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As serious games are emerging as a new educational paradigm, it is increasingly important to understand how to integrate educational content into the games, and what elements of the game make learning more effective. This research... more
Resumo Este artigo analisa a relação existente entre as mecânicas de jogos digitais e a narrativa emergente, ou seja, aquela que surge espontaneamente, derivada da interação do jogador com o mundo do jogo. Acredita-se que a maneira como... more
This paper investigates the evolution of larp safety in the NordicAmerican larp community in the last decade, tracing the correlation between safety rhetorics (opinions, arguments, and policies) and mechanics (explicit rules regulating... more
This book is about the three identities of the videogame, the gamer, and Game Studies. I write that there are no definitive truths but rather discourses and constructions; ideas, actions, beliefs, and practices related to videogames are... more
Background. The rapid development of technologies changes the nature and objectives of artistic and design activities, pushing them away from the craft tasks closer to the realization of the relationship between the object-user system,... more
This research examines relationships regarding moral foundations and moral deci- sions in the Mass Effect video game series. The findings suggest that moral foundation predicts what type of moral decisions a player will make during play.... more
Today's schools face major problems around student motivation and engagement. Gamification, or the incorporation of game elements into non-game settings, provides an opportunity to help schools solve these difficult problems. However, if... more
Videogames are evolving as a medium, so in order to reach all kinds of audiences, games with very different types of gameplay and metaphors are being made. One of this new type of titles are disempowering fantasies, in which the player... more
This paper explores the notion of narrative game mechanics byapposing theories from the field of cognitive narratology with design theorieson game mechanics The paper aims to disclose how narrative game mechanicsinvite game agents,... more
Książka Miłosza Babeckiego jest przedsięwzięciem niezwykle potrzebnym. To publikacja pionierska, nie tylko w Polsce, ale także na tle światowych game studies. Autor postanowił ukierunkować swoją rozprawę i skupić się na szczególnym... more
Game mechanics are the rules, processes, and data at the heart of a game. They define how play progresses, what happens when, and what conditions determine victory or defeat. Now two leading authorities in game design–Ernest Adams and... more
Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in... more
Currently, thus the interaction design and mechanical position themselves among the main elements in the structure of digital games and should be considered as a way to develop a better design, that facilitates the development of products... more
For any given Game Based Learning (GBL) project to be successful, the player must learn something. Designers may base their work on pedagogical research, but actual game design is still largely driven by intuition. People are famously... more
Video game play research and recent statistics reveal that 155 million players in America alone contribute to the 23 billion dollar industry; worldwide, it is a 71 billion dollar industry. Behavioral change theory has been intertwined... more
The Canadian/Brazilian production Red Foot Saga (RFS) is a narrative videogame about the cultural memory of Londrina city. Our goal is to examine the function of symbolic mediation through the videogame’s nonverbal language. The authors... more
Cette analyse s'intéresse à la place que possède le temps dans The Legend of Zelda : Majora's Mask (Nintendo, 2000). Elle est principalement basée sur la théorie du temps de Jesper Juul et des concepts temporels présentés par Guillaume... more
What do stories in games have in common with political narratives? This book identifies narrative strategies as mechanisms for meaning and manipulation in games and real life. It shows that the narrative mechanics so clearly identifiable... more
The use of brain-computer interfaces for gaming-related purposes is usually limited to measuring brain signals with portable electroencephalographic equipment. It is only recently that game-related technological developments have... more
This paper analyses the use of asymmetric gameplay on the videogame console Nintendo Wii U, using concepts of interaction design, interface design, playability, game mechanics and the console by itself. The interaction between player and... more
This paper is the author's personal side project and is of no affiliation to any institution or courses. The paper is a rookie attempt to deriving mathematical expressions of the well-known puzzle, the bridge and torch problem. The... more
This article argues that the computer automation of perspective and rendering in Google Earth has far-reaching consequences for the relationships between representations of the earth, its ecology and cultural responses to climate change.... more
The aim of this paper is to rethink games and game design within the theory of self-producing interaction systems. With this research, I seek to identify several dynamics of play and engagement elicited by games that, by extension, can... more
This paper aims to expand existing knowledge on narrative game design. Specifically, the paper discusses the importance of game design patterns for the analysis of narrative game mechanics. By bringing together insights from cognitive... more
Thesis for the Degree of Licentiate of Engineering. This thesis discusses the design of interactive entertaining artifacts such as computer games and computer augmented toys, games and objects. The aim has been to find and/or develop... more
To recognize satire, the audience must be aware of the context and the satirical intent of the work in question. Academic research on the possibilities and effects of satire in games is minimal, if compared with other rhetorical uses of... more
Gamification, the idea that game mechanics can be integrated into assumed “non-game” circumstances has gained ascendance amongst champions of marketing, behavior change and efficiency. Ironically, some of the most heated critique of... more
Rooted in the complexity of purposeful design, this paper embraces a phenomenological perspective of design as both a process and artifact. We use this perspective to interpret why the conceptualization and realization of design... more
Rooted in the complexity of purposeful design, this paper embraces a phenomenological perspective of design as both a process and artifact. We use this perspective to interpret why the conceptualisation and realization of design... more
This paper explores the notion of narrative game mechanics by apposing theories from the field of cognitive narratology with design theories on game mechanics. The paper aims to disclose how narrative game mechanics invite game agents,... more
This paper investigates the evolution of larp safety in the Nordic-American larp community in the last decade, tracing the correlation between safety rhetorics (opinions, arguments, and policies) and mechanics (explicit rules regulating... more
In this paper I will investigate whether the struggle of behavioral change can be enhanced with the entertaining and engaging benefits of video game playing. Can behavioral change decision making be applied to video game decision making... more
The aim of this paper is to describe the research, planning and development stages for the project entitled “Generic Interface for Developing Abstract Strategy Games”. The project consists in the development of a generic platform capable... more
Corporate communication is mutating and gamification has become a powerful tool when it comes to providing new models and methodologies. Universities, because of their special characteristics, must make an effort when it comes to... more
Gamification is to use game elements in a non-game context to increase engagement between human and computer, on the other hand, to encourage in-demand for good behaviors in learning. This research tried to increase student engagements in... more
The aim of this paper is to rethink games and game design within the theory of self-producing interaction systems. With this research, I seek to identify several dynamics of play and engagement elicited by games that, by extension, can... more
The two distinct levels of representation in gaming – the game-world and the mechanics – bring into focus the role of audience attention. To engage in deep and rich experiences of direct representations, players must be seduced into the... more
La saga Silent Hill en su conjunto, y de manera específica Silent Hill 4: The Room, supone un caso paradigmático de construcción de lo fantástico en los videojuegos. Sirviéndose de las convenciones características de este medio, y... more
Lee, JJ & Hammer, J. (2011). Gamification in Education: What, How, Why Bother? Academic Exchange Quarterly, 15(2). ... Gamification in Education: What, How, Why Bother? ... Joey J. Lee, Teachers College Columbia University, NY Jessica... more
In the context of games for learning, it is argued that taking individual differences among players into consideration during game design can be beneficial for the game and/or learning experience. Researchers have studied a variety of... more
Abstract There is an eco-revolution going on, but not many people are joining it. Meeco intends to guide, encourage and commit people to live eco-friendlier lives in a more social and enjoyable way. It uses Location Based Services, Web... more