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Game Genres................................................................................................................4

by unknown authors
"... SHS Project, 1 st year Master ..."
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SHS Project, 1 st year Master

Shadowplay – Lighting in different computer game genres

by Sara Jacobsson , 2004
"... This paper discusses the nature and significance of artificial illumination in computer games. It examines different game genres and finds their essence, in order to be able to locate a specific game typical to each genre. Games that existed prior to the computer are shown use light in a much more f ..."
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This paper discusses the nature and significance of artificial illumination in computer games. It examines different game genres and finds their essence, in order to be able to locate a specific game typical to each genre. Games that existed prior to the computer are shown use light in a much more

Early Computer Game Genre Preferences (1980-1984)

by Jonathan Lessard Phd
"... This paper addresses the lack of solid historical information concerning early computer game sales and preferences. Two consistent data series from the magazines Softalk and Computer Gaming World (CGW) are analyzed to give an overview of the best selling and best rated games by players for the perio ..."
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for the period of 1980-1984. A “genre palette ” is inferred from the sources, giving a snapshot of how contemporaries framed and interpreted the offer in computer games. A comparison of the series reveals the CGW readership constitutes a distinct “hardcore ” play community amongst general computer game players

Rhetoric of Serious Game Genres 1 The Rhetoric of Serious Game Genres: Issues for Analysis and Design

by Lee Sherlock
"... A number of frameworks based on the idea of serious game genres or categories have been developed to understand the range of purposes and actions that serious games engage with. For instance, Bergeron (2006) presents a set of “primary categories ” associated with serious games that includes “games w ..."
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A number of frameworks based on the idea of serious game genres or categories have been developed to understand the range of purposes and actions that serious games engage with. For instance, Bergeron (2006) presents a set of “primary categories ” associated with serious games that includes “games

Abstract Mapping the Mental Space of Game Genres

by J. P. Lewis
"... In this short paper we explore the application of manifold learning algorithms to build maps of the “space ” of game genres. The gaming community has produced an informal classification of games that defines genres such as first-person shooters, real-time strategy games, etc. While these genres are ..."
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In this short paper we explore the application of manifold learning algorithms to build maps of the “space ” of game genres. The gaming community has produced an informal classification of games that defines genres such as first-person shooters, real-time strategy games, etc. While these genres

The Game Genre Factor in Computer Games Based Learning Mats Wiklund

by unknown authors
"... As the usage of commercial, off-the-shelf computer games as teaching tools are being discussed and empirically studied, the varying properties of different game genres is an important factor that should be taken into account. The possible impact on study results that may be inherent from game genres ..."
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As the usage of commercial, off-the-shelf computer games as teaching tools are being discussed and empirically studied, the varying properties of different game genres is an important factor that should be taken into account. The possible impact on study results that may be inherent from game

Mapping the Mental Space of Game Genres (poster)

by J.P. Lewis
"... The gaming community has produced an informal classification of games that defines genres such as first-person shooters (FPS), real-time strategy (RTS) games, etc. While these genres are generally accepted, producing a more formal ..."
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The gaming community has produced an informal classification of games that defines genres such as first-person shooters (FPS), real-time strategy (RTS) games, etc. While these genres are generally accepted, producing a more formal

A quantitative study exploring the difference between gaming genre preferences

by Anil Bilgihan , Cihan Cobanoglu , Khaldoon Nusair , Fevzi Okumus , Milos Bujisic , 2013
"... Abstract Although gaming technologies have been in use for more than thirty years, there is a lack of academic research in this area. Specifically, the purpose of this study is to identify the difference between age and gender in gaming genre preferences. A cross sectional online survey was adminis ..."
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Abstract Although gaming technologies have been in use for more than thirty years, there is a lack of academic research in this area. Specifically, the purpose of this study is to identify the difference between age and gender in gaming genre preferences. A cross sectional online survey

AN INVESTIGATION OF BARE-HANDS-INTERACTION IN TRADITIONAL 3D GAME GENRES

by Markus Schlattmann, et al.
"... Recently, stable markerless 6 DOF video-based hand-tracking devices became available. These devices simultaneously track the positions and orientations of both user hands in different postures with at least 40 frames per second. Such handtracking allows for using the human hands as natural input dev ..."
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purposes and analyzed various interaction modes/metaphors by coupling it to four popular 3D games (see Figure 1): two racing games, a flight simulator and a first-person shooter. Furthermore, we performed a user study based on game play in these different game genres. We present a discussion of the user

Heuristics for Video Games Evaluation: How Players Rate Their Relevance for Different Game Genres According to Their Experience

by Florentin Rodio, J. M. Christian Bastien
"... This paper reports a study evaluating the relative relevance of evaluation heuristics for different game genres and players. 120 players (amateur or e-Sport players) were invited to assess the relevance of 47 heuristics for different game genre (Real Time Strategy, Massively Multi-player Online Role ..."
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This paper reports a study evaluating the relative relevance of evaluation heuristics for different game genres and players. 120 players (amateur or e-Sport players) were invited to assess the relevance of 47 heuristics for different game genre (Real Time Strategy, Massively Multi-player Online
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