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Wyszukujesz frazę "digital games" wg kryterium: Temat


Tytuł:
Effect of Audio-Visual Appeal on Game Enjoyment: Sample from Turkey
Autorzy:
Almaç, Naz
Powiązania:
https://bibliotekanauki.pl/articles/41311546.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
game user research
moderation effect
player experience
scale adaptation
Opis:
A player’s subjective interaction with a digital game is referred to as player experience. The consequence of playing a game affects a player’s thoughts, feelings, attitudes, and behaviours. To measure player experience there are various qualitative and quantitative methods. Iterative game development and play testing sessions enhance and optimize game designs, to determine the impact of functional and psychosocial consequences of gaming in various cultures, a credible scale is required. To be able to measure and analyse player experience, this study aimed at adapting the ‘Player Experience Inventory’ (PXI) scale developed by V. V. Abeele1 to Turkish. The results of test-retest analysis and backand-forth translation demonstrate that linguistic equivalence is not applicable for the Turkish variant. Only one item for functional – audio-visual appeal – and two items from psychosocial – immersion and autonomy – consequence of gaming have a proper factor structure. In this way an adaption study was carried out by confirmatory factor analysis (CFA) and explanatory factor analysis (EFA) with three items from the scale. The validity and reliability of the scale and relationship of audio-visual appeal of gaming on game enjoyment were tested and this article proposes a model for the functional and psychosocial consequences of gaming.
Źródło:
Acta Ludologica; 2023, 6, 2; 42-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Gry cyfrowe jako przedmiot badań w naukach o mediach
Digital games as a research subject in media studies
Autorzy:
Babecki, Miłosz
Powiązania:
https://bibliotekanauki.pl/articles/1289446.pdf
Data publikacji:
2018
Wydawca:
Uniwersytet Warszawski. Wydział Dziennikarstwa, Informacji i Bibliologii
Tematy:
gry cyfrowe
poważne gry
potencjał komunikacyjny
instrumentalizacja gier
komunikowanie jako oddziaływanie
nauki o mediach
digital games
serious games
communication potential
games instrumentalization
communication as an interaction
discipline of media science
Opis:
Tekst przedstawia gry cyfrowe (w tym serious games) jako środki komunikowania sytuowane w dyscyplinie nauk o mediach. Po spełnieniu określonych warunków nadają się one do efektywnego transferu wiedzy teoretycznej, praktycznej i mogą być eksploatowane jako media różnorodnego oddziaływania na użytkowników-graczy. Artykuł jest teoretyczną prezentacją ewolucji stadiów gier obrazującą, dlaczego i w jaki sposób stawały się przedmiotem zainteresowań komunikologów i medioznawców.
The study presents digital games (including serious games) as a medium of communication, considered as one of the subjects in media studies. Under certain conditions, games are suitable for the effective transfer of theoretical and practical knowledge which, in turn, might affect the users. The theoretical paper looks at digital games from the perspective of their evolution. It illustrates the ways in which digital games have become a subject for communication and media researchers.
Źródło:
Studia Medioznawcze; 2018, 1 (72); 45-55
2451-1617
Pojawia się w:
Studia Medioznawcze
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Real-Life Frustration from Virtual Worlds: The Motivational Potential of Frustration
Autorzy:
Balážiková, Magdaléna
Powiązania:
https://bibliotekanauki.pl/articles/485073.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
behaviour
digital games
frustration
locus of control
motivation
Opis:
The presented paper offers a short general introduction to frustration followed by a discourse on frustration as an integral part of gaming experience with the core distinction between positive in-game frustration and negative at-game frustration. The potential of frustration to increase motivation to play, emotional engagement and immersion is outlined. The paper includes comprehensive research using the means of a questionnaire (n=159) and content analysis (n=327) identifying types of frustrating situations in games, perceived sources of frustration, the behavioural impact of frustration and the relationship between locus of control and ascribed source of frustration. Results showed toxic behaviour as a leading cause of frustration. The most common declared behavioural output of frustration caused by the toxic behaviour of other players was quitting a game for a certain amount of time. Frustration showed the most motivational potential within the category of frustrating situations related to gamers e.g. being stuck in a part of the game, losing, not succeeding, etc. At-game frustration concerns mainly the category called the “game itself”. Most often the game was blamed for insufficiencies in game mechanics or game design, malfunctioning and technical issues within the game. The presented research did not show a statistically significant association between the source of frustration and a participant’s locus of control. The paper has potential in terms of game design and research of emotion, motivation or immersion.
Źródło:
Acta Ludologica; 2019, 2, 1; 56-68
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Stereotypical Negative Female Gender Roles in Digital Games
Autorzy:
Baltezarević, Borivoje
Baltezarević, Radoslav
Baltezarević, Vesna
Kwiatek, Piotr
Baltezarević, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/2150958.pdf
Data publikacji:
2021
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
discrimination
female
gender roles
stereotype
Opis:
Digital games represent a new media form dominated by men, either as characters or as players. The perception of digital games as ‘Boys’ Fun’ has been denied by the latest research that points to the fact that women are increasingly accessing this medium. But the analysis of digital games shows that gender roles appear in this media as real-world stereotypes. It means that there is discrimination against women who often have a passive role, whether they appear as victims or as sexual objects. When they are not damsels in distress helplessly awaiting their saviour or playing heroines, then, they are most often portrayed as rebellious beauties with oversized dimensions. The subject of this paper is female representation in digital games. Authors used content analysis of 30 digital games with female protagonists, published at J Station, to examine the female gender roles in such digital games. The aim of the empirical study is to demonstrate that the elements of gender discrimination are present in digital games and that they can lead to the creation of harmful stereotypes against women.
Źródło:
Acta Ludologica; 2021, 4, 2; 42-61
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Political Marketing in Digital Games: ‘Game Over’ for Traditional Political Marketing Methods
Autorzy:
Baltezarević, Radoslav
Baltezarević, Borivoje
Baltezarević, Vesna
Kwiatek, Piotr
Baltezarević, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/485083.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
future directions
political marketing
political messages
Opis:
This study focuses on digital games that have become powerful persuasion tools which can be utilized for political marketing purposes. The authors believe that these media have to be thoroughly explored, because of the great potential of these platforms to become very useful tools for setting up political messages and the outreach capacity to the voting segment being difficult to achieve if only traditional media are used. The paper provides a set of theoretical views on political marketing in digital games. There are many examples analyzed in the paper, proving that the techniques of political marketing can create big benefits and that they can help politicians achieve their goals. So, we hypothesized a new phase of political marketing, underpinned by the utilization of digital games. As a methodology, we used content analysis of various digital games. The aim of this paper is to offer a better understanding of the benefits of political marketing campaigns in the digital gaming industry and to explore the role and impact of these techniques, as well as to provide potential future directions of this form of marketing.
Źródło:
Acta Ludologica; 2019, 2, 2; 28-46
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Role of Digital Marketing in the Esports Industry
Autorzy:
Baltezarević, Radoslav
Baltezarević, Vesna
Baltezarević, Ivana
Powiązania:
https://bibliotekanauki.pl/articles/41309902.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
consumers
digital games
digital marketing
eSports industry
eSports influencers
eWOM
Opis:
The eSports industry, supported by the accelerated development of digital technologies, is becoming more and more interesting to companies, as a potential place where products and services can be advertised. Given that consumers, who follow or actively engage in playing digital games and eSports, are mostly younger men, digital marketing strategies seem like a logical choice. This paper provides several theoretical viewpoints on the function of digital marketing in the industry of eSports. The authors attempted to make this topic more accessible to professionals with expertise in this field by assessing the views of 113 respondents and highlighting the possible advantages of adopting digital marketing in the eSports industry. The aim of this study is to show that companies should focus on promoting brands on digital platforms dedicated to eSports, because such activities, which are intended for players and audiences, are generally acceptable activities of business entities. Also, when carrying out brand promotion on these platforms, it is advisable to hire credible eSports influencers on social media to recommend their brands, and ultimately, to support the spread of eWOM about the company’s brand.
Źródło:
Acta Ludologica; 2023, 6, 1; 28-45
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Heroine’s journey to love: Spatial rhetoric in romantic subplots in BioWare’s fantasy RPGs
Autorzy:
Bednorz, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/1955321.pdf
Data publikacji:
2021-06-15
Wydawca:
Uniwersytet im. Adama Mickiewicza w Poznaniu
Tematy:
digital games
digital spaces
love
courtly love
Bioware
Opis:
This article explores the potential of digital games to encode references encompassing specific cultural ideas of romantic love within their spatial structures, thus helping guide the player’s interpretation of romance as they interact with and move through those spaces. It undertakes an analysis of romantic subplots in BioWare’s fantasy role-playing games, specifically those which reappropriate the courtly love trope, and discusses elements of that remediation which rely heavily on spatial metaphors and structures, including the shared experience of heroic journey, the role of questing for the development of romance, and spatial positioning of lovers on the game map. Through its analysis, the article explores how digital games can employ spatial rhetoric while approaching topics of love, and how they are equipped to represent the materiality and spatiality of love and love narratives.
Źródło:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication; 2021, 29, 38; 191-204
1731-450X
Pojawia się w:
Images. The International Journal of European Film, Performing Arts and Audiovisual Communication
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Playing out the unspeakable: the rhetorics of trauma in The Day the Laughter Stopped digital game
Autorzy:
Bednorz, Magdalena
Powiązania:
https://bibliotekanauki.pl/articles/2040542.pdf
Data publikacji:
2021-12-27
Wydawca:
Uniwersytet Warszawski. Katedra Italianistyki. Polskie Towarzystwo Retoryczne
Tematy:
gry cyfrowe
trauma
interaktywność
sprawczość
The Day the Laughter Stopped
digital games
interactivity
agency
Opis:
The article undertakes a detailed analysis of The Day the Laughter Stopped – a simple text-based browser game about rape, told from the perspective of a young teenage girl. While seemingly straightforward, the game uses choice poetics to build expectations of agency on the side of the player, only to subvert them at the most climactic moment, provoking emotional responses and serving as a commentary on the experience of loss of control and loss of words in the face of a traumatic event. Following existing approaches to rhetorical, emotion-evoking qualities and capabilities of digital games, the article explores the potential of the digital medium to communicate the unspeakable, overwhelming dimension of trauma, as illustrated by the game. The analysis not only explores the medium-specific means of expression which the game utilizes to encourage the audience to explore the perspective of a rape victim in an engaging way, but also leads to the conclusion that in doing so, the game aims to make persuasive statements about the social and cultural discourse around rape trauma and its representations, and therefore contributes to the larger socio-cultural discourse. As such, the article aspires to add to pre-existing studies on the specific rhetorical means of digital fiction, as well as on the approaches to cultural renditions of trauma.
Artykuł podejmuje szczegółową analizę The Day the Laughter Stopped – prostej, tekstowej gry przeglądarkowej podejmującej temat gwałtu, przedstawionego z perspektywy młodej nastolatki. Gra, choć z pozoru prosta, wykorzystuje poetykę wyborów, by wzbudzić w graczu poczucie sprawczości, tylko po to, by obalić je w kulminacyjnym momencie, prowokując tym samym emocjonalne reakcje i formułując komentarz do doświadczenia utraty kontroli i utraty słów w obliczu traumatycznego wydarzenia. Bazując na istniejących podejściach do retorycznych możliwości gier wideo, w artykule badam potencjał medium cyfrowego do komunikowania niewypowiadalnego wymiaru traumy. Gra służy zaś jako ilustracja. Podjęta analiza nie tylko bada specyficzne dla tego medium środki wyrazu, które gra wykorzystuje, aby zachęcić graczy do zaangażowania się w poznanie perspektywy ofiary gwałtu, ale także prowadzi do wniosku, że gra wykorzystuje je w zabiegach perswazyjnych, formułując argumenty dotyczące traumy i kultury gwałtu, i stając się niejako głosem w szerszym dyskursie społeczno-kulturowym. Artykuł ma na celu uzupełnienie istniejących badań nad konkretnymi środkami retorycznymi fikcji cyfrowej, jak również nad sposobami kulturowego przedstawiania traumy.
Źródło:
Res Rhetorica; 2021, 8, 4; 83-97
2392-3113
Pojawia się w:
Res Rhetorica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Watch a Film, Play a Game – Play a Film, Watch a Game: Notes on the ‘Intermedia- Presence’ of Digital Games in Cinema
Autorzy:
Boszorád, Martin
Powiązania:
https://bibliotekanauki.pl/articles/485052.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
experience, film
intermedia
intermediality
Opis:
The present study does not approach digital games per se and in accordance with the, so to speak, matter-of-course habitus, i. e. within the frame of game studies discourse (regardless of the ludology-narratology debate and probably even continuing tension), but rather in a wider cultural context and that by following essentially their relations to other cultural contents and phenomena, cinema in particular. Hence the intermediality discourse is within the pursued reflection applied as, from the point of view of the author, a fruitful framework. Intermediality can be legitimately approached as such a relation between media which, as Petr Szczepanik puts it, 'creates indivisible fusions'. If we accept this thesis and utilize it as a starting point, film – connecting image, word and sound – appears to be intermedial apriori. On the basis of this and in connection with digital games (which, by the way, can be in terms of the aforementioned understood as intermedial a priori, too), such cinematic works of art – naturally, pars pro toto – are in the centre of interest here in which the a priori intermedial character of film is in a sense amplified or rather brought to a square (film as 'intermedium') – in this case and context by evincing ties, implicit and/or explicit, to digital games.
Źródło:
Acta Ludologica; 2020, 3, 1; 4-17
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Establishing New Genres in Digital Games: The Auto Battler Case Study
Autorzy:
Buček, Silvester
Kobetičová, Martina
Powiązania:
https://bibliotekanauki.pl/articles/485075.pdf
Data publikacji:
2020
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
auto battler
core mechanics
digital games
game typologies
genres studies
modding
Opis:
The paper discusses the criteria about how one can establish if a group is a new genre. It distinguishes between two main lines of thinking about genre in general – content and discourse. Both lines have two things to discuss. For content it is similarities and differences in mechanics, and for discourse it is commercial and social purpose of the use of new categories. The case studies then show how this can be applied to the rising auto battler class. There are 7 core mechanics in games that are similar, but every game differs in small details from others. The discourse in the social and commercial sphere has appeared over a short time period, and the adoption of the new genre by the gaming community was therefore fast. The bottom line of the text is that using rigid categories for discussions about digital games cannot focus only on rigid criteria, but also on context.
Źródło:
Acta Ludologica; 2020, 3, 1; 46-66
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Spatial data processing for the purpose of video games
Autorzy:
Chądzyńska, D.
Gotlib, D.
Powiązania:
https://bibliotekanauki.pl/articles/92478.pdf
Data publikacji:
2016
Wydawca:
Oddział Kartograficzny Polskiego Towarzystwa Geograficznego
Tematy:
digital cartography
computer simulators
video games
computer game
virtual world
spatial data
Opis:
Advanced terrain models are currently commonly used in many video/computers games. Professional GIS technologies, existing spatial datasets and cartographic methodology are more widely used in their development. This allows for achieving a realistic model of the world. On the other hand, the so-called game engines have very high capability of spatial data visualization. Preparing terrain models for the purpose of video games requires knowledge and experience of GIS specialists and cartographers, although it is also accessible for non-professionals. The authors point out commonness and variety of use of terrain models in video games and the existence of a series of ready, advanced tools and procedures of terrain model creating. Finally the authors describe the experiment of performing the process of data modeling for “Condor Soar Simulator”.
Źródło:
Polish Cartographical Review; 2016, 48, 1; 41-50
2450-6974
Pojawia się w:
Polish Cartographical Review
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tracing the Impact of the Digital Virtual Ludic on Immersive Theatre: A Case of Theatre Gamification
Autorzy:
Charitos, Dimitrios
Timplalexi, Eleni
Powiązania:
https://bibliotekanauki.pl/articles/41309223.pdf
Data publikacji:
2023
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
digital games
immersive theatre
pervasive games
theatre gamification
virtual worlds
Opis:
Immersive theatre, a theatrical form emerging at the beginning of the 21st century, invites spectators to become immersed in interactive theatre performances. The use of the term immersive indicates a strong influence from digital media, particularly from virtual worlds (VWs). Immersive theatre and VWs appear to share characteristics. A systematic comparative approach tracing the presence of characteristics shared by immersive theatre and VWs (i.e., virtuality, worldliness, information intensity), among others, still unique to VWs (i.e., agency, ergodicity), reveals that immersive theatre has assimilated some VWs characteristics while still being in the process of negotiating others. The paradigm of pervasive games is brought into the conversation to claim immersive theatre as a partially successful case of theatre gamification, revising theatrical and dramatic conventions, towards what could be called a digitally and ludically inspired neo-dramatic. New intermedial forms of expression could benefit from the adoption of a game/play frame.
Źródło:
Acta Ludologica; 2023, 6, 1; 4-27
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
The Role of Computer Games in Students’ Paths of Digital Entertainment
Rola udziału studentów w grach komputerowych na tle innych rodzajów rozrywki cyfrowej
Autorzy:
Chmielarz, Witold
Szumski, Oskar
Powiązania:
https://bibliotekanauki.pl/articles/1923795.pdf
Data publikacji:
2020-02-18
Wydawca:
Uniwersytet Warszawski. Wydawnictwo Naukowe Wydziału Zarządzania
Tematy:
e-gamers
digital entertainment
the role of computer games in entertainment
gracze komputerowi
rozrywki cyfrowe
rola gier komputerowych w rozrywce
Opis:
The aim of this article is to analyze digital entertainment of students from the perspective of computer games. The article is a continuation of research focused on the growing population of computer gamers and competition of different forms of digital entertainment by students. The following work stands for the initial part of more extended research and is focused only on a subset of conditions analyzed. As the baseline for the analysis, the authors used a division of day type characteristic such as workdays and non-working days. The analysis consists of 2 phases: analysis of daily behavior patterns and duration of digital gaming activities across different platforms, the second phase consists of an analysis of other forms of digital entertainment on top of digital gaming. A qualitative study was conducted with a predefined sample of students. The authors also indicated further research ideas to extend the usage of mobile technologies such as smartphones. JEL: L81, L83, M15
Celem niniejszego artykułu jest analiza roli udziału studentów w grach komputerowych na tle innych rodzajów rozrywki cyfrowej. Artykuł stanowi kontynuację badań dotyczących rosnącej populacji graczy komputerowych oraz konkurencji ze strony różnych form rozrywki cyfrowej wśród studentów i jest wstępną częścią zamierzonych badań koncentrujących się na populacji studenckiej. Jako podstawę analizy autorzy zastosowali podział na dwa podstawowe rodzaje dni w tygodniu: dni robocze i dni wolne od pracy. Analiza składa się z dwóch faz: analizy codziennych zachowań i czasu trwania gier cyfrowych na różnych platformach cyfrowych oraz analizie wykorzystania gier komputerowych w stosunku do innych form rozrywki cyfrowej. Badanie jakościowe zostało przeprowadzone na określonej próbie studentów studiów wyższych. Autorzy wskazali również możliwe kierunki kontynuacji prac i rozszerzenia ich na technologie mobilne. JEL: L81, L83, M15
Źródło:
Problemy Zarządzania; 2019, 5/2019 (85); 198-206
1644-9584
Pojawia się w:
Problemy Zarządzania
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Games and ADHD-ADD: A Systematic Mapping Study
Autorzy:
Contreras-Espinosa, Ruth S.
Serra, Angel
Terrón, Jose Luis
Powiązania:
https://bibliotekanauki.pl/articles/485131.pdf
Data publikacji:
2019
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
adolescents
attention deficit disorder
attention deficit hyperactivity disorder digital games
children
literature review
systematic mapping study
Opis:
Attention Deficit Hyperactivity Disorder (ADHD) is a neuro-developmental disorder that starts in childhood and has a persistent pattern of behaviour involving lack of attention and/or hyperactivity-impulsiveness that interferes in social, academic or work processes, or reduces the quality of them. Through activities with games, children and adolescents improve memory, concentration, motor planning and time management skills. According to some studies these may present positive effects for the attention span, executive functions, working memory and other cognitive skills. However, there are few studies that explain their effects. This paper presents a systematic mapping study and underlines the direction taken by the empirical studies undertaken on the use of digital games in treating ADHD and ADD. A total of 12 articles, covering 2005 to 2015, were selected. The research questions behind the study were: RQ1 What particular characteristics have been investigated by researchers?; RQ2 What research methods have been used?; and RQ3 On which game has the study on ADD-ADHD been focused?. There are studies are focused on the risk of addiction, increased attention deficit or behaviour problems and studies evaluating the improvement in executive functions, reduction in hyperactivity and motivation. The research methods used were experimental and exploratory methods. Finally, the digital games are analyzed without distinguishing between the genres and theme of the game.
Źródło:
Acta Ludologica; 2019, 2, 2; 4-26
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Game Based Worldbuilding: Planning, Models, Simulations and Digital Twins
Autorzy:
Cureton, Paul
Coulton, Paul
Powiązania:
https://bibliotekanauki.pl/articles/41316225.pdf
Data publikacji:
2024
Wydawca:
Univerzita sv. Cyrila a Metoda. Fakulta masmediálnej komunikácie
Tematy:
city-buiding games
digital games
future scenarios
urban digital twins
urban models
Opis:
Urban planning has been simulated through various city-building games such as The Sumerian Game (1964), SimCity (1989), and Cities: Skylines (2015), amongst many others. Gaming technology has been utilized in 3D GIS, City Information Models (CIMs), and Urban Digital Twins (UDTs) to enhance public participation and engagement in the planning process. This article studies the overlap and ‘game-like’ qualities of these systems and presents an Urban Game Continuum. This interactive tool works in tandem with a taxonomy of city-building games and existing UDTs in order to assist with the design of future systems. A case study imported GeoData from Lancaster, UK, into a games platform. The continuum tool and case study offer new insights into opportunities for the utilisation of game design and gaming technology in urban planning and digital transformation. The article argues that the current use of gaming technology for real-world applications is one-directional and misses opportunities to include digital game design and research, such as mechanics, dynamics, flow, and public participatory world-building for future scenarios. By incorporating these elements, UDT systems could offer higher levels of citizen engagement.
Źródło:
Acta Ludologica; 2024, 7, 1; 18-36
2585-8599
Pojawia się w:
Acta Ludologica
Dostawca treści:
Biblioteka Nauki
Artykuł

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