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ویرایش: 1st ed. 2019 نویسندگان: Nelson Zagalo, Ana Isabel Veloso, Liliana Costa, Óscar Mealha سری: Communications in Computer and Information Science 1164 ISBN (شابک) : 9783030379827, 9783030379834 ناشر: Springer International Publishing سال نشر: 2019 تعداد صفحات: 282 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 20 مگابایت
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کلمات کلیدی مربوط به کتاب علوم و هنرهای بازی های ویدیویی: یازدهمین کنفرانس بین المللی ، VJ 2019 ، آویرو ، پرتغال ، 27 تا 29 نوامبر ، 2019 ، مجموعه مقالات: علوم کامپیوتر، رابط های کاربری و تعامل انسان با کامپیوتر، پردازش تصویر و بینایی کامپیوتر
در صورت تبدیل فایل کتاب Videogame Sciences and Arts: 11th International Conference, VJ 2019, Aveiro, Portugal, November 27–29, 2019, Proceedings به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب علوم و هنرهای بازی های ویدیویی: یازدهمین کنفرانس بین المللی ، VJ 2019 ، آویرو ، پرتغال ، 27 تا 29 نوامبر ، 2019 ، مجموعه مقالات نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب مجموعه مقالات داوری یازدهمین کنفرانس بینالمللی علوم و هنرهای بازیهای رایانهای، VJ 2019، برگزار شده در آویرو، پرتغال، در نوامبر 2019 است.
20 مقاله کامل ارائهشده با دقت ارائه شدهاند. بررسی و از بین 50 مورد ارسالی انتخاب شد. آنها در بخش های موضوعی به نام های: بازی ها و نظریه ها سازماندهی شدند. تابلوهای میز; ورزش های الکترونیکی؛ کاربردها و روش ها؛ نقد بازی.
This book constitutes the refereed proceedings of the 11th International Conference on Videogame Sciences and Arts, VJ 2019, held in Aveiro, Portugal, in November 2019.
The 20 full papers presented were carefully reviewed and selected from 50 submissions. They were organized in topical sections named: Games and Theories; Table Boards; eSports; Uses and Methodologies; Game Criticism.
Preface Organization Contents Games and Theories First-Person Refugee Games: Ludonarrative Strategies for Playing the Stories of Refugees and Asylum Seekers Abstract 1 Introduction 2 Suffering and Media Representations of Refugees 3 Emotions, Suffering in Games, and Compassionate Play 4 Games for Compassion? The Makers and Audiences of “Refugee Games” 5 First-Person Stories: Focalization, Strong Characterization, Narrators 6 Reality-Inspired Interface Games: Bury Me, My Love and Finding Home 7 Autobiographical JPRG-Like Game with YouTube Aesthetics: Path Out 8 Surreal Cyberpunk First-Person Adventure: North 9 Conclusions References Games Within Games Abstract 1 Introduction 2 Our Willingness to Play Games 3 The Interlacing of Fictional Levels 4 Games Within Games 4.1 Games Within Games Without an Impact on the Gameplay of the Macrogame 4.2 Games Within Games with an Impact on the Gameplay of the Macrogame 5 Conclusion References MPF Framework: An Aesthetic and Phenomenological Approach to Ludic Difficulty in Video Games Abstract 1 Introduction 2 Background 3 MPF Framework 3.1 Mechanics 3.2 Performance 3.3 Fiction 4 Case Study 5 Conclusions References Rules of Videogames and Controls in Digital Societies Abstract 1 Introduction 2 Game and Play 3 Rules in Games 4 Videogames 5 Codified Game Rules 6 Video Games in Modern Digital Societies 7 Conclusion References Table Boards Towards a Tabletop Gaming Motivations Inventory (TGMI) Abstract 1 Introduction 2 Background 2.1 The Questionnaire 2.2 Motivations and Their Associations 3 Method 3.1 Procedure and Participants 3.2 Measures 4 Results 5 Discussion 5.1 TGMI - The Questionnaire 5.2 Motivation - Prior Experience, Frequency of Play and Geography Associations 5.3 Limitations and Future Studies 6 Conclusion References Back in the Game Abstract 1 Board Game Market Trends 2 When Games Started to Become Modern 3 Modern Board Games Publishing 4 Conclusion Acknowledgements References Design of a Collaborative Tabletop Game for Civic Engagement: Serious Games in Rural India Abstract 1 Introduction 2 Related Work 2.1 Serious Games 2.2 Games for Civic Engagement 2.3 Four Measures of Interest for Civic Engagement 3 Game Design and Testing Method 3.1 Game Design and Development 3.2 Playtesting Method 4 Results 4.1 Collaborative Strategy Creation 4.2 Engagement Motivation 4.3 Planning and Resource Allocation 4.4 Service Leadership 5 Discussion 6 Conclusion References Supporting the Game Construction Process: Development of Artefacts in the Context of a Toolkit to Game Design Abstract 1 Introduction 2 Gamers4Nature: Defining the Project’s Identity 3 Game Construction Cards Set 3.1 Conceptual Framework 3.2 Methodology 3.3 Stage 1: Cards Set First’s Artefacts 3.4 Stage 2: First Version of the Game Construction Cards Set 3.5 Stage 3: Redesigned Game Construction Cards Set 4 Next Stage: The Educational Resources Card Set 5 Conclusions Acknowledgments References eSports The Portuguese eSports Ecosystem: An Exploratory Approach Abstract 1 Introduction 2 The Digital Games Ecosystem 3 eSports as a Networked Media Phenomenon 4 The Portuguese eSports Ecosystem 5 Concluding Remarks References Game Design Decisions and Communication Theories Applied to eSports: A Literature Review Abstract 1 Introduction 2 Research Question 3 eSports Characteristics: The Defining Attributes 4 Methods 5 Results 6 Conclusion and Future Research Acknowledgements References How Society’s Negative View of Videogames Can Discourage Brands from Sponsoring eSports Abstract 1 Introduction 2 Methodology 3 Literature Review 3.1 Unproductive Activity 3.2 Virtual Violence 3.3 Gaming Addiction 3.4 Gambling Addiction 4 Conclusions References Group Dynamics in Esports: Delving into the Semi-professional League of Legends Amazonian Scenario Abstract 1 Introduction 2 Methodological Procedures 3 Comprehending Group Membership 4 “A Team, a Common Dream”: The Development of Group Cohesion 5 Final Considerations References Uses and Methodologies Broad Environmental Change Blindness in Virtual Environments and Video Games Abstract 1 Introduction 2 Method 2.1 Participants 2.2 Design 2.3 Materials and Apparatus 2.4 Procedure 3 Results 4 Discussion References Virtual Reality Arcades: A Study on Usage Habits with Emphasis on Digital Gaming Abstract 1 Introduction 2 Background 2.1 Virtual Reality Arcades 3 Methodology 4 Results 4.1 Habits of Using Virtual Reality Arcades 4.2 Gender 4.3 Age 4.4 Physical Activity Background 5 Discussion and Conclusions 6 Limitations and Future Research Appendix A. Usage Habits in VR Arcades Questions References Jizo: A Gamified Digital App for Senior Cyclo-Tourism in the miOne Community Abstract 1 Introduction 2 Background and Related Work 2.1 Gamification in Tourism 2.1.1 REXplorer 2.1.2 Eye Shakespeare 2.2 Cycling Exergames 2.2.1 Join-in Exerbiking 2.2.2 Pedal Tanks 2.2.3 Pedal Kart 2.3 Gamification in Cycling 2.3.1 Cyclers 2.3.2 Strava 2.3.3 Zwift 3 Method 3.1 Semi-structured Interviews 3.2 Co-design Techniques in Development Research Method 3.3 The Participants 3.4 Data Collection and Analysing Procedures 3.5 Ethical Issues 4 Jizo App 4.1 Gamification Elements 4.2 Prototyping 4.2.1 Typography 4.2.2 Colour 4.2.3 Logo 5 Evaluation and Discussion 6 Conclusions and Further Work Acknowledgments References Gamification for Graphic Education: A Case Study on Innovative Methodology Abstract 1 Introduction 2 Literature Review and Related Statistic Research 3 The Commercium & Cognitionis Project 3.1 The Preceding Route 3.2 The Ongoing Project 3.3 Complementary Adjustments and Strategies 4 Considerations Acknowledgment References Game Criticism Personalized Game Reviews 1 Introduction 1.1 Motivation 1.2 Problem 1.3 Hypothesis 2 Related Work 2.1 Game Reviews 2.2 Player Models 2.3 Game Profiling 2.4 Explored Machine Learning Algorithms 3 Methods and Procedures 3.1 Approaches 3.2 Methodology 3.3 User Questionnaire 3.4 Game Filtering 3.5 Dataset Filtering and ARFF Preparation 3.6 Algorithm Filtering 3.7 Review System 3.8 Review System Validation 3.9 GRS and Metacritic Comparison 4 Results 4.1 Demographic Results 4.2 Game Filtering Results 4.3 Review System Training Results 4.4 Generic Review System 4.5 Review System Validation Results 4.6 Comparing GRS to Metacritic Scores 5 Conclusions 5.1 Future Work and Application References The Symbolic Labyrinth in the Mythogame: The Axes Minos-Daedalus and Theseus-Minotaur in the Contemporary Video Game Abstract 1 Introduction 2 The Mythical Stories of the Labyrinth 2.1 Minos and Daedalus 2.2 Theseus and the Minotaur 3 Labyrinths, Mazes and Games 4 Daedalus and Minos: Mazes of Creativity and Power 5 Theseus and the Minotaur: Hero and Challenge 6 The Return of the Unicursal Labyrinth: Ariadne’s Thread 7 Conclusions References Classifying Multiplayer Hybrid Games to Identify Diverse Player Participation Abstract 1 Introduction 2 Background 2.1 Hybrid Games 2.2 Player Participation 3 Methodology 3.1 The Hybrid Game Model 3.2 Identifying Various Hybrid Games 4 Classification of Hybrid Games 4.1 Type 1: One Segregated with Many 4.2 Type 2: One with Many 4.3 Type 3: Level Playing Field with Core 4.4 Type 4: Everyone Segregated 4.5 Type 5: One Segregated with Multiple Teams 4.6 Type 6: Round Robin 4.7 Type 7: Open Segregation 4.8 Type 8: Open Nomination 5 Conclusion References E.T. Phone Home, or from Pit to Surface: Intersections Between Archaeology and Media Archaeology Abstract 1 Introduction 2 Media Archaeology, Revisited 3 Archaeology and Archaeogaming 4 HSW: Yar’s, Raiders, and E.T. 5 Rewriting the History of a Legend 6 Final Thoughts References Author Index