2,196 research outputs found

    The Impact of Perceived Interactivity and Vividness of Video Games on Customer Buying Behavior

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    About 60 percent of Americans (145 million people) play video games, and the age of 61 percent of all game players is 18 and over (IDSA, 200 1). As the competition to excel in the video game market increasingly becomes difficult for manufacturers, it is becoming more important for manufacturers and video game developers to understand what makes people play and buy games. The major challenge to the gaming industry is to figure out what features of games can catch the consumers\u27 attention. The purpose of this research was to examine what kinds of video games captivate consumers, determine whether more interactivity and vividness in games achieve more positive press, and evaluate how video games of the future should be developed. A survey of 228 game players in U.S.A. was conducted; research results were generated through the use of descriptive analysis, correlation analysis, and multiple regression analysis. The results of this study showed that a video game\u27s creativity, challenge, control, sensory gratification, socialization, audio effect, visual effect, and storytelling have positive relevance to engage consumers\u27 minds and stimulate their imagination to play or purchase video games. The results also showed that gender differences can influence the individual types of video games purchased. Three age groups (18 to 24,25 to 34, and 35 to 56) had different patterns of purchasing video games. The results showed that respondents\u27 buying behavior is significantly influenced by the characteristics of interactivity and vividness. This study contributed to developing the characteristics of video games by identifying to what extent consumers\u27 emotional responses and behaviors are directly affected by interactivity and vividness in gaming characteristics. The framework of this study can be used to analyze and evaluate customer buying behavior in various video games in the industry. To increase the video game marketplace, merging the features of interactivity and vividness may be a key to enhancing customers\u27 buying behavior and playing intentions

    Designing player agency experiences for environmental awareness gameplay

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    This study applies the creation of a survival-themed video game called Little Farm Island. The goal of the game is to provide players with an immersive and challenging survival experience that tests their problem-solving skills and decision-making abilities. The game Little Farm Island is set in a low poly environment with limited resources and features character customization to enhance player immersion. The objective of this project is to design and implement gameplay mechanics that can effectively increase player engagement and enjoyment, evaluating the effectiveness of these mechanics through playtesting and analysis based on survey data gathered by players. Through the development process, various mechanics were enforced and tested, including growing crops and open-world exploration. The results of the playtesting showed the potential of this game for promoting environmental awareness and problem-solving skills through engaging gameplay. In addition, the game was found to provide players with knowledge and skills that can be applied in real life, and the importance of caring strategies for increasing player satisfaction and happiness through meaningful gameplay experiences. This project demonstrates that is possible to create an engaging and immersive survival game through the use of well-implemented mechanics and character customization.O jogo Little Farm Island é ambientado em um ambiente low poly com recursos limitados e conta com personalização de personagem para aumentar an imersão do jogador. O objetivo deste projeto é implementar mecânicas de jogo que aumentem efetivamente o seu engajamento e a felicidade dos jogadores durante a jogabilidade, avaliando a eficácia dessas mecânicas por meio de testes provenientes da sessão de jogo e a análise com base em um questionário realizado para os jogadores do mesmo. Durante o processo de desenvolvimento, várias mecânicas foram implementadas e testadas, incluindo o cultivo de plantas e a exploração do mundo aberto disponível no jogo. Os resultados dos testes mostraram o potencial deste jogo para promover a conscientização ambiental e habilidades de resolução de problemas por meio de jogabilidade cativante. O jogo fornece aos jogadores conhecimentos e habilidades que podem ser aplicados na vida real em meio de consciencialização ambiental, criando estratégias úteis para futuros desenvolvedores de jogos usarem mecânicas e experiências significativas construidas neste estudo. Demonstrando que é possível criar um jogo de sobrevivência imersivo através do uso de mecânicas bem estruturadas, exemplificando que a personalização do personagem implementado para Little Farm Island cria um sentido de imersão entre jogador e jogo positivamente

    "Hegelian Buddhist Hypertextual Media Inhabitation, or, Criticism in the Age of Electronic Immersion"

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    What can it mean to criticize when you are inside the work itself? In a immersive electronic or digital environment critic is not distanced on a platform based on firm principles. Yet criticism self-awareness and commentary remain possible. This essay examines various techniques for dealing with immersive environments critically

    Exploration of board game design and development

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    Games fill an important role in our society. They not only provide entertainment, but they also allow players to practice skills without fear of failure. After taking some time to learn about the game development process I designed my own game. I began by creating a few small prototypes of different game ideas and then chose one to refine further. The process taught me about iterative design, project management, and creative problem solving. The outcome of my project is a working game called Founders, complete with rules and components, that is of high enough quality to be submitted to a games publisher. Founders is a resource management and deck building game for two players. The process of refining Founders had its ups and downs, which I reflect on in a game-industry style commentary of what went wrong and what went well.Thesis (B.?.)Honors Colleg

    Designing an adaptive learner model for a mathematics game

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    The RAIDING Project (Researching Adaptivity for Individual Differences in Number Games) aims to develop a game for 7-8 year olds, to develop their times tables and number bond skills. One of the design principles of the project is to implement a level of adaptivity into the game, so that the difficulty of the mathematical content adapts to the player's current level of arithmetic fluency. A learner model has been developed to enable the game to use previous gameplay performance to calculate the player's current level of arithmetic fluency, and thereby provide new tasks at an appropriate level of difficulty. A second design principle is to decouple the mathematical difficulty from gameplay rewards, so that progress in the game is achieved through time and effort rather that solely as a result of mathematical achievement. We predict that these two design principles will produce games that are motivating and help players to experience flow. This paper describes and discusses our adaptive implementation, and our approach to decoupling of mathematical learning from rewards. We evaluate the success of the game to date and consider scope for potential development and improvement. We also show how the analytical data produced by the learner model has been used to identify unhelpful in-game behaviours and adapt the game design. A future goal of the project is to explore whether the adaptivity of the learner model can be expanded to include gameplay ability (including elements hand-eye coordination and response times) and allow for separate dynamic adjustment of (non-mathematical) difficulty. We are particularly interested in investigating the affordances of such a "two-axis" flow in the game

    Making Virtual Copyright Work

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    This Article proposes measures that attempt to strike the balance between creation and access. The virtual-world community is not likely to persevere with the little copyright protection it currently enjoys. Creativity will dwindle and the rich, energetic settings that make virtual worlds so attractive to businesses and entertainers will follow suit. At the same time, because much of the creativity in virtual worlds is derivative in nature, virtual creators are also unlikely to benefit from strong copyright protections. Therefore, current interpretation of copyright law must be revisited and revised before applying it to virtual worlds. Part I details virtual worlds and, in particular, the features that set Second Life apart. Part II asks whether virtual works are copyrightable at all and answers in the affirmative, and then discusses authorship and ownership issues in virtual worlds. Part III discusses what copyright means for virtual worlds, including just how important creativity and continued incentives to create are for the survival of virtual worlds. Finally, Part IV argues that, while copyright will be imposed on virtual worlds, broadening the scope of fair use in virtual worlds and imposing a compulsory license for virtual derivatives will encourage creativity and more effectively serve the purpose of copyright law

    On Virtual Worlds: Copyright and Contract Law at the Dawn of the Virtual Age

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    This Article argues that copyright law can and should apply to artistic and literary creations occurring entirely in virtual worlds. First, the Article introduces the concept of virtual worlds as places millions of people visit not only for entertainment but also for life and work. Second, the Article reviews the philosophical justifications for copyright, examines objections to applying copyright to virtual, rather than real, creative works, and concludes that neither precludes copyright for virtual creations. Third, the Article articulates how copyright law would function within virtual spaces and reviews copyrightable creations from the perspective of both game developers and players. The Article also examines the validity of licensing agreements requiring players to waive their intellectual property rights as a condition of access to virtual spaces. Finally, the Article demonstrates that because virtual worlds are more than just games, courts and legislators will have to apply laws to virtual worlds as to protect the interests of developers and players alike
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