game features
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2022 ◽  
pp. 705-732
Author(s):  
Corey D. C. Heath ◽  
Troy McDaniel ◽  
Sethuraman Panchanathan

Students with learning disabilities (LD) or attention disorders (AD) often require supplementary or alternative instruction to achieve their learning goals. Computer-assisted intervention (CAI) has been explored as a promising method for fostering students' success by providing an engaging learning environment. The following chapter examines publications employing empirical studies of computerized games designed for students with LD or AD conducted between 2006-2016. The goal of this chapter is to give a brief overview and critique of the current research on incorporating computerized games into modern education for students with LD or AD, and to identify the key game features that successfully motivate and engage students.


Author(s):  
Da Silva Luiz Escobar Passos ◽  
László Balogh ◽  
József Márton Pucsok

Although beach soccer has become increasingly popular in recent years an only a minimal number of scientific research has been conducted in this area. The beach soccer is characterized by high intensity (HR max above 90 %) intermittent movements, which primarily requires the involvement of the anaerobic metabolic system. The objective of this study was: (i) to analyze the incidence of goals in the Hungarian Beach Soccer Championship in relation to the periods of the game that tend to occur; (ii) to identify the team that scored the first goal of the game, analyzing the influence of this event  on the final result  (iii) to identify and quantify the periods of the match won by the winner team. We examined all the goals (n = 1.065) in the Hungarian Championship (2016-2017) of beach soccer. We found that nearly 38 percent of goals are scored in the last period of the matches, the team that scores the first goal of the game features an average 74.44 percent probability of winning.  We observed, that almost 24 percent of the teams, which achieved overall success also earned the 1st and 3rd periods. Thus, it is suggested that the higher incidence of goals in the 3rd period of the matches is associated mainly with the interaction of physical and psychological factors. Regarding the influence of the first goal on the final result, we assumed that the psychological factor appears to interfere with greater relevance.


2021 ◽  
Vol 4 (1) ◽  
Author(s):  
Nia Karlna ◽  
Arsa Widitiarsa Utoyo ◽  
Emmanuel Himawan Saptaputra

Gamification is the application of game features, mainly elements of video games, in a context not related to the game in order to promote motivation and commitment to learning. The application of gamification in a pedagogical context provides some remedy for many people who feel alienated from traditional teaching methods. The use of gamification could provide a partial solution to the decrease in the motivation and commitment of the students that the user faces today. Specifically, the younger environment could benefit greatly from gamification not only for its enjoyment but also for a healthy life. This critical analysis of gamification literature wants to be part of a sequence on the effect of gamification on motivation and commitment. A methodology proposed in the study of the effects of gamification in motivation and commitment, as well as an empirical study, consists of a smartphone application that provides tracking and gamification elements. While the control arm consists of on an application designed identically only with the characteristics of tracking health information. The proposal will be made among young people who use applications on the day off from cars in Jakarta


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-27
Author(s):  
Megan Pusey ◽  
Kok Wai Wong ◽  
Natasha Anne Rappa

Video games are often designed around puzzles and problem-solving, leading to challenging yet engaging experiences for players. However, it is hard to measure or compare the challenge level of puzzles in video games. This can make designing appropriately challenging puzzles problematic. This study collates previous work to present refined definitions for challenge and difficulty within the context of video games. We present the Puzzle Challenge Analysis tool which can be used to determine the best metrics for analysing the challenge level of puzzles within video games. Previous research has focused on measuring the difficulty of simple action video games, such as Pac-Man, which can be easily modified for research purposes. Existing methods to measure challenge or difficulty include measuring player brain activity, examining game features and player scores. However, some of these approaches cannot be applied to puzzles or puzzle games. For example, approaches relying on game scores will not work for puzzle games with no scoring system, where puzzles are either solved or not. This paper describes the design and development of the Puzzle Challenge Analysis tool using two case studies of commercial video games The Witness and Untitled Goose Game. The tool is also tested for generalisability on a third commercial puzzle video game, Baba Is You. This proposed tool can help game designers and researchers to objectively analyse and compare puzzle challenge and produce more in-depth insights into the player experience. This has implications for designing challenging and engaging games for a range of player abilities.


2021 ◽  
Vol 19 (4) ◽  
pp. 1-19
Author(s):  
Mahendar Goli ◽  
Vishnu Vandana Vemuri

During the recent times, the majority of the mobile game revenue comes from in-game features/products. In the recent past, many studies were conducted to study the factors affecting mobile game adoption. However, research on the factors driving purchase of virtual goods during mobile gaming is scarce. This study with the foundation on flow theory and theory of consumption values aimed at studying the interrelationships among the constructs to know the mobile game users' in-game purchase intention. A 10-factor research model was developed and tested empirically. For this, data were obtained from 367 high school and college students. Structural equation modelling with the aid of AMOS software was used to analyse the data. Users' gaming flow experience and satisfaction were found to exert a positive effect on intention to buy mobile in-game items. In addition, the study offers academic and practical implications of the variables affecting the decision-making behaviour of mobile gamers. Further avenues applicable for future research were also discussed in the concluding literature.


2021 ◽  
Vol 22 (2) ◽  
Author(s):  
Adrienne E. H. Shearer ◽  
Kalmia E. Kniel

One Health concepts were incorporated in a foodborne disease outbreak investigation with game features of data presented as visual and manipulative clues. Postsecondary pre-veterinary medicine and animal biosciences students and food science students ( n  = 319) enrolled in an introductory animal and food sciences course over a 3-year period received a brief introduction to foodborne illness, an outbreak scenario, and investigative tasks to complete individually or in groups.


2021 ◽  
Vol 1 (1) ◽  
pp. 27-36
Author(s):  
Lamris Sihotang ◽  
Rulland Gerrit ◽  
Ester Kartika ◽  
Martina Novalina

The purpose of this study was: to determine the role of parents in overcoming the negative impact of gadgets that affect the character of teenagers. Parents must know that they have an important role in efforts to overcome the negative impact of using gadgets on teenagers. Researchers have explained the efforts made by parents to overcome the negative impact of gadgets on teenagers. The method in this research is qualitative by looking at cases in the field (case studies), data collection methods based on surveys or observations, and looking at previous studies that have been in journal form. The results of this study indicate that the role of parents in adolescents that must be carried out and carried out are: First, parents know and understand the rating of the game used by their child, the rating referred to here is the type of game played by the child, secondly, avoid installing electronic devices inside the children's room, the third creates rules that are agreed with the child, by treating time restrictions in using gadgets, the fourth parent actively monitors and pays attention to the media that is being consumed by the child, such as games and movies, the fifth communicates and discusses with the children what they can be from the games or shows they watch, the six parents control the play store on the gadget, by selectively choosing game features that do not cause negative things to the child's character. Another thing that must be done by Christian families is to teach God's word continuously to children and guide children to always build fellowship with God. Parents become educators, as educators in the family provide time and place and give responsibility by entrusting tasks within the family. family, teach discipline and educate with the example of parents. AbstrakTujuan dari penelitian ini adalah: untuk mengetahui peran Orang Tua dalam mengatasi dampak negatif gadget yang mempengaruhi Karakter anak-anak Remaja. Orang tua harus mengetahui bahwa mereka memiliki peran penting sebagai upaya untuk mengatasi dampak negative penggunaan gadget pada anak remaja. Peneliti sudah men-jelaskan upaya yang dilakukan oleh orangtua untuk mengatasi dampak negatif gadget pada remaja. Metode penelitian yang dilakukan adalah Kualitatif, sedangkan metode pengam-bilan data berdasarkan survei atau observasi, serta melihat penelitian-penelitian sebe-lumnya yang sudah dalam bentuk jurnal. Hasil penelitian ini menunjukkan bahwa peran orang tua pada anak remaja yang harus dilakukan dan dikerjakan yaitu: Pertama, orang tua mengetahui dan memahami rating game yang digunakan oleh anaknya, rating yang dimaksud disini adalah jenis game yang dimainkan anak, kedua hindari pemasangan perangkat elektronik di dalam ruangan kamar anak, ketiga menciptakan aturan yang disetujui dengan anak, dengan cara memperlakukan pembatasan waktu dalam menggu-nakan gadget, keempat orangtua aktif mengawasi dan memperhatikan media yang sedang dikonsumsi oleh anak, seperti game dan film, kelima mengkomunikasikan dan mendis-kusikan pada anak  mengenai apa saja yang mereka dapat dari game atau acara yang mereka tonton, keenam orang tua mengontrol  play store yang di gadget, dengan cara selek-tif  memilih  fitur games yang tidak  menimbulkan hal-hal negatif pada karakter anak. Hal la-in yang harus dilakukan oleh keluarga Kristen adalah mengajarkan firman Tuhan terus-menerus kepada anak dan membimbing anak senantiasa membangun persekutuan dengan Tuhan, orang tua menjadi pendidik, sebagai pendidik dalam keluarga menyediakan waktu dan tempat serta memberikan tanggung jawab dengan mempercayakan tugas-tugas di dalam keluarga, mengajarkan disiplin serta mendidik dengan keteladanan orang tua. 


2021 ◽  
Vol 12 (1) ◽  
pp. 83-101
Author(s):  
Breno M. F. Viana ◽  
Selan R. Dos Santos

Procedural content generation (PCG) is a method of content creation entirely or partially done by computers. PCG is popularly employed in game development to produce game content, such as maps and levels. Representative examples of games using PCG are Rogue (1998), which introduced the rogue­like genre, and No Man’s Sky (2016), which generated whole worlds with fauna and flora. PCG may generate final contents, ready to be added to a game, or intermediate contents, which might be polished by human designers or work as an input level sketch to be interpreted by a level translator. In this paper, we survey the current state of procedural dungeon generation (PDG) research, a PCG subarea, applied in the context of games. For each work we selected in this survey, we examined and compared how they created game features, what type of level structure and representation they propose, which content generation strategy they applied, and, finally, we classify them according to the taxonomy of procedural content generation proposed by Togelius et al. (2016). The most relevant findings of our survey are: (1) PDG for 3D levels has been little explored; (2) few works supported levels with barriers, a game mechanic which temporarily blocks the player progression, and; (3) mixed-initiative approaches, i.e., software that helps human designers by making suggestions to the levels being created, are little explored.


2021 ◽  
Vol 1 (2) ◽  
Author(s):  
Muhammad Reza Pahlevi ◽  
Ika Ratna Indra Astutik

Currently teaching and learning activities are carried out using E-learning facilities, E-learning is a means of teaching and learning activities from school to college. E-learning itself is now one of the standard learning methods in several schools and gamification is needed to support e-learning so that users are interested in its use. Gamification itself implements in-game features into a non-game context such as points, badges, and leaderboard. The method used in this research is the waterfall method which this method plans a system from upstream to downstream. In terms of appearance, this website looks attractive in for its users. This system is easy to use, so it is easier for students to do learning even though they are at home. The result of this research is that students can learn anywhere using available devices.


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