The Digital game art considerative to flow element of game

2013 ◽  
Vol null (26) ◽  
pp. 231-238
Author(s):  
이혜영 ◽  
LEEWONHYONG
Keyword(s):  
2013 ◽  
Author(s):  
Walter R. Boot ◽  
Neil H. Charness ◽  
Wendy A. Rogers ◽  
Arthur D. Fisk ◽  
Sara J. Czaja ◽  
...  

2020 ◽  
Vol 13 (1) ◽  
pp. 16-23
Author(s):  
Agatha Maisie Tjandra ◽  
Lalitya Talitha Pinasthika ◽  
Rangga Winantyo

In the recent five years, City parks have been developing rapidly in urban cities in Indonesia. Built in 2007, Taman Gajah Tunggal is one of the city parks located in Tangerang. This park is situated at The Center of Tangerang City on the edge of Cisadane River. Like many public spaces in Indonesia, this park has littering issues by visitors’ lack of care. This re- search is offered to develop social marketing by using a digital game for gaining awareness of Taman Gajah Tunggal’s visitors age 17-30 years old about littering issues. This paper focused on developing the prototyping process in iteration design method by using a digital game to suggest possibilities design for future development interactive installation design in public space which can bring a new experience.


Author(s):  
Karen Mutch-Jones ◽  
Danielle C. Boulden ◽  
Santiago Gasca ◽  
Trudi Lord ◽  
Eric Wiebe ◽  
...  
Keyword(s):  

2021 ◽  
Vol 148 ◽  
pp. 102582
Author(s):  
Maximilian A. Friehs ◽  
Martin Dechant ◽  
Sarah Vedress ◽  
Christian Frings ◽  
Regan L. Mandryk

2021 ◽  
pp. 204275302110229
Author(s):  
Magnus H Sandberg ◽  
Kenneth Silseth

Henrik Ibsen’s play Peer Gynt digs deep into the question of what it means to be oneself. An upcoming computer game version invites players to take on the role of Peer and thereby raises new questions about identity and identification. By recording dyads of students who play an early version of the game and analysing their interaction during gameplay, we examine how students collaboratively make meaning of the computer game. This study employs a sociocultural and dialogic approach to meaning making. In the analysis, we draw on Gee’s theory on multiple player identities and see the dyads playing together as two real-world selves negotiating on creating one virtual self through a co-authorship of situated meaning in what Gee calls the projective stance. To better understand their cooperation in this undertaking, we also apply Goffman’s term activity frames. The analysis shows how the dyads approach the game in different ways by establishing frames in which they interpret, impersonate or recreate Peer, in order to make meaning of their gameplay.


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