Challenges of Online Game Development: A Review

2009 ◽  
Vol 40 (5) ◽  
pp. 688-710 ◽  
Author(s):  
Graham Morgan
Keyword(s):  
2014 ◽  
Vol 685 ◽  
pp. 651-654
Author(s):  
Yang Na Su

Mobile learning is the future development of digital learning, Due to the different mobile development system for different mobile devices, which became a major bottleneck for mobile development. Existing mobile learning resources are scarce, showing most of the text, web pages, video format, rare game theme unattractive for the format of fixed points, lack of reusability and versatility. Base on the characteristic of Dispersed, fragmentary characteristics of mobile learning, imitating the form of the theme of the popular online game, to make the learner a more active, more effective and more lasting in mobile learning. Use Flash to develop mobile learning teaching game, introduces the idea of integrable Ware to mobile game development, separate the knowledge from the game, and improve the reusability and versatility of the game.


2021 ◽  
Vol 905 (1) ◽  
pp. 012045
Author(s):  
P Wiratama ◽  
D G Suharto ◽  
I D A Nurhaeni

Abstract Education for Sustainable Development (ESD) is essential for achieving SDG’s goals, including goal 13: take urgent action to combat climate change and its impact. Game-based learning is a promising cutting-edge innovation in learning methods. Nevertheless, the internationalization of higher education demanding more technology utilization to enable transnational classes. This study provides a SWOT analysis of the online game-based learning (OGBL) method on clime change issues. Based on the PRISMA guidelines, this study concludes that OGBL has more strengths and opportunities than weaknesses and threats. Strength factors namely flexible, engaging, and enhance the learning process. Opportunities such as emerging academic community and events, developing new professions, and abundance of the development areas. However, game development is complex as a weakness. The varieties of technology savviness levels among facilitators and users and the digital divide are threats to OGBL.


Author(s):  
Stephen B. Gilbert ◽  
Wonsil Jang ◽  
Austin Garcia ◽  
Nicholas Krone ◽  
Mahmood Ramezani ◽  
...  

Every year natural disasters and other large scale human challenges occur that require group cooperation and collaboration to provide the first steps of successful conflict resolution. All too often, stakeholders in these complex dilemmas lack empathy and understanding of others’ interests. This research describes the challenges of adapting a face-to-face game designed to address these issues to an online game called ReSolution. While the game development is still underway, the authors describe their approach to addressing three challenges during this adaptation: 1) maintain personal engagement online, 2) scope the negotiation complexity, and 3) automate personalized feedback and learning.


Author(s):  
Caleb T. Carr ◽  
Paul Zube

Network autocorrelation occurs when individuals receive assistance from others which regulates their own behavior, and it can be used to explain how group members may improve their task performance. This study explored how network autocorrelation, via informal communication within a virtual group, affected an individual’s task achievement in the online game World of Warcraft. Informal interactions between guild members during a 4-year period were collected and analyzed to assess how informal interactions with other group members affected an individual’s in-game achievement. Findings indicate informal communication from other group members (specifically the experience and helpfulness of the other members) positively predict an individual’s task performance, while tenure with the group negatively predict individual achievement. Findings are discussed with respect to network analysis and influence in online groups.


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