Videogame Sciences and Arts. 11th International Conference, VJ 2019 Aveiro, Portugal, November 27–29, 2019 Proceedings

دانلود کتاب Videogame Sciences and Arts. 11th International Conference, VJ 2019 Aveiro, Portugal, November 27–29, 2019 Proceedings

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کتاب علوم و هنرهای بازی های رایانه ای. یازدهمین کنفرانس بین المللی، وی جی 2019 آویرو، پرتغال، 27 تا 29 نوامبر 2019 مجموعه مقالات نسخه زبان اصلی

دانلود کتاب علوم و هنرهای بازی های رایانه ای. یازدهمین کنفرانس بین المللی، وی جی 2019 آویرو، پرتغال، 27 تا 29 نوامبر 2019 مجموعه مقالات بعد از پرداخت مقدور خواهد بود
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توضیحاتی در مورد کتاب Videogame Sciences and Arts. 11th International Conference, VJ 2019 Aveiro, Portugal, November 27–29, 2019 Proceedings

نام کتاب : Videogame Sciences and Arts. 11th International Conference, VJ 2019 Aveiro, Portugal, November 27–29, 2019 Proceedings
عنوان ترجمه شده به فارسی : علوم و هنرهای بازی های رایانه ای. یازدهمین کنفرانس بین المللی، وی جی 2019 آویرو، پرتغال، 27 تا 29 نوامبر 2019 مجموعه مقالات
سری : Communications in Computer and Information Science, 1164
نویسندگان : , , ,
ناشر : Springer
سال نشر : 2019
تعداد صفحات : 282
ISBN (شابک) : 9783030379827 , 9783030379834
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 20 مگابایت



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فهرست مطالب :


Preface
Organization
Contents
Games and Theories
First-Person Refugee Games: Ludonarrative Strategies for Playing the Stories of Refugees and Asylum Seekers
Abstract
1 Introduction
2 Suffering and Media Representations of Refugees
3 Emotions, Suffering in Games, and Compassionate Play
4 Games for Compassion? The Makers and Audiences of “Refugee Games”
5 First-Person Stories: Focalization, Strong Characterization, Narrators
6 Reality-Inspired Interface Games: Bury Me, My Love and Finding Home
7 Autobiographical JPRG-Like Game with YouTube Aesthetics: Path Out
8 Surreal Cyberpunk First-Person Adventure: North
9 Conclusions
References
Games Within Games
Abstract
1 Introduction
2 Our Willingness to Play Games
3 The Interlacing of Fictional Levels
4 Games Within Games
4.1 Games Within Games Without an Impact on the Gameplay of the Macrogame
4.2 Games Within Games with an Impact on the Gameplay of the Macrogame
5 Conclusion
References
MPF Framework: An Aesthetic and Phenomenological Approach to Ludic Difficulty in Video Games
Abstract
1 Introduction
2 Background
3 MPF Framework
3.1 Mechanics
3.2 Performance
3.3 Fiction
4 Case Study
5 Conclusions
References
Rules of Videogames and Controls in Digital Societies
Abstract
1 Introduction
2 Game and Play
3 Rules in Games
4 Videogames
5 Codified Game Rules
6 Video Games in Modern Digital Societies
7 Conclusion
References
Table Boards
Towards a Tabletop Gaming Motivations Inventory (TGMI)
Abstract
1 Introduction
2 Background
2.1 The Questionnaire
2.2 Motivations and Their Associations
3 Method
3.1 Procedure and Participants
3.2 Measures
4 Results
5 Discussion
5.1 TGMI - The Questionnaire
5.2 Motivation - Prior Experience, Frequency of Play and Geography Associations
5.3 Limitations and Future Studies
6 Conclusion
References
Back in the Game
Abstract
1 Board Game Market Trends
2 When Games Started to Become Modern
3 Modern Board Games Publishing
4 Conclusion
Acknowledgements
References
Design of a Collaborative Tabletop Game for Civic Engagement: Serious Games in Rural India
Abstract
1 Introduction
2 Related Work
2.1 Serious Games
2.2 Games for Civic Engagement
2.3 Four Measures of Interest for Civic Engagement
3 Game Design and Testing Method
3.1 Game Design and Development
3.2 Playtesting Method
4 Results
4.1 Collaborative Strategy Creation
4.2 Engagement Motivation
4.3 Planning and Resource Allocation
4.4 Service Leadership
5 Discussion
6 Conclusion
References
Supporting the Game Construction Process: Development of Artefacts in the Context of a Toolkit to Game Design
Abstract
1 Introduction
2 Gamers4Nature: Defining the Project’s Identity
3 Game Construction Cards Set
3.1 Conceptual Framework
3.2 Methodology
3.3 Stage 1: Cards Set First’s Artefacts
3.4 Stage 2: First Version of the Game Construction Cards Set
3.5 Stage 3: Redesigned Game Construction Cards Set
4 Next Stage: The Educational Resources Card Set
5 Conclusions
Acknowledgments
References
eSports
The Portuguese eSports Ecosystem: An Exploratory Approach
Abstract
1 Introduction
2 The Digital Games Ecosystem
3 eSports as a Networked Media Phenomenon
4 The Portuguese eSports Ecosystem
5 Concluding Remarks
References
Game Design Decisions and Communication Theories Applied to eSports: A Literature Review
Abstract
1 Introduction
2 Research Question
3 eSports Characteristics: The Defining Attributes
4 Methods
5 Results
6 Conclusion and Future Research
Acknowledgements
References
How Society’s Negative View of Videogames Can Discourage Brands from Sponsoring eSports
Abstract
1 Introduction
2 Methodology
3 Literature Review
3.1 Unproductive Activity
3.2 Virtual Violence
3.3 Gaming Addiction
3.4 Gambling Addiction
4 Conclusions
References
Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario
Abstract
1 Introduction
2 Methodological Procedures
3 Comprehending Group Membership
4 “A Team, a Common Dream”: The Development of Group Cohesion
5 Final Considerations
References
Uses and Methodologies
Broad Environmental Change Blindness in Virtual Environments and Video Games
Abstract
1 Introduction
2 Method
2.1 Participants
2.2 Design
2.3 Materials and Apparatus
2.4 Procedure
3 Results
4 Discussion
References
Virtual Reality Arcades: A Study on Usage Habits with Emphasis on Digital Gaming
Abstract
1 Introduction
2 Background
2.1 Virtual Reality Arcades
3 Methodology
4 Results
4.1 Habits of Using Virtual Reality Arcades
4.2 Gender
4.3 Age
4.4 Physical Activity Background
5 Discussion and Conclusions
6 Limitations and Future Research
Appendix A. Usage Habits in VR Arcades Questions
References
Jizo: A Gamified Digital App for Senior Cyclo-Tourism in the miOne Community
Abstract
1 Introduction
2 Background and Related Work
2.1 Gamification in Tourism
2.1.1 REXplorer
2.1.2 Eye Shakespeare
2.2 Cycling Exergames
2.2.1 Join-in Exerbiking
2.2.2 Pedal Tanks
2.2.3 Pedal Kart
2.3 Gamification in Cycling
2.3.1 Cyclers
2.3.2 Strava
2.3.3 Zwift
3 Method
3.1 Semi-structured Interviews
3.2 Co-design Techniques in Development Research Method
3.3 The Participants
3.4 Data Collection and Analysing Procedures
3.5 Ethical Issues
4 Jizo App
4.1 Gamification Elements
4.2 Prototyping
4.2.1 Typography
4.2.2 Colour
4.2.3 Logo
5 Evaluation and Discussion
6 Conclusions and Further Work
Acknowledgments
References
Gamification for Graphic Education: A Case Study on Innovative Methodology
Abstract
1 Introduction
2 Literature Review and Related Statistic Research
3 The Commercium & Cognitionis Project
3.1 The Preceding Route
3.2 The Ongoing Project
3.3 Complementary Adjustments and Strategies
4 Considerations
Acknowledgment
References
Game Criticism
Personalized Game Reviews
1 Introduction
1.1 Motivation
1.2 Problem
1.3 Hypothesis
2 Related Work
2.1 Game Reviews
2.2 Player Models
2.3 Game Profiling
2.4 Explored Machine Learning Algorithms
3 Methods and Procedures
3.1 Approaches
3.2 Methodology
3.3 User Questionnaire
3.4 Game Filtering
3.5 Dataset Filtering and ARFF Preparation
3.6 Algorithm Filtering
3.7 Review System
3.8 Review System Validation
3.9 GRS and Metacritic Comparison
4 Results
4.1 Demographic Results
4.2 Game Filtering Results
4.3 Review System Training Results
4.4 Generic Review System
4.5 Review System Validation Results
4.6 Comparing GRS to Metacritic Scores
5 Conclusions
5.1 Future Work and Application
References
The Symbolic Labyrinth in the Mythogame: The Axes Minos-Daedalus and Theseus-Minotaur in the Contemporary Video Game
Abstract
1 Introduction
2 The Mythical Stories of the Labyrinth
2.1 Minos and Daedalus
2.2 Theseus and the Minotaur
3 Labyrinths, Mazes and Games
4 Daedalus and Minos: Mazes of Creativity and Power
5 Theseus and the Minotaur: Hero and Challenge
6 The Return of the Unicursal Labyrinth: Ariadne’s Thread
7 Conclusions
References
Classifying Multiplayer Hybrid Games to Identify Diverse Player Participation
Abstract
1 Introduction
2 Background
2.1 Hybrid Games
2.2 Player Participation
3 Methodology
3.1 The Hybrid Game Model
3.2 Identifying Various Hybrid Games
4 Classification of Hybrid Games
4.1 Type 1: One Segregated with Many
4.2 Type 2: One with Many
4.3 Type 3: Level Playing Field with Core
4.4 Type 4: Everyone Segregated
4.5 Type 5: One Segregated with Multiple Teams
4.6 Type 6: Round Robin
4.7 Type 7: Open Segregation
4.8 Type 8: Open Nomination
5 Conclusion
References
E.T. Phone Home, or from Pit to Surface: Intersections Between Archaeology and Media Archaeology
Abstract
1 Introduction
2 Media Archaeology, Revisited
3 Archaeology and Archaeogaming
4 HSW: Yar’s, Raiders, and E.T.
5 Rewriting the History of a Legend
6 Final Thoughts
References
Author Index




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