electronic game
Recently Published Documents


TOTAL DOCUMENTS

76
(FIVE YEARS 18)

H-INDEX

12
(FIVE YEARS 1)

Author(s):  
Bambang Pudjoatmodjo ◽  
Amir Hasanudin Fauzi ◽  
Sazilah Salam ◽  
Tio Ahmad Muluk ◽  
Dendy Syahreza Maulana

Gobak Sodor is a traditional game that came from Indonesia. Gobak Sodor is also known as a different name in Indonesia and Malaysia, such as Panjang tangan in Riau-Sumatra, Asing in Makassar, Galah Asin in West Java, and Galah Panjang in Malaysia. Gobak Sodor is a game that is played in two groups and has a rule that one group must prevent the opponent through the line back to back. However, Indonesia's open area has gradually reduced so that people difficult to play gobak Sodor. The loss of open land for playing Gobak Sodor and game technology advances make children slowly forget the gobak sodor. In the present time, technology is common for people to support their daily life activities. One of technology implementation form is electronic game, where peoples can play without the limitation of time and space. The electronic game also give pleasure and fun as much as conventional game activities. With the form of electronic game, this research develop a game application which implements all of the gobak sodor rules. Where the players can play the gobak sodor using their mobile device and without the trouble to play on a field or open space. Using electronic game for playing Gobak Sodor gives people satisfaction, awareness. In the hope that this will preserves the traditional game Gobak Sodor. The survey found that 80% of people have an interest to play The Gobak Sodor game.


2021 ◽  
Vol 16 (28) ◽  
pp. 334
Author(s):  
Jefferson Saylon Lima de Sousa ◽  
Carlos Benedito Alves da Silva Júnior ◽  
Rosinete de Jesus Silva Ferreira

A partir das noções de Game Sound e Topologia Sonora analisamos a sonorização do accessible game francês A Blind Legend, que se trata de um audiogame mobile do gênero adventure. Discutindo sobre os conceitos de áudio interativo reativo e áudio interativo adaptativo observaremos como cada uma das três técnicas de sonorização inclusiva aplicadas neste tipo de jogo – Audio Quake, Serialization e Audio Icons/Audio Cues – se comportam dentro da narrativa consumida através do áudio binaural. A proposta é compreender como se desenvolve a sonoridade em um jogo eletrônico 100% sonoro a partir da ótica da imersão e da inclusão. Faz-se antes uma breve revisão histórica sobre o papel do som nos jogos eletrônicos.A bling legend: inclusive sonority in the processo f na audiogameAbstractFrom the notions of Game Sound and Sound Topology, we analyzed the sound of the French accessible game A Blind Legend which is a mobile audiogame of the adventure genre. Discussing the concepts of reactive interactive audio and adaptative interactive audio we will observe how each of the three inclusive sound techniques applied in this type of game – Audio Quake, Serialization and Audio Icons/Audio Cues – behave within of the narrative consumed through binaural audio. The proposal is to comprehend how the sonority is developed in a 100% sound electronic game from of the optical of the immersion and inclusion. Rather, a brief historical review of the role of the sound in electronic games is made.Keywords: Audiogame; game audio; a blind legend; inclusive audio.


2021 ◽  
Vol 12 (2) ◽  
pp. 390-396
Author(s):  
Krasimira Yancheva ◽  

This article presents the effect of developed and applied in practice „technology for digital diagnostic model“ on the principle of „input-output“ for diagnosing the cognitive abilities of children in mathematics in a preparatory group in kindergarten. By using resources of information technologies and PowerPoint programs of Microsoft, Open Board (Open-Sankore) 1, MS Forms, the challenge-diagnostics is realized in the form of „educational electronic game“.A ssessment tasks are presented in an attractive, interesting, close and motivating way for children, with the possibility of instant self-assessment level of knowledge. At the same time, the „model“ facilitates the teacher by alleviating the administrative burden in his work by quickly and timely updating the results of the diagnosis and reducing the subjective factor in „assessing“ the children’s knowledge.


2020 ◽  
Vol 10 (1) ◽  
Author(s):  
Md Irteja Islam ◽  
Raaj Kishore Biswas ◽  
Rasheda Khanam

AbstractThis study examined the association of internet use, and electronic game-play with academic performance respectively on weekdays and weekends in Australian children. It also assessed whether addiction tendency to internet and game-play is associated with academic performance. Overall, 1704 children of 11–17-year-olds from young minds matter (YMM), a cross-sectional nationwide survey, were analysed. The generalized linear regression models adjusted for survey weights were applied to investigate the association between internet use, and electronic-gaming with academic performance (measured by NAPLAN–National standard score). About 70% of the sample spent > 2 h/day using the internet and nearly 30% played electronic-games for > 2 h/day. Internet users during weekdays (> 4 h/day) were less likely to get higher scores in reading and numeracy, and internet use on weekends (> 2–4 h/day) was positively associated with academic performance. In contrast, 16% of electronic gamers were more likely to get better reading scores on weekdays compared to those who did not. Addiction tendency to internet and electronic-gaming is found to be adversely associated with academic achievement. Further, results indicated the need for parental monitoring and/or self-regulation to limit the timing and duration of internet use/electronic-gaming to overcome the detrimental effects of internet use and electronic game-play on academic achievement.


PLoS ONE ◽  
2020 ◽  
Vol 15 (11) ◽  
pp. e0241887
Author(s):  
Arthur Chortatos ◽  
Sigrun Henjum ◽  
Liv Elin Torheim ◽  
Laura Terragni ◽  
Mekdes K. Gebremariam

Background Literature focusing on the association between sedentary behaviours and physical activity has provided equivocal results and has been dominated by TV viewing as the indicator of sedentary behaviour. There is a need for more studies exploring the association between contemporary screen activities and physical activity among youth. Methods A cross-sectional study including 742 adolescents was conducted in 2016. Data were collected at school through an online questionnaire. Regression analyses were used to explore the association between different screen-based sedentary behaviours and participation in physical activity. Results The results showed that those with lower (vs higher) time spent on TV/movie streaming and electronic game playing both on weekdays and weekend days had significantly higher odds of participating in physical activity. There were no significant associations between socializing/surfing online both on weekdays and weekend days and physical activity in adjusted models. Conclusions TV/movie streaming and electronic game playing during both weekdays and weekend days were significantly inversely related with participating in physical activity. Initiatives aimed at reducing screen-based sedentary activities might result in favourable effects on physical activity levels among adolescents.


2020 ◽  
Vol 4 (2) ◽  
pp. 119
Author(s):  
Wang Hanyue

With blossoming of the electronic games, the strategy of game developer preference is that the player uses real money to buy the virtual property in the game. The purpose for the strategy which keeping the game promote and developing the game system on the platform to attract more users.With the increasing amount of game, the main strategy is same. The chain, the End User License Agreement (EULA) which between the game developer and player is vital. EULA used to rule that the virtual property is belong to the game developer. However, for now, the virtual property has different acquisition way, “all virtual property belongs to the developer” since already unfair.Staring from the first virtual property lawsuit in China, this paper introduces the virtual property of electronic game and legal protection in US and China. Second, discussion the reasons to protection virtual property and provide proposals for a potential legislative solution in China. At the end, this paper presents the reason that copyright law not suitable to protect the virtual property.


2020 ◽  
Vol 29 (10) ◽  
pp. 2868-2878
Author(s):  
Xiaohui Yang ◽  
Zhenhong Wang ◽  
Xiaoju Qiu ◽  
Liqi Zhu

Sign in / Sign up

Export Citation Format

Share Document