scholarly journals Clube de Desenvolvimento de Jogos - Um Curso Aberto de Desenvolvimento de Jogos

Author(s):  
Guilherme Ismael Flach ◽  
Vinicius Hartmann Ferreira

The game development process, for digital and analog games alike,involves many different knowledge areas and because of it, couldhelp in increasing a diverse range of skills. In this context, thisarticle reports the experience of an extension project which offered,via an open to the public, online platform, a course about the basicconcepts of game development. In order to achieve that, a series oflivestreams were transmitted, in which a variety of game creationtopics were discussed, including, but not limited to: game design,probabilities studies, basic programming logic and resources usedin game development. This was done in hopes of increasing theparticipants computer science knowledge and skills, with an emphasison programming, while also enabling them to express theirartistic capabilities and creativity trough digital means.

2011 ◽  
Vol 480-481 ◽  
pp. 956-961
Author(s):  
Chai Gang ◽  
Xiao Yu Huang

This paper studies the application of computer games in the popularization of forestry science knowledge and proposes a method of 3D game development based on Virtools platform, which creates 3D models in 3ds max and Maya, and then realizes the game functions in Virtools. This paper designs and develops a 3D game for the popularization of forestry science, gets a better balance between knowledge and game play, and enhances the users' interaction experience by adding the gamepad, which has great reference and practicability value. Computer games will play an increasingly important role in the popularization of forestry science.


2021 ◽  
Vol 6 (1) ◽  
pp. 52-59
Author(s):  
Anggy Trisnadoli ◽  
Jan Alif Kreshna

Educational Mobile Game ‘Ayo Wisata ke Riau’ is a mobile-based educational game application that was developed in 2017 on the Android platform. The quality requirements used in this game development have been adjusted for the available Educational Mobile Games. Even though it went well, there were many complaints from users during the direct implementation survey. This becomes material for re-evaluation, whether the game is ready to be disseminated to the public. Based on this occurence, a gap analysis was carried out to see the feasibility and the need for improvements to the game application that had been built. Based on the results of the gap analysis that has been carried out, it is indicated that there is a need for significant improvements in the areas of performance and user satisfaction. So that in this study, a design reengineering was carried out that was focused on improving the two things that were considered crucial, so that the results of the design and implementation that had been improved could provide better performance and user satisfaction scores than previous developments.


Author(s):  
Rikman Roedavan ◽  
Agus Pratondo ◽  
Rio Korio Utoro ◽  
Apriyanti Putri Sujana

Games are interactive multimedia products that require programming logic and graphic design capabilities in the development process. Game development using Unity Game Engine has become a primary subject in the Multimedia Engineering Technology study program, School of Applied Sciences, Telkom University. In the initial observation, it was found that more than 33% of students have difficulties in making a game using the C# language for Unity. The students understand the Game Design Pattern logic but having difficulty when applying it into programming codes. This research proposes Zetcil, a Game Mechanic Framework that simplifies the game development process for the Unity Game Engine. This framework turned most of the text-based programming commands into visual properties. Based on research for two years, it concluded that the Zetcil could increase 36% of student's confidence to develop games prototype rapidly.


2020 ◽  
Author(s):  
Carlos Alberto Catalina Ortega ◽  
Svjetlana Kolić-Vehovec ◽  
Barbara Rončević Zubković ◽  
Sanja Smojver-Ažić ◽  
Tamara Martinac Dorčić

UNSTRUCTURED Objectives: The main purpose of the paper is to define a new methodology that allows the design of Serious Games that promote a behavioural change. The methodology is based on the Intervention Mapping Protocol (IMP) to define all the information and interventions and Applied Behaviour Analysis (ABA) to promote the behaviour change. Materials and methods: The methodology is based on the experience of game designers and psychologies within the eConfidence H2020 research project in which a new methodology was designed and implemented in two serious games. The game development methodology is described in six steps to be followed, with the psychological perspective integrated with the game design. Both games were tested in 10 schools with a pre and post-test for the data analysis. Results: Both games developed within the methodology present relevant findings on the change of behaviour of the users. Additionally, the proposed metric integrated allows a database improvement of the games to get better results. Conclusion: New methodology for design and study effectiveness of Serious Games that promote behavioural changes, was designed and integrated into two serious games that demonstrate changes in the users. The methodology could help other teams in the work of design and assess the effectiveness of a Serious Game for behavioural change.


2021 ◽  
Vol 235 ◽  
pp. 02076
Author(s):  
Yanrong Huang ◽  
Bin Huang ◽  
Min Chen

Crowdsourcing is an important form for enterprises to realize open innovation, which can gather the wisdom of the public and gather talents from various fields to participate in technological innovation and value creation. This paper systematically reviews the emergence and development of crowdsourcing in China, analyzes the causes and characteristics of the four stages of crowdsourcing development with the clue of major events in the development process of crowdsourcing; takes the operation process of crowdsourcing as the breakthrough point, discusses the bidirectional driving optimization path for the benign rolling development of crowdsourcing mode under the background of “mass entrepreneurship and innovation”; and prospects. Finally, the future development direction of crowdsourcing mode is pointed out.


Author(s):  
Sara de Freitas ◽  
Steve Jarvis

This chapter reviews some of the key research supporting the use of serious games for training in work contexts. The review indicates why serious games should be used to support training requirements, and in particular identifies “attitudinal change” in training as a key objective for deployment of serious games demonstrators. The chapter outlines a development approach for serious games and how it is being evaluated. Demonstrating this, the chapter proposes a game-based learning approach that integrates the use of a “four-dimensional framework”, outlines some key games principles, presents tools and techniques for supporting data collection and analysis, and considers a six-stage development process. The approach is then outlined in relation to a serious game for clinical staff concerned with infection control in hospitals and ambulances, which is being developed in a current research and development project. Survey findings from the target user group are presented and the use of tools and techniques explained in the context of the development process. The chapter proposes areas for future work and concludes that it is essential to use a specific development approach for supporting consistent game design, evaluation and efficacy for particular user groups.


2021 ◽  
Author(s):  
◽  
Lynne Carmichael Allan

<p>The role that the physical environment of an exhibition plays in the visitor's experience of a museum is a topic that, though increasingly acknowledged in museum studies, has not yet received detailed attention from researchers. The interaction of exhibitor and visitor, in and through exhibitions, can be situated in the wider context of the recent paradigm shirt within museum practice, towards communication with the public and developments in museum theory, which consider the qualitative aspects of the visitor experience as an active dialogue, conversation or a process of meaning-making. This dissertation examines the interactive exhibit Stowaways in the permanent exhibition, Blood, Earth, Fire - Whāngai, Whenua, Ahi Kā, at the Museum of New Zealand Te Papa Tongarewa. It considers the question 'How does the physical environment affect the meanings that the visitor makes in and after visiting the exhibition?' The study builds on existing New Zealand research, which questioned the gap between exhibition creation and visitor reception. A theoretical framework was constructed from relevant strands of the literature of museum studies, visitor studies and exhibition design. A qualitative approach was employed, in order to examine in detail both the exhibition development process and then how the visitor responded to the exhibition. Several methods were used to conduct the research, such as archival research and interviews with both the museum staff and seven visitors, who came with their families to the exhibit. The findings provide interesting evidence of the complex and deep affect that the built exhibition space can have on the visitor, not just at the time of the visit but long afterwards. This was an affect that rippled out from the individual to their family group and everyday life. This dissertation makes a small but significant contribution to museum studies in New Zealand, through an integrated examination of the production and reception of a museum exhibit, from the perspective of both the visitor and the museum. One of the main conclusions was to re-iterate the important role of exhibition evaluation in facilitating a more complete communication between museum and visitor, by allowing museum professionals to build on the experience of the development process in a way that can inform future practice.</p>


2018 ◽  
Vol 18 (2) ◽  
pp. 172-199 ◽  
Author(s):  
Cleiton Rodrigues de Vasconcelos ◽  
Daniel Pereira da Silva

The protection of intellectual property (IP) is a crucial area to support the development process of any country, as it is in this context that the biggest strategic disputes are taking place. In recent years Brazil has developed some actions to achieve greater efficiency in the public IP management system, but are we on the right track? The present study seeks to present answers regarding the performance of Brazil and to highlight the advances and challenges regarding the IP system. The methodological approach was structured based on a review in the literature, highlighting the scientific, economic and technological indicators on the development of IP and the main IP objects registered with the Brazilian national intellectual property body (INPI) in the period of 2013 to 2016, in the areas of patents, trademarks, industrial design, computer program, circuit topography, technology contracts and geographical indication.


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