Search Results - INTRODUCTION TO CREATIVE GAME DESIGN

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    Teachers as designers of GBL scenarios: fostering creativity in the educational settings by Alessandra Talamo, Annamaria Recupero, Barbara Mellini, Stefano Ventura

    Published in Interaction Design and Architecture(s) (2016-06-01)
    “… This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. …”
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    Asymmetric VR Game Subgenres: Implications for Analysis and Design by Miah Dawes, Katherine Rackliffe, Amanda Lee Hughes, Derek L. Hansen

    Published in Multimodal Technologies and Interaction (2024-02-01)
    “…While half of those who used the AVRGG framework to design with created games that fit directly into existing subgenres, the other half viewed the subgenres as “creative constraints” useful in jumpstarting novel game designs that combined, modified, or purposefully avoided existing subgenres. …”
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    An investigation into the M-Game-Based Practicing episodes on Iranian medical students\' L2 writing by S Khazaie, A Mashhadi

    “…But, when the materials were fed into the native gaming scene participants did pay more attention to the intended content. …”
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    Degree of internationalization and financial performance of gaming businesses: A study of CD Projekt capital group by Sławomir Szwajkosz

    Published in International Entrepreneurship Review (2021-12-01)
    “…Findings: The effect of partial or complete confirmation of the hypotheses adopted in the introduction is to confirm that the company’s internationalisation in the gaming industry has a positive impact on its financial condition. …”
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    Identifying adolescents' gaming preferences for a tobacco prevention social game: A qualitative study. by Georges Elias Khalil, Jeanie Kim, David McLean, Erica Ramirez, Bairu Zhao, Ramzi G Salloum

    Published in PLoS ONE (2023-01-01)
    “…<h4>Introduction</h4>Considering the dangers of adolescent tobacco use, the successful design of behavioral programs is crucial for tobacco prevention. …”
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    Gamifying the university classroom: a comparative analysis of game dimensions through educational Escape Room and a digital board game by Marta Mauri-Medrano, Sara González-Yubero, Carolina Falcón-Linares, María Jesús Cardoso-Moreno

    Published in Frontiers in Education (2024-03-01)
    “…IntroductionUniversity education is looking for innovative ways to enrich the teaching-learning process.MethodsThis study aims to describe and compare two gamified experiences: an educational Escape Room and a digital goose board game with Genially. …”
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    Development of creative tourism with emphasis on tourism attractions (Case Study: Isfahan City) by M. Taghvaei, Sheida Janali poor, Marjan Shafiei

    “…Model finding of the structural dimension also suggests that creativity in design, standard location and quality of tourism infrastructure, and the effects of night transportation on the use of tourism attractions take first to third ranks, respectively. …”
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    Elements of anti-world in the game universe <i>The Witcher</i> by V. M. Ovchinnikov, P. J. Paulus

    “…The effect of the double symbolic analogy is determined by the creative nature of the game, in which players in addition to participating in the gaming process also contribute to the creation of the game. …”
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    Innovative Approaches to Literary Texts (Children Literature on Inclusion) by Olga Derkachova, Oksana Tytun

    “…Its aim is to show that variety makes world wonderful and grate. The introduction of holographic design of vita technologies (calligarm, creative games, the pyramid of hero and author) is considered as well, the application of methods of critical thinking (mind-mapping, swot-analysis, six hats, Bloom’s taxonomy) in the analysis of fiction is substantiated. …”
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    The Children’s rights education via game-based activities: An intervention in kindergarten by Theonia Sakka, Dimitris Gouscos

    Published in International Journal of Serious Games (2023-03-01)
    “…An educational intervention was designed and developed for the introduction of preschoolers to issues of survival, development, non-discrimination and protection rights through digital games. …”
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    Gamification resources in education: A theoretical approach by N. A. Astashova, S. K. Bondyreva, O. S. Popova

    Published in Образование и наука (2023-01-01)
    “…The analysis of gamification resources makes it possible to identify approaches to increase motivation and involvement of students, and, in addition, to find out ways to include elements of game design (task definition, feedback, levels, creativity), computer games in the educational environment. …”
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    Create to Collaborate: using creative activity and participatory performance in online workshops to build collaborative research relationships by Alice Malpass, Astrid Breel, Jo Stubbs, Tassos Stevens, Persis-Jadé Maravala, Ellie Shipman, Zoe Banks Gross, Michelle Farr

    Published in Research Involvement and Engagement (2023-12-01)
    “…Results Artist partners took different approaches to designing workshops. The workshops began with introductory games and activities, and there was less emphasis on introductions of people’s roles, with the intention to avoid hierarchical dynamics. …”
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    The Role of Flow Theory in Viral Promotional Advergames: An exploration of Forwarding the Game and Sharing Personal Data by Mostafa Heidari Haratemeh

    “…The virality of an advertisement or message in the form of a game is done randomly and is suddenly welcomed by many people, but the design and implementation of viral campaigns requires a lot of planning and creativity to be able to manage it during the campaign activity, so that it moves on the right track. …”
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    The Comparison of the Effectiveness of Executive Functions Training Based on Computer Games and Sensory Integration on Students’ Dyslexia Symptoms by Maryam Vismeh, Mahnaz Esteki, Navid Mirzakhani

    Published in Ravānshināsī-i Afrād-i Istis̠nāyī (2023-03-01)
    “…The intervention is designed based on unique sensory patterns, providing an attractive and creative learning environment that helps students respond to the demands of their daily lives, as reported in previous studies by Alizadeh Zarei and Maleki (2016). …”
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    Presenting the basic and strategic innovation model in petrochemical design and construction companies by emran Bauj Khushmian, mitra sadoughi

    “…Extended Abstract Introduction By creating growth strategies, new classes of products; services and various business models change the game and create new values ​​for customers and the company (Binai Bash et al, 2015). …”
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