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121
La langue, matière à machines
Published 2024-12-01“…Our experimental method involves building a machine, based on the upcycling of a video game terminal. We describe its genesis and show how its design reflects, in turn, four “material planes” of a poem by Bernard Heidsieck, and a dual topological series of images by Francis Palanc, pertaining to the possible and impossible relations between signifiers.…”
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122
“Ain’t the American Dream Grand”: Satirical Play in Rockstar’s Grand Theft Auto V
Published 2021-09-01“…Rockstar Games is a video game publisher famous for its immersive and highly detailed action-adventure titles set in America, thanks to its two main franchises, Red Dead Redemption and Grand Theft Auto. …”
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123
L’historien et le jeu-vidéo
Published 2018-10-01“…When they speak about historical representations in video games, it’s often thought of war and, whatever is the type of game. …”
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124
E-sports: An analysis on global growth, revenue streams, and threats
Published 2023-10-01“…E-sports refers to organized video game competitions played by amateur and professional players and has evolved into a multi-billion dollar industry with a global following. …”
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125
Développer la pensée informatique à travers la conception de jeux vidéo éducatifs. Educational Game & Play Design Project: élaboration de la méthode
Published 2024-12-01“…Video games are becoming an increasingly important part of children’s daily leisure activities. …”
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126
Projection Analysis Optimization for Human Transition Motion Estimation
Published 2019-01-01“…The 3-dimensional (3D) human motion animation is widely used in video game, movie, and so on. When making the animation, human transition motion is necessary. …”
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127
Hiperrealitas dalam Permainan Video Daring: Simulasi, Simulakra, dan Hiperrealitas Garena Free Fire
Published 2022-03-01“…The aim of this article is to dissect the hyperreality side of the online video game Free Fire. Hyperreality can be seen from the war simulations contained in the course of the game, the weapons used, the selected characters that players can use, to the virtual world that becomes the battle arena. …”
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128
Implementation of Doodle Jump Game Based on Accelerometer Sensor and Kalman Filter
Published 2025-01-01“…The doodle jump game is a video game with a jumping game model assisted by accelerometer sensor technology. …”
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129
Perfunctory gamification in the world of second language learning
Published 2022-04-01“…This is most notably visible in the form of apps and online teaching courses that take advantage of mechanics that are drawn directly from video game design principles. In the context of language learning, the incorporation of game mechanics can be used to construct effective systems of incentive and ultimately enrich the FL learning experience in various ways, potentially resulting in improved outcomes. …”
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130
User Experiences While Playing Dance-Based Exergames and the Influence of Different Body Motion Sensing Technologies
Published 2013-01-01“…The advent of a range of different consumer body motion tracking video game console peripherals raises the question whether their different technological affordances (i.e., variations in the type and number of body limbs that they can track) influence the user experience while playing dance-based exergames both in terms of the level of physical exertion and the nature of the play experience. …”
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131
Gambaran Psychological Well-Being pada Pro-player Tim E-Sport Indonesia
Published 2021-08-01“…Salah satu partisipan memiliki tingkat psychological well-being yang cukup tinggi, menunjukkan bahwa seorang pro-player dapat memiliki kondisi psychological well-being yang baik meskipun menghabiskan waktu yang sangat banyak untuk bermain video game.…”
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132
Unifying Rigid and Soft Bodies Representation: The Sulfur Physics Engine
Published 2014-01-01“…Video games are (also) real-time interactive graphic simulations: hence, providing a convincing physics simulation for each specific game environment is of paramount importance in the process of achieving a satisfying player experience. …”
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133
Marketing, advertising, and branding in Fortnite: how do brands and companies connect today to audiences through the metaverse?
Published 2025-12-01“…The rise of digital marketing has significantly impacted the audio-visual industry, particularly in the online video game sector. This study, focusing on Fortnite as a case study, explores the connections between brands’ strategic practices and immersive gaming in the metaverse. …”
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134
Functional and Structural Brain Plasticity Enhanced by Motor and Cognitive Rehabilitation in Multiple Sclerosis
Published 2015-01-01“…In most cases, the rehabilitation program was based on computer-assisted/video game exercises performed in either an outpatient or home setting. …”
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135
Patterns of physical activity and sedentary behavior associated with overweight in brazilian adolescents
Published 2015-03-01“…Six PPASB were identified: 1) composed by volleyball and dance; 2) composed by soccer, video-game and computer; 3) composed by television and computer; 4) composed by dodge-ball and cycling; 5) composed by walking activity and 6) composed by gymnastics. …”
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136
Advertising in digital applications and mobile games as a monetization element
Published 2024-06-01“…The paper explores the specifics of the term "monetization" for video games and examines similar monetization systems for non-gaming platforms. …”
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137
A Study of Physical Fitness and Enjoyment on Virtual Running for Exergames
Published 2021-01-01“…Virtual Reality (VR) technology has advanced forward in everyday life where virtual fitness is possible through physically moving around in the real world. Exergame is a video game for exercise aimed at making exercise more fun. …”
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138
Robustness of performance during domain change in an esport: A study of within-expertise transfer.
Published 2023-01-01“…Here we examine skill maintenance in StarCraft 2, a video game of skills which undergoes frequent changes due to updates and includes a variety of gameplay options. …”
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139
Hubungan Near-Work dengan Miopia pada Siswa SD Negeri Percobaan Kelas 5 dan 6
Published 2017-07-01“…Tidak terdapat hubungan bermakna antara kebiasaan menonton televisi (p=0,579), bermain video game (p=0,205) dan menggunakan komputer (p=0,084) dengan kejadian miopia. …”
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140
UBICU: A Gamified Respiratory Incentive System for Pulmonary Re-Expansion
Published 2025-01-01“…To evaluate the usability of the video game component, we conducted a perception survey, achieving an acceptance rating above 5 on a scale of 0 to 6. …”
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