scholarly journals IMPLEMENTASI ALGORITMA PRIM SEBAGAI CREATOR JALUR PERMAINAN MAZE

2014 ◽  
Vol 9 (2) ◽  
Author(s):  
Devian Ricko Hutama ◽  
R. Gunawan Santosa ◽  
Junius Karel

In this modern era, computer provides more than mere a computing machine. Game is one of the advancements made, and maze is among the popular computer games. While maze is having a simple goal to exit, creating the maze itself is a challenging matter: creating a single winding and confusing path which connects one entry and one exit. This research implements the Prim Algorithm as a maze generator. User will required to enter certain size of the maze, and the system will automatically create the grids, randoming the entry and exit, and providing the necessary weight data for the grid. The Prim Algorithm will then process the weight data, rendering a maze path. This will provide a variation of maze for each game play. Results of the research shown that maze complexity is not affected by the randoming algorithm used to distribute the grid weights, but dependent to the maze size. Another result is that the number of  path walls deconstructed in an already- formed maze in order to make the correct path is carried on a certain pattern (N x N) - 1, dependent to the size of the maze (N x N).

Author(s):  
Jay Schulkin

The allure of afflictions and appetites gone awry are endless in the modern era. They range from the endless junk food we eat, to the computer games that lock our children to distraction, compulsion, and fixation on a screen. A sense of compulsion pervades addiction. For both appetite and addiction, incentives are mediated by diverse information molecules, which include CRF and dopamine. Chapter 8 explains how CRF is tied both to the ingestion of diverse drugs and to withdrawal. This process, however, is little understood. Indeed, one of the most important discoveries in the addiction research field was that for all addictive drugs that have been tested, this dual phenomenon on ingestion and withdrawal has been expressed; this included cocaine, heroin, alcohol, and cannabis, for example. The brain is active in all stages of addiction (preoccupation/anticipation, binge/intoxication, withdrawal/negative affect, and psychic pain), and is differentially regulated.


Author(s):  
Jinghui Hou

This study applied a uses and gratifications approach to investigate social games — the game applications integrated in social networking platforms. Users’ expected social gratifications and game gratifications from playing social games were examined. The investigation focused on three dimensions of game play: frequency, duration, and engagement of game activities. A hierarchical regression analysis found that social interaction and diversion are positive predictors of game play. Results suggest that there is a distinctly social aspect to social games that reflects their social networking characteristics. Social games should be described as social media rather than as just one category of online computer games.


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.


Author(s):  
Karen Kellison ◽  
George Font

Video games are serious work for today’s students. 93% of the K-12 population plays video games on a regular basis. Educators are now pressed to determine the appropriate integration of this technology into the pedagogy of K-12 classrooms. Research indicates that there are positive effects from playing serious video games, those that aim to teach something. Students are motivated and engaged during such game play. Some speculate that players are using and developing cognitive brain capabilities that have been dormant. The question is whether or not these games, if adequately designed, will teach more than just the skill of playing the game. This chapter takes a look at the evolution of play and games in K-12 education and then seeks to define serious computer games in terms of positive design elements and integration techniques for K-12 classrooms. In conclusion, a research agenda that moves educational gaming forward is explored.


2018 ◽  
Vol 10 (3) ◽  
pp. 261-285
Author(s):  
Walt Scacchi

Motorsports games and simulated automobile racing occupy a dynamic genre of computer games for entertaining play, critical game studies and ‘auto-play’. This article utilizes the lens of speculative design to present six scenarios that seek to motivate the design of autonomous eMotorsports games and play experiences through alternative design fictions. These fictions serve to help identify and tease out how different socio-technical configurations emerging around autonomous vehicles, motorsports games, sim racing user interfaces and user experiences, embrace or exclude different stakeholders. These stakeholders can shape how autonomous eMotorsports games, game play and game viewing will emerge and prosper. These fictions also serve as a narrative web of possible socio-technical configurations open to critical review through: (1) transhumanist spectacle and spectating; (2) technofeminist and gendered framings of these configurations; and (3) whether digital artefacts configured to realize autonomous eMotorsports games have politics.


2004 ◽  
Vol 110 (1) ◽  
pp. 52-61 ◽  
Author(s):  
Bernadette Flynn

This paper introduces questions about how space might be considered in studying computer games. It argues that established concepts of media aesthetics and narrative are no longer adequate for understanding the inhabited spaces of the computer screen. First, it considers a communications ‘post-narrative spatialisation’ as a foundation for game play. Second, it reads the work of social space theorists Lefebvre, Massey and De Certeau into a discussion of how the navigation of space is a cultural act. Third, building on the evidence of role-playing games and Merleau Ponty's notion of embodiment, the paper suggests that gameplay is a form of spatial practice that is grounded in the player's lived-in bodily experience and subjective viewpoint.


Author(s):  
Claire Dormann ◽  
Jennifer R. Whitson ◽  
Robert Biddle

This chapter addresses how computer games can support affective learning, taking specific focus on learning for the affective domain. It first explores this domain, describes the issues that can arise in support, and makes connections to the strengths of computer games. The chapter uses activity theory to highlight the role of a game as an effective mediator of learning in the affective domain. These studies of how games support the affective domain involve the observation of game-play and identification of recurring design elements that can be identified as patterns. The chapter describes several patterns, first in larger commercial games, and then in smaller serious games. Finally, it reflects on its findings, and surveys the general nature of game support for learning in the affective domain. Clear evidence is given that games can and do provide such support, with indications of even greater potential with better understanding of the nature of the game-play.


Author(s):  
Hanna Wirman

As a result of its unique characteristics as a technology and a medium, a computer game engages its players with several novel forms of coproductivity, such as modding, the making of machinima videos, and the writing of game play walkthroughs. Depending on the game, genre, and playing style, the player is either expected or encouraged to create game content and game-related texts of her own. This essay discusses the productive practices surrounding computer games, proposing five dimensions of player productivity: (1) game play as productivity; (2) productivity for play: instrumental productivity; (3) productivity beyond play: expressive productivity; (4) games as tools; and (5) productivity as a part of game play. Such mapping reveals limitations in views that consider fandom predominantly as productivity or approach player coproductivity straightforwardly as fandom. The essay aims to illustrate that we should look for alternative manifestations of fandom among players, those not solely based on productivity. By exploring various ways in which players of computer games take part in the production of the games they play, the essay discusses games as an excellent example of a participatory culture because of the blurring of professional and hobbyist productivity in games. Since new motivations for productivity are proposed, this view informs research about fandom and productivity in current media culture in general.


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