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to appear. Stirring up experience through movement in game play: Effects on engagement and social behaviour. To be presented at the 2008 SIGCHI conference on Human Factors in computing systems

by Siân Lindley, James Le Couteur, Nadia Bianchi-berthouze
"... The recent development of controllers designed around natural body movements has altered the nature of gaming and contributed towards it being marketed as a more social activity. The study reported here compares the use of Donkey Konga bongos with a standard controller to examine how affording motio ..."
Abstract - Cited by 34 (1 self) - Add to MetaCart
The recent development of controllers designed around natural body movements has altered the nature of gaming and contributed towards it being marketed as a more social activity. The study reported here compares the use of Donkey Konga bongos with a standard controller to examine how affording

Materials for an exploratory theory of the network society.

by Manuel Castells , Anthony Giddens , Alain Touraine , Anthony Smith , Benjamin Barber , Peter Hall , Roger-Pol Droit , Sophie Watson , Frank Webster , Krishan Kumar , David Lyon , Craig Calhoun , Jeffrey Henderson , Ramon Ramos , Jose E Rodrigues-Ibanez , Jose F Tezanos , Mary Kaldor , Stephen Jones , Christopher Freeman - The British Journal of Sociology , 2000
"... ABSTRACT This article aims at proposing some elements for a grounded theor y of the network society. The network society is the social structure characteristic of the Information Age, as tentatively identi ed by empirical, cross-cultural investigation. It permeates most societies in the world, in v ..."
Abstract - Cited by 122 (0 self) - Add to MetaCart
are socially and ecologically constrained, and, at the same time, biologically and culturally able of innovation. Meaning is produced, reproduced, and fought over in all layers of social structure, in production as in consumption, in experience as in power. What makes sense to anyone is de ned by the endless

Waggling1 the Form Baton2: Analyzing Body- Movement-Based Design Patterns in Nintendo Wii Games, Toward Innovation of New Possibilities for Social and Emotional Experience

by Katherine Isbister, Christopher Dimauro
"... This chapter describes research conducted to analyze and better understand what is compel-ling about particular body-movement-based design patterns in Nintendo Wii games, to-wards innovating new possibilities for social and emotional experience with movement-based games and other interactive experie ..."
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This chapter describes research conducted to analyze and better understand what is compel-ling about particular body-movement-based design patterns in Nintendo Wii games, to-wards innovating new possibilities for social and emotional experience with movement-based games and other interactive

Research Proposal Decentralized Virtual Activities and Technologies: A Socio- Technical Approach Walt Scacchi

by Principal Investigator, Alfred Kobsa, Crista Lopes, Gloria Mark, Bonnie Nardi, David Redmiles, Richard N. Taylor
"... 31 August 2011 Our proposal is focused on the topic of decentralized virtual activity systems (DVAS) employing an empirical socio-technical research approach. We see growing, widespread interest in the development and use of decentralized systems and virtual world environments as possible new places ..."
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innovations that enable people to come together through social networking, file/media sharing, and massively multi-player online game play. This new generation of networked computing environments seems headed towards increased socialization, interaction, communication, and collaboration that span multiple

A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences

by Licinio Roque
"... The advent of multiplayer online games brings new actors into the development scene and redefines traditional roles and interactions. Anchored on studies of the role of context in human interaction we argue for a view of multiplayer online games as sociotechnical constructs, and of their “developmen ..."
Abstract - Cited by 2 (2 self) - Add to MetaCart
-Network Theory constructs we propose an alternative perspective that takes context as the development object and technical artifacts, social and game rules, roles, playing and organizational strategies and practices as media designed to influence the emergence of the heterogeneous sociotechnical networks

The Computer Games Journal

by Myriam Davidovici-Nora , Shons Sutherland , 2013
"... Abstract The shift from physical to digital platforms has turned entertainment from a commodity into a service. The video game industry has embraced this evolution for many years. However, until recently it was mainly confined to the digital distribution of games (such as subscriptions for MMO game ..."
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is structured around gaming experience as a service, and considers it"s the managerial consequences. Keywords: free-to-play, business model, video game industry, freemium, innovation Article Information Received: June 2013 Accepted: August 2013 Available: online December 2013 All trademarks acknowledged

Special Section Gaming the Design: Using Game Design Techniques in the Realm of Investing Information Architecture

by Kellie Rae Carter , Dominic La Cava
"... Kellie Rae Carter received her Ph.D. in communication and rhetoric from Rensselaer Polytechnic Institute and is a freelance user experience designer. Previous publications and presentations have focused on cultural usability and social computing, particularly on the formation and technological supp ..."
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the design process, particularly if not done thoughtfully and with an eye toward improving the user experience and meeting users' needs. The following is a case study on how one design team used game design techniques to inform the redesign of a transactional web task: opening a financial account online

The design and evolution of a simulation/game for teaching information systems development’,

by Andrew Martin - Simulation & Gaming, , 2000
"... This article reflects on the design and evolution of an innovative simulation/game for teaching information systems development from a management perspective. The motivation for the work is presented, and a framework for design from validation theory is discussed. The design of a board game called ..."
Abstract - Cited by 11 (1 self) - Add to MetaCart
This article reflects on the design and evolution of an innovative simulation/game for teaching information systems development from a management perspective. The motivation for the work is presented, and a framework for design from validation theory is discussed. The design of a board game called

Design and Implementation for an Android based Massively Multiplayer Online Augmented Reality Game Entwurf und Implementierung für ein Android basiertes Massively Multiplayer Online Augmented Reality Game

by Denis Lapiner, Gutachten Prof Alej, Ro Buchmann, Gutachten Max Lehn, Tag Der Einreichung , 2014
"... Hiermit versichere ich, die vorliegende Master-Thesis ohne Hilfe Dritter nur mit den an-gegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die aus Quellen entnommen wurden, sind als solche kenntlich gemacht. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbeh ..."
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Prüfungsbehörde vorgelegen. Darmstadt, den 28th February 2014 (Denis Lapiner) This Master’s Thesis proposes and implements a game design for an Android based massively multiplayer online augmented reality game. The proposed game design is based on an analysis of other popular aug-mented reality games

Authentic game-based learning and teachers' dilemmas in reconstructing professional practice

by Y S Chee , S Mehrotra , J C Ong
"... Teachers who attempt pedagogical innovation with authentic digital games face significant challenges because such games instantiate open systems of learner activity, inviting inquiry learning rather than knowledge acquisition. However, school environments are normatively sanctioned cultural spaces ..."
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social studies curriculum. Drawing on coded interview data, our findings suggest that teachers are forced to wrestle with tensions engendered by misalignments that emerge from the innovation's tacit requirement for change and the system's inherent gravitation toward maintaining the status quo
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