The Development Of Visual Aspects In Video Games Over The Years

2016 ◽  
Vol 7 (2) ◽  
pp. 18-22
Author(s):  
Christian Aditya

This report investigates the importance of creating a realistic environment in order to create an immersive world in digital games. The discussion will start from the history of Digital game development until now, discussing on the limitations of gaming consoles from time to time, and how game designers nowadays keep pushing the boundaries of the visual aspects of their game. Then focusing the discussion on the technical and art aspect of digital game design. By doing the analysis in this report, we can conclude that there are several reason that affects the visual quality of video games, such as the technology of the game console, the limitation of game engine, and also the skill of the game artist itself. Key words : Video Games, Digital Games, Game Console, Environment, Game Engine.

2020 ◽  
Author(s):  
Shahrul Affendi Ishak ◽  
Rosseni Din ◽  
Umi Azmah Hasran

UNSTRUCTURED In modern digital age, digital games being used as informal media for STEM education and medical therapy through digital game-based learning (DGBL). Digital game serves learners with a graphical system of interaction that allows them to enhance scientific concepts with an enjoyable environment. The vastly increasing number of digital games produce in the market affects the quality of the STEM digital games while requiring multidisciplinary experts. This paper proposes a framework for STEM digital game-based learning throughout input-process-output stages. Several literatures have been reviewed from the early 2000s and present studies to discuss the new viewpoint on design and developing digital games particularly for STEM. This proposed framework consists of digital game development as input, experience as a process, and constructs involved as output to ensure the game's output is a universal research product. The simple and precise framework will lead to a universal product used for various types of learners. This paper presents the new perspective on the framework for design and developing STEM digital games in DGBL. This framework can be used as a guideline for game designers, developers, and STEM experts to develop STEM digital games for various purposes to achieve better learning or learning outcome when designing digital games for STEM.


Author(s):  
Mirosław Filiciak

The article is devoted to practices of constructing narratives about the history of the Polish digital game industry and its connection to the system transition. The author analyzes both contemporary publications devoted to the history of Polish games as well as early examples of digital games and historical sources, such as advertisements and press articles from the mid-1980s to the mid-1990s. The juxtaposition of contemporary, heroic narratives and originary sources allows the author to deconstruct the story of the Polish gaming industry and propose a new way of writing its history, in the spirit of methods proposed by Mariana Mazzucato, Manuel Castells, or Pekka Himanen.


Author(s):  
Mirosław Filiciak

The article is devoted to practices of constructing narratives about the history of the Polish digital game industry and its connection to the system transition. The author analyzes both contemporary publications devoted to the history of Polish games as well as early examples of digital games and historical sources, such as advertisements and press articles from the mid-1980s to the mid-1990s. The juxtaposition of contemporary, heroic narratives and originary sources allows the author to deconstruct the story of the Polish gaming industry and propose a new way of writing its history, in the spirit of methods proposed by Mariana Mazzucato, Manuel Castells, or Pekka Himanen.


2016 ◽  
Vol 20 (5) ◽  
pp. 492-508 ◽  
Author(s):  
Alison Harvey ◽  
Tamara Shepherd

Recent controversies around identity and diversity in digital games culture indicate the heightened affective terrain for participants within this creative industry. While work in digital games production has been characterized as a form of passionate, affective labour, this article examines its specificities as a constraining and enabling force. Affect, particularly passion, serves to render forms of game development oriented towards professionalization and support of the existing industry norms as credible and legitimate, while relegating other types of participation, including that by women and other marginalized creators, to subordinate positions within hierarchies of production. Using the example of a women-in-games initiative in Montreal as a case study, we indicate how linkages between affect and competencies, specifically creativity and technical abilities, perpetuate a long-standing delegitimization of women’s work in digital game design.


2014 ◽  
Vol 39 (1) ◽  
Author(s):  
Bob De Schutter ◽  
Steven Malliet

AbstractThe current study aims to integrate the findings of previous research on the use of video games by older adults by applying the Uses & Gratifications (U&GT) paradigm (Blumler and Katz, 1974). A qualitative study was performed with 35 participants aged between 50 and 74, who were selected from a larger sample of 213. Based upon their primary playing motives and the gratifications they obtain from digital game play, a classification was developed, resulting in five categories of older adults who actively play games: “time wasters”, “freedom fighters”, “compensators”, “value seekers” and “ludophiles”.


2018 ◽  
pp. 159-172 ◽  
Author(s):  
Phu Vu ◽  
Martonia Gaskill

This chapter examined five cases of pre-service teachers' abilities and attitudes towards creating and using digital games in their future teaching. Participants included five pre-service teachers at a Midwest public university. The participants underwent the same research procedure including: pre-project open-ended interview, training session, and post-project open-ended interview. The researchers analyzed participants' responses to the interviews and the quality of the games they created, using the Educational Electronic Games Rubric. Results showed that students not only enjoyed learning about digital games, but also were able to create quality games without coding knowledge or advanced technology skills. Five participants indicated that they plan on creating and integrating digital games into their future teaching.


2022 ◽  
pp. 151-167
Author(s):  
Yasemin Özkent

Different precautions such as quarantine, social distance, and hygiene applications have been taken around the world to prevent the spreading of the virus during the COVID-19 pandemic. While these precautions brought many sectors to a halt, digital-based platforms have been used more actively. The pandemic changed daily work, leisure, education, and the time spent with families and how people distribute their time on these items. The interest toward digital games increased as the result of COVID-19 quarantine. As people spent more time at home, they tended to play games to socialize. This study aims to evaluate the changes and tendencies in the consumption of video games during the pandemic period in Turkey. Accordingly, the consumption of online video games in 2020 was analyzed through comparing with 2019. As a result, it was detected that more time and money was spent during the pandemic period on the digital game sector which was also important before.


Author(s):  
Guaracy Silveira

Guided by the principles of digital game design, the author proposes a reformulation of the pedagogical objectives and focuses of the pedagogical graduate courses, especially in relation to internship and training stages, in a problem-solving model based on digital games intending to shift the formation of future teachers from an abstract model to a real-life-based problem, thus proposing guidelines for an interdisciplinary project. The chapter summaries this proposal enlisting the necessary structural changes needed to achieve this goal to guide those wishing to adjust their pedagogical projects in a way to insert the digital games as educational devices in their courses without having to remodel the entire existing course. An introduction to the problem is made, its theorical background presented, followed by a contextualization of the Brazilian educational area with the proposition delineated and a conclusion.


2017 ◽  
Vol 22 ◽  
pp. 49-60
Author(s):  
Bartłomiej Mycyk

Problem of Factors Affecting Transformations of the Digital Games Medium. Introduction Phenomena of video games is constantly changing. Many of the changes have induced modi­fications of understanding of specific game genres, their crucial features and even essential factors of the whole phenomena. The aim of this paper is to point out the most important factors that af­fect evolution of video games. Is technological advance the main reason of games’ transformation? Author attempts to determine how features and capability of devices e.g. personal computers or consoles affect quality of video games. The next problem is influence of „indie” creators on video games’ evolution, as well as phenomena of specialization of the electronic entertainment.


Sign in / Sign up

Export Citation Format

Share Document