini-games developed by the software company were divided into 3 groups based on completion date. Children tested 4-5 mini-games in each of three sessions. Observed game play was followed by a scripted interview. Results from observation forms and interview transcripts were tabulated and coded to determine usability. Suggestions for game modifications were delivered to the software design firm, and a follow-up table reports rationale for inclusion or exclusion of such modifications.^ Results. Participants were 50% frequent video game players and 20% non game-players. Most (60%) were female. The mean grade (indicating likeability as a subset of usability) across all games given by children was significantly greater than a neutral grade of 80% (89%, p < 0.01), indicating a positive likeability score. The games on average also received positive ratings for fun, helpfulness of instructions and length compared to neutral values (midpoint on likert scales) (all p < 0.01). Observation notes indicated that participants paid attention to the instructions, did not appear to have much difficulty with the games, and were "not frustrated", "not bored", "very engaged", "not fidgety" and "very calm" (all p < 0.01). The primary issues noted in observations and interviews were unclear instructions and unclear purpose of some games. Player suggestions primarily involved ways to make on screen cues more visible or noticeable, instructions more clear, and games more elaborate or difficult.^ Conclusions. The present study highlights the importance of alpha testing video game components for usability prior to completion to enhance usability and likeability. Results indicate that creating clear instructions, making peripheral screen cues more eye-catching or noticeable, and vigorously stating the purpose of the game to improve understandability are important elements. However, future interventions will each present unique materials and user-interfaces and should therefore also be thoroughly alpha-tested. ^
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Objectives: The primary purpose of this research is to understand the media's impact on individual attitudes and behaviors related to aggression, sexuality, and body image. This research is of particular importance because it uses up-to-date data reflecting effects based on the current media environment. Additionally, it includes a racially diverse sample. Methods: A survey of 407 students at a large, public university was conducted. The survey instrument contained general measures related to media consumption, including overall television, video game, and internet use, as well as more specific questions related to particular types of media, such as pornography. For the dependent variables, questions were included that measured both attitudes and behaviors related to aggression, sexuality, and body image. Results: Consistent with predictions, media use impacted both attitudes and behaviors related to aggression, sexuality, and body image. Specifically, overall television consumption led to increased levels of aggression (r=.18, pr=.20, pr=.24, pr=.42, pr=.40, p Conclusions: The media continue to play an important role in the development of attitudes and behaviors. It is warranted, therefore, to continue to investigate what media can cause negative outcomes, as well as to determine how those outcomes vary based on race and gender.
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Desde los comienzos de la enseñanza, siempre se han buscado formas innovadoras para transmitir el conocimiento de profesor a alumno. Desde recursos materiales hasta sistemas de enseñanza complejos, todos juegan un papel esencial en el aprendizaje del alumno. Durante el siglo XVII comienzan a desarrollarse nuevas corrientes de enseñanza cuyo objetivo era el aprendizaje ameno del individuo. Hoy en día pueden utilizarse multitud de medios para desarrollar estos métodos pedagógicos, entre ellos, los juegos interactivos. Con el boom de la tecnología y el desarrollo de las tecnologías de la información, los tutores encuentran en los dispositivos electrónicos todo un apoyo para realizar esta tarea, lo cual viene acompañado de una revolución inminente en la enseñanza. El objetivo de este proyecto es la creación de un videojuego educativo que permita tanto aprender más fácilmente a los alumnos como evaluar los conocimientos adquiridos por éstos a los profesores. Se ha creado Ludomática, un videojuego de tipo juego de mesa donde los jugadores tendrán que utilizar sus conocimientos en determinados temas para ganar la partida. El videojuego puede ser configurado con distintas preguntas del tema que se desee y en tres niveles de dificultad. Además, cuenta con la posibilidad de configurar el número de jugadores, de preguntas y de puntuación máxima, con objeto de crear partidas más o menos largas. Ludomática se constituye como una herramienta educativa completa y personalizable, además de atractiva, mediante la cual los profesores pueden innovar su forma de enseñanza y los alumnos pueden aprender divirtiéndose---ABSTRACT---Since the beginning of teaching, professors have always looked for innovative ways to transmit knowledge from teacher to student. From material resources to teaching complex systems, they all play a vital role in student learning. The development of new forms of education aimed to create enjoyable ways to teach started during the XVII century. Nowadays, It’s easy to find multiple elements to develop this pedagogical methods, including interactive games. Because of the “tech boom” and the rise of the Information and Communication Technologies, teachers can have a lot of support in electronic devices to carry out this task, which comes with an inminent revolution of teaching. The objective of this project is to create an educational video game that allows not only learn much more easily for students, but also evaluate the knowledge acquired by these for teachers. Ludomática has been created as a board videogame where players have to use their knowledge in specific topics to win the game. The game can be configured with different questions of the topic desired and three difficulty levels. It also has the ability to set the number of players, questions and maximum score, in order to control the duration of the game. Ludomática constitutes a complete and customizable educational tool, also attractive, whereby teachers can innovate their teaching forms and students can learn while having fun.
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Eschewing costly high-tech approaches, this paper looks at the experience of using low-tech approaches to game design assignments as problem based learning and assessment tool over a number of years in undergraduate teaching. General game design concepts are discussed, along with learning outcomes and assessment rubrics in line with Blooms Taxonomy based on evidence from students who had no prior experience of serious game play or design. Approaches to creating game design based assessments are offered.
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Computer games are significant since they embody our youngsters’ engagement with contemporary culture, including both play and education. These games rely heavily on visuals, systems of sign and expression based on concepts and principles of Art and Architecture. We are researching a new genre of computer games, ‘Educational Immersive Environments’ (EIEs) to provide educational materials suitable for the school classroom. Close collaboration with subject teachers is necessary, but we feel a specific need to engage with the practicing artist, the art theoretician and historian. Our EIEs are loaded with multimedia (but especially visual) signs which act to direct the learner and provide the ‘game-play’ experience forming semiotic systems. We suggest the hypothesis that computer games are a space of deconstruction and reconstruction (DeRe): When players enter the game their physical world and their culture is torn apart; they move in a semiotic system which serves to reconstruct an alternate reality where disbelief is suspended. The semiotic system draws heavily on visuals which direct the players’ interactions and produce motivating gameplay. These can establish a reconstructed culture and emerging game narrative. We have recently tested our hypothesis and have used this in developing design principles for computer game designers. Yet there are outstanding issues concerning the nature of the visuals used in computer games, and so questions for contemporary artists. Currently, the computer game industry employs artists in a ‘classical’ role in production of concept sketches, storyboards and 3D content. But this is based on a specification from the client which restricts the artist in intellectual freedom. Our DeRe hypothesis places the artist at the generative centre, to inform the game designer how art may inform our DeRe semiotic spaces. This must of course begin with the artists’ understanding of DeRe in this time when our ‘identities are becoming increasingly fractured, networked, virtualized and distributed’ We hope to persuade artists to engage with the medium of computer game technology to explore these issues. In particular, we pose several questions to the artist: (i) How can particular ‘periods’ in art history be used to inform the design of computer games? (ii) How can specific artistic elements or devices be used to design ‘signs’ to guide the player through the game? (iii) How can visual material be integrated with other semiotic strata such as text and audio?
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El objetivo de este trabajo es presentar unas bases de conocimiento sobre el denominado General Game Playing (GGP) analizando los conceptos relacionados con esta área que ha surgido recientemente, de forma que nuestro trabajo pueda ser usado como base en futuras investigaciones y tesis relacionadas con la materia. Para ello, se hará un estudio de los enfoques que se han empleado para abordar el problema y se profundizará en otras técnicas algorítmicas, tales como por ejemplo la de Montecarlo Tree Search y los algoritmos bio-inspirados que no se han empleado (o se han empleado poco) en este contexto. Adicionalmente, se realiza una propuesta de un agente autónomo (es decir, un resolutor del problema), implementando un algoritmo bio-inspirado mixto, dentro de la plataforma para la General Video Game Artificial Intelligence Competition (GVGAI), analizando sus resultados y extrayendo conclusiones.
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Do futuro do entretenimento a uma moda infantil temporária, e daí até se tornarem as principais ferramentas de entretenimento e até, em grande parte, de socialização: os videojogos, hoje, dizem-nos muito, enquanto sociedade fortemente digitalizada. Há no entanto uma faixa da sociedade – sobretudo a partir dos 55 anos de idade – que tem sido marginalizada deste fenómeno, seja por vontade própria, seja por negligência da indústria. Não obstante, numa sociedade cada vez mais envelhecida (a nível nacional e também global), torna-se pertinente a criação de um plano de expansão demográfica do mercado que englobe este grupo, grande e em crescimento, de potenciais consumidores. Esse é precisamente o objetivo deste estudo, que faz uso de variadas fontes bibliográficas e empíricas para a criação desse mesmo plano, visando estratégias de atração, inclusão, suporte e manutenção destes indivíduos no mercado dos videojogos.
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El propósito de este estudio es medir los efectos que tiene el videojuego League of Legends en los procesos cognitivos de memoria de trabajo visual (MVT) y solución de problemas (SP). Para medir dichos efectos se implementó un diseño pre test-post con un grupo experimental y uno control, compuestos cada uno por siete participantes, en donde se evaluaron los procesos previamente mencionados utilizando los cubos de Corsi para MVT y las matrices del WAIS III para SP. Después de realizar los respectivos entrenamientos se encontraron resultados significativos en los diferentes momentos de aplicación. En el grupo experimental se encontraron diferencias en la variable dependiente SP, mientras que en el grupo control en MVT, pero no en la interacción entre grupos ni diferencias entre grupos, lo que sugiere un efecto de familiarización a la prueba.
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Universidade Estadual de Campinas . Faculdade de Educação Física
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Esta tese se propôs investigar a lógica inferencial das ações e suas significações em situações que mobilizam as noções de composição probabilística e acaso, bem como o papel dos modelos de significação no funcionamento cognitivo de adultos. Participaram 12 estudantes adultos jovens da classe popular, voluntários, de ambos os sexos, de um curso técnico integrado ao Ensino Médio da Educação de Jovens e Adultos. Foram realizados três encontros, individualmente, com registro em áudio e planilha eletrônica, utilizando-se dois jogos, o Likid Gaz e o Lucky Cassino, do software Missão Cognição (Haddad-Zubel, Pinkas & Pécaut, 2006), e o jogo Soma dos Dados (Silva, Rossetti & Cristo, 2012). Os procedimentos da tarefa foram adaptados de Silva e Frezza (2011): 1) apresentação do jogo; 2) execução do jogo; 3) entrevista semiestruturada; 4) aplicação de três situações-problema com intervenção segundo o Método Clínico; 5) nova partida do jogo; e 6) realização de outras duas situações-problema sem intervenção do Método Clínico. Elaboraram-se níveis de análise heurística, compreensão dos jogos e modelos de significação a partir da identificação de particularidades de procedimentos e significações nos jogos. O primeiro estudo examinou as implicações dos modelos de significação e representações prévias no pensamento do adulto, considerando que o sujeito organiza suas representações ou esquemas prévios relativos a um objeto na forma de modelos de significação em função do grau de complexidade e novidade da tarefa e de sua estrutura lógico matemática, que evoluem por meio do processo de equilibração; para o que precisa da demanda a significar esse aspecto da 13 realidade. O segundo estudo investigou a noção de combinação deduzível evidenciada no jogo Likid Gaz, identificando o papel dos modelos de significação na escolha dos procedimentos, implicando na rejeição de condutas de sistematização ou enumeração. Houve predominância dos níveis iniciais de análise heurística do jogo. O terceiro estudo examinou a noção de probabilidade observada no jogo Lucky Cassino, no qual a maioria dos participantes teve um nível de compreensão do jogo intermediário, com maior diversidade de modelos de significação em relação aos outros jogos, embora com predominância dos mais elementares. A síntese das noções de combinação, probabilidade e acaso foi explorada no quarto estudo pelo jogo Soma dos Dados (Silva, Rossetti & Cristo, 2012), identificando-se que uma limitação para adequada compreensão das ligações imbricadas nessas noções é a implicação significante – se aleatório A, então indeterminado D (notação A D), com construção de pseudonecessidades e pseudo-obrigações ou mesmo necessidades locais, generalizadas inapropriadamente. A resistência ou obstáculos do objeto deveria provocar perturbações, mas a estrutura cognitiva, o ambiente social e os modelos culturais, e a afetividade podem interferir nesse processo.