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Book
2021 20th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames)
Author:
ISBN: 1665401893 1665401907 Year: 2021 Publisher: Piscataway, New Jersey : Institute of Electrical and Electronics Engineers (IEEE),

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Book
Game - World - Architectonics : Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception
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Year: 2021 Publisher: Heidelberg : Heidelberg University Publishing,

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In its current digital, pictorial and viral ubiquity, architecture no longer has to be bodily present, but has a mediating role. As a medial hinge it folds different disciplines of media and art onto the realm of the everyday. Here, the idea of architectonics can be understood as the architectural implications of computer games in a broader sense to address the matter of architecture in game worlds as well as the architecture of computer games themselves. This anthology bundles transdisciplinary approaches around the topics of space, architecture, perception of and worldbuilding in computer games and their media-specific properties. The aim is to show how and under which aspects digital game worlds are constituted. The contributions depart from the beaten tracks of media and game studies, focusing on spatial, architectural and world-shaped phenomena within current digital media culture.

Keywords

Computer games.


Book
The Role of Gamification in Software Development Lifecycle
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Year: 2021 Publisher: London : IntechOpen,

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Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.

Keywords

Computer games.

Handbook of computer game studies
Authors: ---
ISBN: 0262182408 Year: 2005 Publisher: Cambridge (Mass.) : MIT Press,

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Keywords

Computer games


Book
Computerspielforschung : Interdisziplinäre Einblicke in das digitale Spiel und seine kulturelle Bedeutung
Authors: --- ---
ISBN: 3847418408 3847426699 Year: 2022 Publisher: Leverkusen-Opladen : Verlag Barbara Budrich,

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Computerspiele sind ein wichtiger Bestandteil der digitalisierten Medienkultur der Gegenwart. Seit der Jahrtausendwende ist auch das wissenschaftliche Interesse an digitalen Spielen und ihrer lebensweltlichen Bedeutung gestiegen. Die Digital Game Studies sind interdisziplinär angelegt, und der vorliegende Sammelband vermittelt einen breiten Einblick in aktuelle Ansätze, Modelle, Methoden und Ergebnisse verschiedener beteiligter Fachdisziplinen.

Keywords

Computer games.


Book
Game - World - Architectonics : Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception
Author:
Year: 2021 Publisher: Heidelberg : Heidelberg University Publishing,

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Abstract

In its current digital, pictorial and viral ubiquity, architecture no longer has to be bodily present, but has a mediating role. As a medial hinge it folds different disciplines of media and art onto the realm of the everyday. Here, the idea of architectonics can be understood as the architectural implications of computer games in a broader sense to address the matter of architecture in game worlds as well as the architecture of computer games themselves. This anthology bundles transdisciplinary approaches around the topics of space, architecture, perception of and worldbuilding in computer games and their media-specific properties. The aim is to show how and under which aspects digital game worlds are constituted. The contributions depart from the beaten tracks of media and game studies, focusing on spatial, architectural and world-shaped phenomena within current digital media culture.

Keywords

Computer games.


Book
The Role of Gamification in Software Development Lifecycle
Author:
Year: 2021 Publisher: London : IntechOpen,

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Abstract

Increasing user awareness in various information and communication technology (ICT) activities is one of the most challenging tasks for organizations. One popular way to engage users in various domains is gamification, which is the use of game elements and digital game design techniques in non-game applications. By using game elements, applications become more attractive and provide benefits such as increased user activity and sociability, quality, and productivity of actions. Gamification is introduced in various stages of the software development lifecycle starting with the first phase of eliciting requirements to the final phases of testing and evaluation of the system to be. In parallel, the introduction of game elements in non-games raises a number of security and privacy issues. This book presents innovative research efforts and technical solutions related to gamification and improving user engagement in all stages of the development process.

Keywords

Computer games.


Book
Game - World - Architectonics : Transdisciplinary Approaches on Structures and Mechanics, Levels and Spaces, Aesthetics and Perception
Author:
Year: 2021 Publisher: Heidelberg : Heidelberg University Publishing,

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Abstract

In its current digital, pictorial and viral ubiquity, architecture no longer has to be bodily present, but has a mediating role. As a medial hinge it folds different disciplines of media and art onto the realm of the everyday. Here, the idea of architectonics can be understood as the architectural implications of computer games in a broader sense to address the matter of architecture in game worlds as well as the architecture of computer games themselves. This anthology bundles transdisciplinary approaches around the topics of space, architecture, perception of and worldbuilding in computer games and their media-specific properties. The aim is to show how and under which aspects digital game worlds are constituted. The contributions depart from the beaten tracks of media and game studies, focusing on spatial, architectural and world-shaped phenomena within current digital media culture.

Keywords

Computer games.


Book
Super Mario Bros. 2
Authors: ---
ISBN: 9781940535050 1940535050 Year: 2014 Publisher: Los Angeles Boss Fight Books

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Computer games


Book
Proceedings of the 18th international conference on the foundations of digital games
Author:
Year: 2022 Publisher: New York, New York : Association for Computing Machinery,

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Keywords

Computer games

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