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We study videogames.

We study videogames.

Game Research - The art, business, and science of video games » Home The Art & Business of Making Games Clues for a General Game Design Methodology Nowadays, there is a big tendency to make configurable games. Games are increasly modular and extendable in order to stretch out the lifespan of the game itself (remember for how long people still played Doom or Quake?). Some examples are on First Person Shooters (Quake II, Unreal, Half-Life, ...), Wargames (Myth II, WarCraft 2, StarCraft, ...), MUDs (LPMUDs, ...) and even Board Games (Zillions of Games). This is logical, because many people found out that they do not only want to play the game, they also want to change it! Making new levels, new monsters, new weapons... So, in recent years, games are shipped with editors that customize a lot of stuff. The LPC language customizes an entire environment for a MUD. UnrealScript is the scripting language of Unreal, with it, it's possible to modify and extend Unreal to a very high degree. "To achieve goals and themes." I think the main point is to give you some ideas!

AiGameDev.com | Your Online Hub for Game/AI Issue 1102, 2011 Interactivity, Inhabitation and Pragmatist Aesthetics by Phillip D. Deen Pragmatist philosophy of art provides an account of aesthetic experience particularly suited to the transactive and immersive qualities of video games and superior to spectatorial and institutional alternatives. It also distinguishes between mere emotion and artistic expression, providing a response to those who assert games cannot be aesthetic. [more] Optimizing Play: How Theorycraft Changes Gameplay and Design by Christopher A. Analyzing the role of theorycraft in optimizing play, this essay argues that theorycraft demonstrates a distinct approach of how to 'play' World of Warcraft, uniting game studies research that focuses on procedural rhetoric and paratexts, while expanding the role of rhetoric for the analysis of games. Bishōjo Games: ‘Techno-Intimacy’ and the Virtually Human in Japan by Patrick W. This paper offers an in-depth analysis of bishōjo games. The Leisure of Serious Games: A Dialogue What is Love?

Computer Games and Instruction || Information Age Publishing There is intense interest in computer games. A total of 65 percent of all American households play computer games, and sales of such games increased 22.9 percent last year. The average amount of game playing time was found to be 13.2 hours per week. The popularity and market success of games is evident from both the increased earnings from games, over $7 Billion in 2005, and from the fact that over 200 academic institutions worldwide now offer game related programs of study. In view of the intense interest in computer games educators and trainers, in business, industry, the government, and the military would like to use computer games to improve the delivery of instruction. REVIEWS"Sigmund Tobias and J. "This is an important book that I can highly recommend for both beginning and experienced researchers in this area, and for anyone who has an interest in computer games and their current and future use to enhance the learning process." CONTENTSPreface.

Welcome to DiGRA — Digital Games Research Association (DiGRA) Games: Improving Education Educators increasingly recognize the impact of entertainment software and utilize games as a teaching device in a growing number of classrooms and business settings. In doing so, they are embracing the cultural and technological shifts of the 21st century and expanding the use of a favorite leisure activity, computer and video games, into a critical and still-emerging educational resource. More than just play, entertainment software helps impart knowledge, develop life skills and reinforce positive habits in students of all ages. Cognitive Research In addition to being a great way to keep students engaged, researchers have found that video games have real potential as next-generation learning tools. University of Wisconsin education professor Dr. In an effort to maintain this unprecedented momentum, the Department of Education announced in January 2010 that it would provide initial funding for the nonprofit National Center for Research in Advanced Information and Digital Technologies.

A Theory of Fun for Game Design Serious game A serious game or applied game is a game designed for a primary purpose other than pure entertainment. The "serious" adjective is generally prepended to refer to products used by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.[citation needed] Definition and scope[edit] Serious games are simulations of real-world events or processes designed for the purpose of solving a problem. Overview[edit] The term "serious game" has been used long before the introduction of computer and electronic devices into entertainment. Reduced to its formal essence, a game is an activity among two or more independent decision-makers seeking to achieve their objectives in some limiting context. Mike Zyda provided an update and a logical approach to the term in his 2005 article in IEEE Computer entitled, "From Visual Simulation to Virtual Reality to Games". Other authors, though, (as Jeffery R. History[edit] Development[edit]

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