To be or not to be stuck, or is it a continuum? a systematic literature review on the concept of being stuck in games
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
space-time by analyzing the disruptive events of everyday human interactions from the …