Creation of a Meaningful Gardening Game: Increasing Players’ Nature Awareness Through Soil Management and Plant Recognition Mechanics
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LUDIC VISUALS the Visualizations of Game Mechanics
LUDIC VISUALS The Visualizations of Game Mechanics Laura Laakso Master’s Thesis Master of Arts in New Media New Media: Game Design and Production Department of Media School of Arts, Design and Architecture Aalto University 2019 P.O. BOX 31000, 00076 AALTO www.aalto.fi Master of Arts thesis abstract Author Laura Laakso Title of thesis Ludic Visuals: The Visualizations of Game Mechanics Advisor Laura Valojärvi Supervisor Miikka Junnila Department Department of Media Degree program New Media: Game Design and Production Year 2019 Number of pages 167 Language English BSTRACT A There is a lot of systemic information in games, but its visual expression has been a relatively under-researched phenomenon. Earlier research tends to pair the visual presentation of games together with the game narrative. However, game mechanics can also be expressed visually. In this thesis, game mechanics are the parts that form the game system such as the rules, the events, and the pieces of a game. This thesis studies how game mechanics are visualized. My research hypothesis suggests that there are components that consist of both game- mechanical and visual aspects. I have named them ludic visuals. This research identifies and explores the presence of ludic visuals in games from the perspective of what is available for a player. This thesis is largely based on previous game research and various theories of perception and experiencing. The experience of being inside a gameworld is deemed similar to the experience of being inside the real world, which made it possible to approach ludic visuals as functional parts of gameworlds. -
Update 22 November 2017 Best Game Yang Baru Masuk
Downloaded from: justpaste.it/premiumlink UPDATE 22 NOVEMBER 2017 BEST GAME YANG BARU MASUK DAFTAR LIST NieR Automata - (10DVD) Full CPY Releases REKOMENDASI SPESIFIKASI PC PALING RENDAH BISA MAIN GAME BERAT/BESAR TAHUN 2017 SET LOW / MID FPS 30 KURANG LEBIH VERSI INTEL DAN NVIDIA TERENDAH: PROCIE: INTEL I3 RAM: 6GB VGA: NVIDIA GTX 660 WINDOWS 7 VERSI AMD TERENDAH: PROCIE: AMD A6-7400K RAM: 6GB VGA: AMD R7 360 WINDOWS 7 REKOMENDASI SPESIFIKASI PC PALING STABIL FPS 40-+ SET HIGH / ULTRA: PROCIE INTEL I7 6700 / AMD RYZEN 7 1700 RAM 16GB DUAL CHANNEL / QUAD CHANNEL DDR3 / UP VGA NVIDIA GTX 1060 6GB / AMD RX 570 HARDDISK SEAGATE / WD, SATA 6GB/S 5400RPM / UP SSD OPERATING SYSTEM SANDISK / SAMSUNG MOTHERBOARD MSI / ASUS / GIGABYTE / ASROCK PSU 500W CORSAIR / ENERMAX WINDOWS 10 CEK SPESIFIKASI PC UNTUK GAME YANG ANDA INGIN MAINKAN http://www.game-debate.com/ ------------------------------------------------------------------------------------------------------------------------------ -------- LANGKAH COPY & INSTAL PALING LANCAR KLIK DI SINI Order game lain kirim email ke [email protected] dan akan kami berikan link menuju halaman pembelian game tersebut di Tokopedia / Kaskus ------------------------------------------------------------------------------------------------------------------------------ -------- Download List Untuk di simpan Offline LINK DOWNLOAD TIDAK BISA DI BUKA ATAU ERROR, COBA LINK DOWNLOAD LAIN SEMUA SITUS DI BAWAH INI SUDAH DI VERIFIKASI DAN SUDAH SAYA COBA DOWNLOAD SENDIRI, ADALAH TEMPAT DOWNLOAD PALING MUDAH OPENLOAD.CO CLICKNUPLOAD.ORG FILECLOUD.IO SENDIT.CLOUD SENDSPACE.COM UPLOD.CC UPPIT.COM ZIPPYSHARE.COM DOWNACE.COM FILEBEBO.COM SOLIDFILES.COM TUSFILES.NET ------------------------------------------------------------------------------------------------------------------------------ -------- List Online: TEKAN CTR L+F UNTUK MENCARI JUDUL GAME EVOLUSI GRAFIK GAME DAN GAMEPLAY MENINGKAT MULAI TAHUN 2013 UNTUK MENCARI GAME TAHUN 2013 KE ATAS TEKAN CTRL+F KETIK 12 NOVEMBER 2013 1. -
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience
Cole, Tom. 2021. ”Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience. Doctoral thesis, Goldsmiths, University of London [Thesis] https://research.gold.ac.uk/id/eprint/29689/ The version presented here may differ from the published, performed or presented work. Please go to the persistent GRO record above for more information. If you believe that any material held in the repository infringes copyright law, please contact the Repository Team at Goldsmiths, University of London via the following email address: [email protected]. The item will be removed from the repository while any claim is being investigated. For more information, please contact the GRO team: [email protected] “Moments to Talk About”: Designing for the Eudaimonic Gameplay Experience Thomas Cole Department of Computing Goldsmiths, University of London April 2020 (corrections December 2020) Thesis submitted in requirements for the degree of Doctor of Philosophy Abstract This thesis investigates the mixed-affect emotional experience of playing videogames. Its contribution is by way of a set of grounded theories that help us understand the game players’ mixed-affect emotional experience, and that support ana- lysts and designers in seeking to broaden and deepen emotional engagement in videogames. This was the product of three studies: First — An analysis of magazine reviews for a selection of videogames sug- gested there were two kinds of challenge being presented. Functional challenge — the commonly accepted notion of challenge, where dexterity and skill with the controls or strategy is used to overcome challenges, and emotional chal- lenge — where resolution of tension within the narrative, emotional exploration of ambiguities within the diegesis, or identification with characters is overcome with cognitive and affective effort. -
ABZÛ DIVES INTO PLAYSTATION 4 and PC the Critically Acclaimed
ABZÛ DIVES INTO PLAYSTATION 4 AND PC The Critically Acclaimed Underwater Adventure Available Now CALABASAS, CA, Calif. – AUGUST 2 nd , 2016 – 505 Games – part of the Digital Bros Group - and Giant Squid proudly announce the release of ABZÛ, the highly anticipated inspirational aquatic journey available today for digital download on PlayStation 4 and PC via STEAM. ABZÛ is a beautiful underwater adventure that immerses players in a vibrant ocean world full of mystery and bursting with color and life. Playing as the Diver, you’ll discover hundreds of unique species based on real creatures and form a powerful connection with the abundant sea life. But this underwater world is dangerous, broken and toxic – and your mission is to unlock the mysteries of the deep and change the world around you. Developed by Giant Squid Studios – led by Matt Nava, the artistic mind behind Journey® and Flower®, ABZÛ is told in the form of mythology and folklore as opposed to a traditional story arc. ABZU derives from ancient Sumerian language; AB, meaning water, and ZÛ, meaning to know. ABZÛ is the ocean of wisdom. ABZÛ is rated E for Everyone and priced at $19.99 for PS4 and STEAM available via digital download here: PlayStation Store: https://store.playstation.com/#!/cid=UP4040-CUSA03349_00-ABZUGAME00000000 PC via STEAM: http://store.steampowered.com/app/384190/ For more information on ABZÛ , please visit: www.abzugame.com or follow the ABZÛ community at: Twitter: https://twitter.com/abzugame | Facebook: https://www.facebook.com/AbzuGame/ - more - Platforms – PS4 and Steam PC Release Date – August 2, 2016 Publisher: 505 Games – part of Digital Bros Group Developer: Giant Squid Players: 1 (Single) Purchase and Asset Links: PlayStation Store: https://store.playstation.com/#!/cid=UP4040-CUSA03349_00-ABZUGAME00000000 PC via STEAM: http://store.steampowered.com/app/384190/ ASSETS: Screenshots, key art and other assets, please click HERE . -
Worldbuilding Voices in the Soundscapes of Role-Playing Video Games
University of Huddersfield Repository Jennifer, Smith Worldbuilding Voices in the Soundscapes of Role Playing Video Games Original Citation Jennifer, Smith (2020) Worldbuilding Voices in the Soundscapes of Role Playing Video Games. Doctoral thesis, University of Huddersfield. This version is available at http://eprints.hud.ac.uk/id/eprint/35389/ The University Repository is a digital collection of the research output of the University, available on Open Access. Copyright and Moral Rights for the items on this site are retained by the individual author and/or other copyright owners. Users may access full items free of charge; copies of full text items generally can be reproduced, displayed or performed and given to third parties in any format or medium for personal research or study, educational or not-for-profit purposes without prior permission or charge, provided: • The authors, title and full bibliographic details is credited in any copy; • A hyperlink and/or URL is included for the original metadata page; and • The content is not changed in any way. For more information, including our policy and submission procedure, please contact the Repository Team at: [email protected]. http://eprints.hud.ac.uk/ Worldbuilding Voices in the Soundscapes of Role-Playing Video Games Jennifer Caron Smith A thesis submitted to the University of Huddersfield in partial fulfilment of the requirements for the degree of Doctor of Philosophy The University of Huddersfield October 2020 1 Copyright Statement i. The author of this thesis (including any appendices and/ or schedules to this thesis) owns any copyright in it (the “Copyright”) and s/he has given The University of Huddersfield the right to use such Copyright for any administrative, promotional, educational and/or teaching purposes. -
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NEW RELEASES (gunakan tombol CTRL + F untuk mencari judul) JIKA JUDUL GAME YANG ANDA CARI TIDAK ADA DI NEW RELEASES SILAKAN CEK WORKSHEET LIST GAME A-Z NO 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 8 4 1 3 5 9 2 7 6 1 2 3 4 5 6 7 8 9 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 62 63 1 2 3 4 5 6 7 8 9 10 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 2 6 -
Content-Based Recommender Systems
Content-based Recommender Systems John Bruntse Larsen Kongens Lyngby 2013 IMM-M.Sc.-2013-67 Technical University of Denmark Informatics and Mathematical Modelling Building 321, DK-2800 Kongens Lyngby, Denmark Phone +45 45253351, Fax +45 45882673 [email protected] www.imm.dtu.dk IMM-M.Sc.-2013-67 Summary (English) The goal of the thesis is to evaluate content-based recommender systems in the domain of video games. The thesis compares approaches based on Linked Open Data and natural language processing(NLP) with traditional approaches which are only based on NLP methods. ii Summary (Danish) Målet med afhandlingen er at evaluere indholdsbaserede anbefalersystemer i domænet af computerspil. Afhandlingen sammenligner tiltag baseret på Linked Open Data og sprogteknologi(NLP) med traditionelle tiltag der udelukkende er baseret på NLP. iv Preface This thesis was prepared in spring 2013 at the department of Computer Science at Korea Advanced Institute of Science and Technology(KAIST), and nished in July 2013 at the department of Informatics and Mathematical Modelling at the Technical University of Denmark in fullment of the requirements for acquiring an M.Sc. in Informatics. The thesis deals with content-based recommender systems where most of my background in information retrieval is from a semester of courses at KAIST and projects at the Semantic Web Research Center at KAIST. The thesis consists of this report and a web-application that demonstrates a content-based recommender system in the domain of video games. Lyngby, 11-July-2013 John Bruntse Larsen vi Acknowledgements I would like to thank Professor Tony Veale and Dr. Martín Rezk for helpful discussions and feedback during during the early stages of the thesis. -
Ipad & Iphone User Issue 82
130 PAGES PLUS: HOW TO LOOK AFTER YOUR NEW iPHONE GREAT APPS & GAMES ● Best FREE apps for every iPhone and iPad ● Great games to play in iOS ISSUE 82 WEIRDEST CASES, BEST LENSES + FOR iPHONE & iPAD Welcome... e make no bones about the fact that we prefer iPhones and iPads to their Android- W and Windows brethren. And one of the key reasons for that is the ecosystem that surrounds Apple’ mobile products. Not only is iOS 7 the easiest to use, most secure mobile platform, but it o ers the best feature set. And by virtue of being around the longest, it has the best third-party support. Speakers, chargers, docks – hardware makers queue up to make products that enhance your iPhone and iPad experience. The iTunes Store is chock full of great movies, music and TV shows, and then there are the apps. This is great for us iPhone- and iPad users, but it does create its own problems. Unlike the open internet, you don’t really search for apps within the App Store. In fact we are unusually reliant on Apple’s own recommendations as to what is hot and what is not. That can make it di cult for good apps to get away. Worry not, however: that’s why we are here. We’ve compiled two lists of great apps for iPhone and iPad. We’ve hunted through all the free apps on the App Store, weeding out those that aren’t good value even at free. Meanwhile with our gaming head on we’ve been thrashing our way through the best games that your iPhone and iPad have to play. -
Proceedings of 1St International Conference on Transdisciplinary Studies in Arts, Technology and Society, Artefacto 2018
November 16-17, Lisbon, Portugal Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 PROCEEDINGS EDITORS PEDRO ALVES DA VEIGA, ANTÓNIO ARAÚJO, ADÉRITO FERNANDES-MARCOS ORGANISED BY SPONSORED BY November 16-17, Lisbon, Portugal Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 Proceedings of 1st International Conference on Transdisciplinary Studies in Arts, Technology and Society, ARTeFACTo 2018 Editors: Pedro Alves da Veiga, António Araújo, Adérito Fernandes-Marcos Published by Artech-International in collaboration with Aberta University, Lisbon. ISBN: 978-989-99370-7-9 Composition, pagination and graphical organization: Pedro Alves da Veiga, Fátima Ferreira Author(s) retain the copyright of the respective article(s). Global publication copyright © 2018 by Artech-International Content from this work may be used under the terms of the Creative Commons Attribution-NonCommercial- Share Alike 4.0 International (CC BY-NC-SA 4.0) licence. Any further mechanical, electronic or digital distribution of this work must maintain attribution to the author(s), title of the work, conference proceedings, global copyright holder and must not be intended for commercial purposes. Proceedings of 1st International Conference on Transdisciplinary Studies in November 16-17, Lisbon, Portugal Arts, Technology and Society, ARTeFACTo 2018 PREFACE FROM THE CHAIRS Welcome to ARTeFACTo 2018! It is the 1st International artefacts / installations developed within the INVITRO-Gerador Conference on Transdisciplinary Studies in Arts, Technology project, co-funded by the General Directorate of Arts of the and Society, hosted by Aberta University, in Lisbon, Portugal. Portuguese government, main sponsor of the conference. -
Boutique Indie: Annapurna Interactive and Contemporary Independent Game
Boutique Indie: Annapurna Interactive and Contemporary Independent Game Development Felan Parker, University of Toronto The Game Awards are one of the most prominent awards shows in mainstream gaming culture, celebrating fan-beloved and commercially successful games each December. In 2018, the Mobile Game category included PlayerUnknown’s Battlegrounds and Fortnite: Battle Royale, two wildly popular multiplayer action games, but neither won. Seemingly against all odds and much to the consternation of some gamers, they lost to Florence, a quiet, emotionally resonant game about a romantic relationship, published by a relatively new but already influential actor in the field of independent games, Annapurna Interactive (Patange, 2018). This apparent upset is symptomatic of broader changes in the industry and culture of digital games, in which indie games, once considered a marginal phenomenon, “not only compete with established ‘AAA’ hegemons but also converge with the latter in hybrid configurations and reciprocal dependencies” (de Peuter and Young 2019, 2). Annapurna Interactive is a branch of the independent film company Annapurna Pictures, dedicated to financing and publishing “personal, emotional, and original games that push the boundaries of interactive content and encourage artists to bring new visions to the medium” (Annapurna Pictures, 2016). Although the entry of a Hollywood company into the game industry is nothing new (Brookey, 2010), there is something unique about Annapurna’s approach. Rather than expanding on existing franchises and intellectual properties as is the norm, they publish original games by independent developers in an eclectic variety of genres. Through their well-financed operations, 1 meticulous curatorial and promotional strategies, and distinctive branding, I contend that Annapurna Interactive is fostering a conception of games as a legitimate cultural form that challenges conventional cultural categories and imagined audiences. -
Games Made in Texas (1981 – 2021) Page 1 of 17
Games Made in Texas (1981 – 2021) Page 1 of 17 Release Date Name Developer Platform Location 2021-01-02 Yes! Our Kids Can Video Game - Third Grade Yes! Our Kids Can San Antonio Magnin & Associates (Magnin iOS, Android, Apple TV, 2020-09-30 Wheelchair Mobility Experience Games) Mac, PC, Xbox One Dallas; Richardson 2020-09-17 Shark Tank Tycoon Game Circus, LLC Addison Stadia currently; Steam / 2020-07-13 Orcs Must Die! 3 Robot Entertainment Xbox / PlayStation in 2021 Plano 2019-12-31 Path of the Warrior (VR) Twisted Pixel Games Austin 2019-10-29 Readyset Heroes Robot Entertainment, Inc. Mobile Plano Xbox One, Playstation 4, 2019-09-13 Borderlands 3 Gearbox Software PC Frisco 2019-08-13 Vicious Circle Rooster Teeth Austin 2019-08-01 Stranger Things 3 BonusXP Nintendo Switch Allen 2019-07-11 Defector Twisted Pixel Games Oculus Rift Austin Android, PlayStation 4, Nintendo Switch, Xbox One, iOS, Microsoft 2019-06-28 Fortnight Phase 2 Armature Studio Windows, Mac, Mobile Austin Microsoft Windows & 2019-06-21 Dreadnought 2 Six Foot Games PlayStation 4 Houston 2019-05-31 Sports Scramble Armature Studio Oculus Quest Austin 2019-05-02 Duck Game Armature Studio Nintendo Switch Austin 2019-03-15 Zombie Boss Boss Fight Entertainment, Inc Allen; McKinney Windows (Steam); Oculus 2018-12-31 Baby Hands Chicken Waffle Rift Austin 2018-12-31 Baby Hands Jr. Chicken Waffle iOS; Android Austin 2018-12-19 Arte Lumiere Triseum Microsoft Windows Bryan 2018-11-15 Dreadnought 1: Command The Colossal Six Foot, LLC Houston 2018-10-10 World Armature Studio LLC Austin 2018-10-05 Donkey Kong Country: Tropical Freeze Retro Studios Austin Windows (Steam); HTC 2018-08-27 Torn Aspyr Media Inc. -
University of Florida Thesis Or Dissertation Formatting
SIMULATED SPECIES: THE QUESTION OF THE ANIMAL IN DIGITAL GAMES By MELISSA BIANCHI A DISSERTATION PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF DOCTOR OF PHILOSOPHY UNIVERSITY OF FLORIDA 2018 © 2018 Melissa Bianchi To Crissy, my first and best Player 2 To my loving parents who always find time for playfulness To all the animals who mystify and inspire me ACKNOWLEDGMENTS This research was supported by the Department of English and the College of Liberal Arts and Sciences at the University of Florida. I would like to express my deepest appreciation to my committee chair, Dr. Terry Harpold, who has taught me more than I could ever say here. By his example, he has shown me what a good mentor, scholar, and person should be. This dissertation would not have been possible without his encouragement and understanding. I would also like to express my gratitude to my committee members, Dr. Sidney I. Dobrin, Dr. Susan Hegeman, and Dr. Susan deFrance. Through their extensive personal and professional guidance, I have learned a great deal about academic research, writing, publishing, and life in general. I am also grateful to my colleagues who devoted time and energy to provide me with thoughtful feedback on this work and related scholarship. The insights they have shared have played a significant role in shaping the direction of my research. And finally, last but by no means least, I thank my family, friends, and animal companions whose love inspired and sustained me throughout this process.