GAME DESIGN FOR INTERACTIVE COMMUNICATION AT ADVERTISING EVENTS OF UNIVERSITY

Author(s):  
Aina Strode ◽  
Viktorija Loktionova

The aim of the article - to study the essence of game design and the possibilities of usage games in the pedagogical-psychological context, to justify the choice of the game as tool of university advertising. Research methods - theoretical - research of literature and internet resources; empirical - interviews of experts. Since the aim of the projected game is to test and supplement the knowledge about Rezekne Academy of Technologies (RTA) and create interest in studying at RTA, the degree of research of the topic has been done by analyzing publications about the place of game in advertising, as a educational tool, as well as scientific articles about game design, its development process. The concept of advertising game includes the substantiation of the content, organizational, constructive and graphical solution.

Author(s):  
Ieva Širiņa ◽  
Aina Strode

Children's book illustrations have always been an area that allows artists to make the most of their creative potential. Modern design trends for children's books are changing both in the world and in Latvia. The most relevant of these are minimalism and color purity, simplicity and quality. Research also highlights the choice of illustration and font style in favor of retro style and handwriting. Picture books on the topics of kindness and love are popular in terms of content. Activity books are useful for interactive communication. The aim of the article is to develop the concept of graphic design of the ABC of Latgalian language by studying design trends in children's book illustration and the supply and demand of children's Latgalian literature in Latvia. Research methods: theoretical - research and analysis of literature and Internet resources, empirical - questionnaire, analysis of analogues.


Author(s):  
Diāna Apele ◽  
Andra Irbīte

<p><em>The article analyzes the architecture of the Stalin’s era in the Soviet Union, as well as it identifies and analyzes building processes in Rezekne in the fifties, providing a historical evaluation of the credibility of the research. In the</em><em> </em><em>research there have been used theoretical research methods: the research of sector-related literature, internet resources and archival documents and qualitative research methods: expert interviews and witness accounts. Triangulation of methods ensures credibility of the research.</em><strong> </strong></p><p><strong><em>The goal of the study:</em></strong><em> to describe the architecture of the Stalin’s era in the Soviet Union, to explore and analyze the construction process in Rezekne in the fifties of the 20th century and to provide a historical evaluation of the Culture House of Rezekne National Societies (former cinema "Zvaigzne").</em></p><p> </p>


2020 ◽  
Vol 3 (152) ◽  
pp. 57-64
Author(s):  
O. O. Oliinyk ◽  

Changing the system of family values, views of the society on the significance and functioning of the family institution contribute to the transformation of marital role relationships in modern families. The already formed model of role interaction, the ability of spouses to define and clearly distribute family roles and to treat them responsibly is the important factors in building constructive marital relations and creating a favorable psychological climate in the family. Objective. The research deals with the analysis of the essence of the “family role” concept and the classification of family roles; experimental definition and analysis of the main types of family roles in marital relations. Methods. Theoretical research methods were used to solve the research problem: analysis of scientific psychological literature, generalization method, systematization of scientific information. To solve the second part of the set objective, the empirical research methods were used, such as: conversation, psychodiagnostic method “Distribution of roles in the family” by Yu.Ye. Alioshyna, L.Ya. Hofman, O.M. Dubrovska, and also the method of processing and quantitative and qualitative interpretation of results. The research was conducted during September-October 2020. The study involved 11 married couples (husband and wife) with different marital experience of 22 people aged 25 to 47 years (Kyiv). All the couples have children aged 1 to 20 years. The results of an empirical study of the peculiarities of family roles distribution showed that the roles of entertainment organizer (63.64 %), master (mistress), (72.73 % and 63.64 %), the family subculture organizer (54, 55 % and 45.45 %) women and men share almost equally; the roles of educator and “psychotherapist” is more typical for women (90.91 % and 81.82 %); The role of sexual partner and the partner responsible for material support is more often performed by men (90.91 % and 72.73 %). The prospects for further research are seen in the study of role interaction in the parental families of adolescents and young people as a prerequisite for their future family roles.


Author(s):  
Darby Huk

Players sit around a table. A group of adventurers pause in their pursuit of escape. Stunned, they stare at the die that just rolled poorly, resulting in the loss of a dear friend, his throat ripped out because they could not save him. The players mourn the death of a fictional character who only ever existed within the game. Dungeons & Dragons (D&D) is a popular role-playing game illustrating the interconnectedness of drama, performance, and games. My presentation will examine this relationship, identifying factors from gameplay that suggest how performance fosters success in D&D for both actual players and fictional characters. Research into dramatic theory and game theory reveals how interdisciplinary concepts such as the “magic circle”, the “lusory attitude”, and uncertainty can apply to elements of D&D (Salen and Zimmerman, Suits, Costikyan). Data collected from in-person observation of D&D sessions, coding participants’ behaviour, and watching for instances of performance (e.g. voice change, pronoun switches, or mimetic gesture), has been combined with theoretical research to determine elements that better facilitate success in the game/campaign. These elements range from emotional situations that provoke players, to forms of invitations encouraging participation (Isbister, White). I have discovered that while in theatre performance acts as a vehicle for story, in D&D the story acts as a vehicle for performance. The in-game performance often facilitates fun between players, as well as leading them to success in the game, so a campaign that maximizes theatricality will not only result in more fun, but also more success. Works Cited Costikyan, Greg. Uncertainty in Games. MIT Press, 2013. Isbister, Katherine. How Games Move Us: Emotion by Design. MIT Press, 2016. Salen, Katie, and Eric Zimmerman. Rules of Play: Game Design Fundamentals. The MIT Press, 2004. Suits, Bernard Herbert. The Grasshopper: Games, Life, and Utopia. Broadview Press, 2014. White, Gareth. Audience Participation in Theatre: Aesthetics of the Invitation. Springer, 2013.


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 ◽  
Vol 42 (1&2) ◽  
pp. 206-223
Author(s):  
Pauline McLean

This paper utilized a non-empirical theoretical research framework for the purpose of examining possible solutions to the ethical and methodological dilemmas facing educational researchers. Two questions guided the examination: a) How relevant is research ethics in education research? and b) Which paradigm is a good fit for education research? A study of over two decades of seminal works and conference presentations revealed that education research is subject to the same professional code of ethics and guidelines as other Human and Social Sciences Research; therefore, educational researchers should avoid questionable practices by adhering to the “relativist utilitarian ethics of consequences” in the research process. While no single paradigm was identified as a good fit for education research, the quantitative–qualitative continuum, mixed–methods research, and alternative ways of teaching research methods courses were considered as possible approaches for addressing the methodological dilemmas that educational researchers encounter. Instructors of research methods courses are therefore expected to reflect on and re-evaluate the different ways in which philosophy, pedagogical strategies, and learning goals influence the redesign of their course.


2020 ◽  
pp. 60-85
Author(s):  
Irene Bernhard

In this chapter, the focus is on incentives for inclusive e-government. Five case studies of the implementation of contact centers in Swedish municipalities are described and discussed. The research methods used are mainly qualitative interviews with different categories of municipal personnel and with citizens. The main conclusion is that the implementation seems to contribute to increased accessibility of municipal services, even for those citizens who might have problems using Internet services. The study indicates a development towards increased equal treatment of citizens and a contribution to reducing problems related to the “digital divide.” Municipal services became more adapted to citizens' needs by using citizen-centric methods during the development process and in the daily work of the contact centers. The implementation of municipal contact centers can thus be seen as indicating incentives for local e-democracy and a step towards inclusive e-government, although there is still a need to go further in this direction.


2018 ◽  
pp. 629-646
Author(s):  
Shawn Y. Holmes ◽  
Brandi Thurmond ◽  
Leonard A. Annetta ◽  
Matthew Sears

Situated in the video game design literature to foster problem-based learning, this chapter illustrates the application of educational theories to create Serious Educational Games (SEGs). SEGs present a learning condition where students can be engaged in standard-based STEM concepts and incorporate these concepts into a fun, interactive challenge where the goal is to solve a problem. This chapter explores a theoretical research investigation of such a learning environment. Students researched standard-based STEM concepts then used design techniques (i.e., story creation, flow chart, decision trees, and storyboarding techniques) and proprietary software to develop their own SEGs. This work sheds light on the process and encourages others to partake in creating similar learning environments, while providing insight into how to design for sustainability.


2013 ◽  
pp. 115-132
Author(s):  
Peter J. Wasilko

This chapter introduces readers to a broad range of legal issues relevant to game designers and developers touching such topics as intellectual property protection, player disputes, employment, licensing, and taxation. It provides an overview of relevant law, but primarily focuses on how to bring legal considerations into game design, software development, and business planning so as to minimize one’s legal risk. The Principle of Severability is also highlighted as a way to increase users’ willingness to contribute content; it is then extended to offer guidance in setting up a Litigation Savvy Development process.


2011 ◽  
pp. 1039-1068
Author(s):  
Kim Feldmesser

The design of serious games based on sound learning and instructional principles is important to ensure learning is integrated in the ‘game-play’. However, the process of achieving this is not yet fully understood, and research is hampered by the lack of practical demonstrations of how effective instructional design is when used alongside game design. This chapter provides an example of a successful application of instructional design to the development process of a serious game for traffic accident investigators in the Dubai police force. We use the findings from an experiment conducted for 56 police officers to analyze how learning objects are affected by the instructional principles used. To conclude the chapter, we describe the implications of the use of serious games in the police force for policymakers, educators, and researchers.


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