Şengün, Sercan Ozturkcan, Selcen
Purpose - In this paper, we investigate the business disruption effects of mobile technologies for the videogame industry in Turkey. Previous research shows that before mobile gaming became prevalent globally, Turkish videogame industry was extremely small and lacked any success stories for either console or PC platforms. Design/methodology/approac...
Granouzis Larsson, Euridiki
The aim of this essay is to explore which preservation method is the most suitable to preserve digital games with focus on Minecraft. This essay will compare emulation, migration and conversion. This will be done through a comparative literature study. The material of this essay is therefore previous research on preservation of digital games and pr...
Ferm, Linus
The HUD is what allows players to interact with the game world and therefore the visual representation of it is of importance to usability. Usability being broken down into three components: effectiveness, efficiency and satisfaction. To study the subject a third person action game was made for the purpose. The game contained two different HUD vers...
Jørgensen, Ida Kathrine Hammeleff
In the long history of board games, certain games have been passed on in generations and have evolved and been shaped to fit different cultural and religious contexts and functions (Parlett 1999). More recently we have seen popular board games being repackaged to fit pop-cultural themes retrieved from television or cinema (Woods 2012). Furthermore,...
Shakeri, Moozhan
The past decade has seen a gradual but steady increase in the use of games in participatory planning practices. Since the ‘Gamification’ gained momentum, the thoroughly thought-through simulation and gaming discipline of the 1970s has been replaced by an amalgam of confusion and optimism about the role and added value of games in planning practice....
Dezuanni, Michael Zagami, Jason
About the Book "Serious Play is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collaborative and ...
De Grove, Frederik Breuer, Johannes Hsueh Hua Chen, Vivian Quandt, Thorsten Ratan, Rabindra Van Looy, Jan
Researchers interested in motives for playing digital games can draw on a variety of measurement instruments. When the aim is to compare between groups, however, instruments need to show certain psychometric properties. Specifically, an instrument needs to be invariant. Without such properties, comparisons between groups run the danger of yielding ...
Bräysy, Alex Arkö, Axel
This thesis explores how manipulation of the fourth wall can affect players’ Gameplay Experience in digital games, due to the lack of any significant research regarding the matter. In preparation of the study, multiple commercially released digital games with instances of fourth wall manipulation were analysed. This led to the creation of four dist...
Backe, Hans-Joachim
Focusing on several examples of digital games (Kane & Lynch 2: Dog Days, Max Payne 3, and Spec Ops: The Line), the article analyzes the artistic innovation at work in the processes of othering and defamiliarization.
Beavis, Catherine Dezuanni, Michael O'Mara, Joanne
Literacy, Learning, and Digital Games is a comprehensive account of the possibilities and challenges of teaching and learning with digital games in primary and secondary schools. Based on an original research project, the book explores digital games’ capacity to engage and challenge, present complex representations and experiences, foster collabora...