Showing 41 - 60 results of 61 for search '"Game designer"', query time: 0.08s Refine Results
  1. 41

    Low-tech serious games in higher education: bridging the digital divide and enhancing student thinking and performance by Chong-Wen Chen

    Published 2025-01-01
    “…This paper suggests that serious game design for theory courses in higher education can be effectively carried out in low-tech settings, avoiding the deepening of the digital divide while contributing to the Sustainable Development Goals (SDGs), particularly SDG 4 (Quality Education) and SDG 10 (Reduced Inequality).…”
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    Article
  2. 42

    How Color Properties Can Be Used to Elicit Emotions in Video Games by Erik Geslin, Laurent Jégou, Danny Beaudoin

    Published 2016-01-01
    “…These results allow us to propose video game environment development methods in the form of a circumplex model. It is aimed at game designers for developing emotional color scripting.…”
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    Article
  3. 43

    Development of a mnemonic card game for sustainability literacy in Master of Business Administration programmes by Magdalena J. Grobler

    Published 2025-01-01
    “…Research purpose: This study aims to develop and evaluate a mnemonic card game designed to enhance Master of Business Administration (MBA) students’ understanding and retention of the SDGs. …”
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    Article
  4. 44

    Ball Point Game: Playing or Learning Agile Project Management? by Maria Lydia Fioravanti, Gustavo M. N. Avellar, Bruna Oliveira Romeiro, Bruna Goncalves Rezende, Ellen Francine Barbosa, Ana M. Moreno

    Published 2025-01-01
    “…This paper presents an empirical evaluation of the Ball Point Game (BPG), a non-digital serious game designed to teach Agile project management principles. …”
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  5. 45

    Observing the Coming of Age of Video Game Graphics: Exploring the historical development of video game graphics through distant viewing, hermeneutics and image clustering by Adrian Demleitner

    Published 2024-12-01
    “…Further, the analysis shows an intricate entanglement of video game design with computing history, as well as the influx of pop-cultural references.…”
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  6. 46

    Business game as a pedagogical tool for developing students’ global competencies by Vera M. Zhurakovskaya, Olga A. Olicheva

    Published 2024-07-01
    “…The scientific novelty of the research includes the development of a business game designed on the basis of the integration of scientific approaches: synergetic, activity-based, coaching, the interpenetration of which determined the development of new structural components of a business game focused on the formation of global competencies of students. …”
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  7. 47

    Didactic game as a means of developing the professionalism of the teacher by Vera M. Zhurakovskaya, Ol'ga A. Olicheva

    Published 2022-07-01
    “…The scientific novelty of the research includes the developed didactic game, designed on the basis of the psychological and pedagogical mechanism of transferring the external motivation of activity into the internal one. …”
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    Article
  8. 48

    V's Virtual Afterlife by Jasmyn Connell, Christopher Moore, Reneé Middlemost

    Published 2025-01-01
    “…Our analysis reveals that V’s NHOP is a complex, rhizomatic assemblage resulting from the participatory interplay between in-game characters, fans, games designers, developers, the storyworld’s creators, and intellectual property owners. …”
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    Article
  9. 49

    Games and gamers: the influence of participating players on the process and outcome of regional spatial energy games by Hartmut Dumke, Pia Nabielek

    Published 2025-01-01
    “…The optimization of player teams needs to be strongly considered in game design. Also, we note that if the game is played in a regional context, the spatial orientation (the region) could be taken into greater account when applying stakeholder theory.…”
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  10. 50

    Gamification Application for Promoting and Encouraging Physical Activity in the Elderly by Narmin Mohammed Noori, Awaz Naaman Saleem, Muhammed Anwar

    Published 2024-06-01
    “…In mobile technology, notably gamification applications, game design features can spark older people's intrinsic motivation, encouraging them to participate in and enjoy physical activity. …”
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    Article
  11. 51

    Unveiling personalized and gamification-based cybersecurity risks within financial institutions by Amna Shahzadi, Kashif Ishaq, Naeem A. Nawaz, Fadhilah Rosdi, Fawad Ali Khan

    Published 2025-02-01
    “…This article explores the integration of game design principles into business contexts, termed “gamification,” a subject of increasing interest among both scholars and industry professionals. …”
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    Article
  12. 52

    DEVELOPMENT OF AN INTERACTIVE WEBSITE WITH DIDACTIC GAMES TO ENHANCE VOCABULARY IN YOUNG STUDENTS WITH INTELLECTUAL DISABILITIES by Anna Bober, Yuriy Kosenko, Olena Korol

    Published 2024-09-01
    “… The article investigates the development of a website that includes interactive didactic games designed to improve the vocabulary of primary schoolchildren with intellectual disabilities. …”
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  13. 53

    Investigating the Effectiveness of Serious Games in Educating Neonatal Resuscitation: A Systematic Review by Parisa Farshid, Kayvan Mirnia, Peyman Rezaei-Hachesu, Elham Maserat, Taha Samad-Soltani

    Published 2024-10-01
    “…However, further research is needed to optimize game design, investigate long-term learning outcomes, and assess skills transfer to clinical practice. …”
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  14. 54

    Active games for increasing social and emotional competencies of young adults in probation system: a one-sample trial study in Izmir city in Turkiye by Inci Derya Yucel, Gorkem Yararbas

    Published 2024-12-01
    “…The Collaborative for Academic, Social, and Emotional Learning (CASEL) model, which defines five social and emotional skills (self-awareness, self-management, responsible decision making, relationship skills, social awareness), was used to support observation and game design. The present study involved the codesign of a total of 18 active games to develop these five competencies. …”
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  15. 55

    Efficacy of the Foodbot Factory digital curriculum-based nutrition education intervention in improving children’s nutrition knowledge, attitudes and behaviours in elementary school... by Wendy Lou, Michael Farkouh, JoAnne Arcand, Jacqueline Marie Brown, Saman Tahir, Beatriz Franco-Arellano, Ann LeSage, Janette Hughes, Bill Kapralos, Ellen Vogel, Claire Tugault-Lafleur

    Published 2025-01-01
    “…The Foodbot Factory intervention, consisting of serious game (ie, a digital game designed for education) and curriculum-based lesson plans, was developed to support teachers and children ages 8–12 with nutrition education. …”
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  16. 56

    Development of a Motion-Based Video Game for Postural Training: A Feasibility Study on Older Adults With Adult Degenerative Scoliosis by Frances K. W. Wan, Alex T. H. Mak, Claire W. Y. Chung, Joanne Y. W. Yip

    Published 2024-01-01
    “…This pilot feasibility study explores the development and initial assessment of a motion-based video game designed for postural training in older adults with adult degenerative scoliosis, and demonstrates the usability and benefits of active gameplay in motor training.…”
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  17. 57

    Co-Design of an Escape Room for e-Mental Health Training of Mental Health Care Professionals: Research Through Design Study by Joyce J P A Bierbooms, Wouter R J W Sluis-Thiescheffer, Milou Anne Feijt, Inge M B Bongers

    Published 2025-01-01
    “…In the first stage, the purpose, expectations, and storylines for the escape room were formulated in 2 co-design sessions with mental health care professionals, game designers, innovation staff, and researchers. In the second stage, the results were translated into the first escape room, which was tested in 3 sessions, including one web version of the escape room. …”
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  18. 58

    InHeritage—A Gamified Mobile Application with AR and VR for Cultural Heritage Preservation in the Metaverse by Paula Srdanović, Tibor Skala, Marko Maričević

    Published 2024-12-01
    “…Gamification—the use of game design principles in non-game contexts—has gained significant traction in education and cultural heritage, providing new methods for increasing user engagement and retention (Werbach and Hunter). …”
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  19. 59

    Clinical validation of an individualized auto-adaptative serious game for combined cognitive and upper limb motor robotic rehabilitation after stroke by Ioannis Doumas, Thierry Lejeune, Martin Edwards, Gaëtan Stoquart, Yves Vandermeeren, Bruno Dehez, Stephanie Dehem

    Published 2025-01-01
    “…Objective The aim of this study is to clinically validate the dynamic difficulty adjustment (DDA) mechanism of ROBiGAME, a robot serious game designed for simultaneous rehabilitation of motor impairments and hemispatial neglect. …”
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  20. 60

    Evaluating the Efficacy of a Serious Game to Deliver Health Education About Invasive Meningococcal Disease: Clustered Randomized Controlled Equivalence Trial by Lauren Bloomfield, Julie Boston, Martin Masek, Lesley Andrew, Donna Barwood, Amanda Devine

    Published 2025-02-01
    “…This study evaluates the efficacy of the Meningococcal Immunisation Awareness, Prevention and Protection app (MIApp), a serious game designed to replicate the information provided in a 30-minute face-to-face presentation provided by a trained educator. …”
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    Article