To be or not to be stuck, or is it a continuum? a systematic literature review on the concept of being stuck in games

T Drey, F Fischbach, P Jansen, J Frommel… - Proceedings of the …, 2021 - dl.acm.org
Players can get stuck in video games, which impedes their process to their goal and results
in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for …

Exploring academic library users' preferences of delivery methods for library instruction: Webpage, digital game, and other modalities

MJ Robertson, JG Jones - Reference & User Services Quarterly, 2009 - JSTOR
This article examines research on academic library user preferences related to five
communication media used to facilitate two forms of library instruction. The corresponding …

Growing game worlds

M Nitsche - Computer Games and New Media Cultures: A …, 2012 - Springer
Where is the development of game worlds heading? Looking at a simplified development of
digital game worlds, this essay argues for a more rigorous inclusion of physical spaces in …

The Hitchcock Experience-a Spatial Montage project

R Sagot-Duvauroux, N Quaetaert, F Garnier… - … on Electronic Art (ISEA), 2023 - hal.science
This paper describes an ongoing art project exploring the generalization of classical
montage theory to the emerging technology of" room scale VR". We take the emblematic …

Game feel: pelituntuman vaikutus pelikokemukseen

E Koivusaari - 2023 - jyx.jyu.fi
Tutkielman tavoitteena on perehdyttää mitä on pelituntuma, ja miten se vaikuttaa
pelikokemukseen. Tarkastellaan pelituntumaelementtien avulla, miten erilaiset …

Montage as a narrative vector for virtual reality experiences

R Sagot-Duvauroux, R Ronfard… - … Conference (VRIC), Laval …, 2022 - inria.hal.science
The goal of our paper is to demonstrate through artistic experimentation that the concept of
montage can be an effective vector for conveying complex narratives in immersive, room …

[PDF][PDF] Montage as a narrative vector for virtual reality experiences

SD Rémi, R Rémi, G François - VIRTUAL REALITY INTERNATIONAL …, 2022 - ijvr.eu
The goal of our paper is to demonstrate through artistic experimentation that the concept of
montage can be an effective vector for conveying complex narratives in immersive, room …

[PDF][PDF] The Hitchcock Experience

F Garnier, R Ronfard - isea-archives.siggraph.org
This paper describes an ongoing art project exploring the generalization of classical
montage theory to the emerging technology of “room scale VR”. We take the emblematic …

Gamespace: play and architecture in videogames

G McGregor - 2009 - unsworks.unsw.edu.au
Videogames are created for play. In videogames play takes place in an artificially
constructed environment–in gamespace. Gameplay occurs in gamespace. To understand …

[PDF][PDF] Supervisor

M Yeganeh - 2020 - researchgate.net
The subject of the present thesis is the analysis of cognitive aspects of the human mind in
space-time by analyzing the disruptive events of everyday human interactions from the …