789 resultados para Funeral Games


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In a world where students are increasing digitally tethered to powerful, ‘always on’ mobile devices, new models of engagement and approaches to teaching and learning are required from educators. Serious Games (SG) have proved to have instructional potential but there is still a lack of methodologies and tools not only for their design but also to support game analysis and assessment. This paper explores the use of SG to increase student engagement and retention. The development phase of the Circuit Warz game is presented to demonstrate how electronic engineering education can be radically reimagined to create immersive, highly engaging learning experiences that are problem-centered and pedagogically sound. The Learning Mechanics–Game Mechanics (LM-GM) framework for SG game analysis is introduced and its practical use in an educational game design scenario is shown as a case study.

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Groundwater is a common-pool resource that is subject to depletion in many places around the world as a result of increased use of irrigation and water-demanding cash crops. Where state capacity to control groundwater use is limited, collective action is important to increase recharge and restrict highly water-consumptive crops. We present results of field experiments in hard rock areas of Andhra Pradesh, India, to examine factors affecting groundwater use. Two nongovernmental organizations (NGOs) ran the games in communities where they were working to improve watershed and water management. Results indicate that, when the links between crop choice and groundwater depletion is made explicit, farmers can act cooperatively to address this problem. Longer NGO involvement in the villages was associated with more cooperative outcomes in the games. Individuals with more education and higher perceived community social capital played more cooperatively, but neither gender nor method of payment had a significantly effect on individual behavior. When participants could repeat the game with communication, similar crop choice patterns were observed. The games provided an entry point for discussion on the understanding of communities of the interconnectedness of groundwater use and crop choice.

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Urheilutapahtumat tavoittavat miljoonia ihmisiä päivittäin ympäri maailmaa. Yritykset ovat jo pitkään olleet kiinnostuneita yhteistyöstä urheilutapahtumien kanssa. Sponsoroinnin rahavirta on jatkanut kasvua, vaikka muun mainonnan kasvu on ollut hidasta. Tapahtumasponsorointiin käytetyn rahan määrä on viime vuosina kasvanut noin viisi prosenttia vuositasolla. Tutkielman tarkoituksena oli tarkastella urheilutapahtuman verkostoa ja suhteita tapahtuman pääyhteistyökumppanien näkökulmasta. Tutkimuksen tavoite oli jaettu kahteen osa-ongelmaan: 1. Miten urheilutapahtuman pääyhteistyökumppanit kokevat oman suhteensa sponsoroitavaan kohteeseen 2. Miten urheilutapahtuman pääyhteistyökumppanit kokevat oman asemansa verkostossa Ensimmäisenä teemana tutkielmassa tarkasteltiin tapahtumasponsoroinnin tavoitteita ja kahden välisen sponsorointisuhteen toimintaa. Toisena tarkasteltiin urheilutapahtuman verkoston muodostumista, toimintaa ja suhteita. Näiden kahden teeman pohjalta rakennettiin teoreettinen viitekehys tukemaan empiirisen tutkimuksen toteuttamista. Tutkimus on luonteeltaan laadullinen tapaustutkimus, jossa aineisto kerättiin kymmeneltä Paavo Nurmi Games –urheilutapahtuman pääyhteistyökumppanitason yritykseltä. Tutkimuksessa haastateltujen yritysten edustajien haastattelun lisäksi he myös piirsivät oman hahmotelmansa PNG-verkostosta. Näiden verkostokuvien keskinäinen vertailu tuki haastatteluissa kerättyä ja litteroitua aineistoa. Empiirisen tutkimuksen tuloksissa aineistoa käsiteltiin teoreettiseen viitekehykseen perustuviin teemoihin tukeutuen. Teemojen avulla esiteltiin pääyhteistyökumppanien kokemuksia PNG-verkoston eri toimijoista, suhteista sekä tavoitteista sponsorointisuhteelle. Aineistosta havaittiin selkeitä yhtäläisyyksiä pääyhteistyökumppanien yhteistyön tavoitteissa sekä koetusta suhteesta sponsoroitavaan kohteeseen. Haastateltujen yritysten kokemukset omasta asemastaan verkostossa poikkesivat suuremmin toisistaan. Yhteistyön tavoitteet ja tausta vaikuttivat yrityksen kokemukseen verkostosta. Verkostosta tunnistettiin kuitenkin kaksi keskeisintä toimijaa erilaisista verkostokokemuksista huolimatta.

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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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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.

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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).