Pub Date : 1900-01-01DOI: 10.1109/igic.2013.6659117
-. S. Mozar, N. Gershon, Steve Dukes
9:15-9:38 Webz of War: A Cooperative Exergame Driven by the Heart Paul Navarro, Megan Johns, Tzu-Hsun Lu, Heather Martin, Vijay Poduval, Mat Robinson, Andrew Roxby and Michael Christel 9:38-10:00 AREEF: Multi-Player Underwater Augmented Reality Experience Leif Oppermann, Lisa Blum, Jun-Yeong Lee and Jung-Hyub Seo 10:00-10:23 Maintaining Long Distance Togetherness: Synchronous Communication with Minecraft and Skype Amber Choo, Mehdi Karamnejad and Aaron May 10:23-10:45 An Evaluation of the Impact of Game Genre on User Experience in Cloud Gaming Peter Quax, Anastasiia Beznosyk, Wouter Vanmontfort, Robin Marx and Wim Lamotte
9:15-9:38 Webz of War:由心驱动的合作游戏Paul Navarro, Megan Johns, zz - hsun Lu, Heather Martin, Vijay Poduval, Mat Robinson, Andrew Roxby和Michael Christel 9:38-10:00 AREEF:多人水下增强现实体验Leif Oppermann, Lisa Blum, Jun-Yeong Lee和Jung-Hyub Seo 10:00-10:23保持远距离在一起游戏类型对云游戏用户体验的影响评估Peter Quax, Anastasiia Beznosyk, Wouter Vanmontfort, Robin Marx和Wim Lamotte
{"title":"2013 IGIC technical program","authors":"-. S. Mozar, N. Gershon, Steve Dukes","doi":"10.1109/igic.2013.6659117","DOIUrl":"https://doi.org/10.1109/igic.2013.6659117","url":null,"abstract":"9:15-9:38 Webz of War: A Cooperative Exergame Driven by the Heart Paul Navarro, Megan Johns, Tzu-Hsun Lu, Heather Martin, Vijay Poduval, Mat Robinson, Andrew Roxby and Michael Christel 9:38-10:00 AREEF: Multi-Player Underwater Augmented Reality Experience Leif Oppermann, Lisa Blum, Jun-Yeong Lee and Jung-Hyub Seo 10:00-10:23 Maintaining Long Distance Togetherness: Synchronous Communication with Minecraft and Skype Amber Choo, Mehdi Karamnejad and Aaron May 10:23-10:45 An Evaluation of the Impact of Game Genre on User Experience in Cloud Gaming Peter Quax, Anastasiia Beznosyk, Wouter Vanmontfort, Robin Marx and Wim Lamotte","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"2015 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121602250","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.1109/IGIC.2013.6659171
E. Kaburuan, Chien-Hsu Chen
Second Life as one of Massively Multiplayer Online Role-Playing Games (MMORPGs) allowed users to create things. One of the areas is religion. USATODAY and the Christian Post reported that Leaders of Christian, Jewish and Muslim sites estimate about 1,000 avatars teleport into churches, synagogues or mosques on a regular basis while hundreds more list themselves with Buddhist, Pagan, Wiccan and other groups [1, 2]. This study explored users' experiences inside the religious site in Second Life.
{"title":"Play and pray: Spiritual enlightenment in virtual worlds","authors":"E. Kaburuan, Chien-Hsu Chen","doi":"10.1109/IGIC.2013.6659171","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659171","url":null,"abstract":"Second Life as one of Massively Multiplayer Online Role-Playing Games (MMORPGs) allowed users to create things. One of the areas is religion. USATODAY and the Christian Post reported that Leaders of Christian, Jewish and Muslim sites estimate about 1,000 avatars teleport into churches, synagogues or mosques on a regular basis while hundreds more list themselves with Buddhist, Pagan, Wiccan and other groups [1, 2]. This study explored users' experiences inside the religious site in Second Life.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117014571","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 1900-01-01DOI: 10.1109/IGIC.2013.6659156
Amra Copcic, Sophie McKenzie, Mitchell Hobbs
This paper explores existing literature concerning permadeath - the permanent in-game death of a playable character. Research concerning the depiction of death in video games is extensive; however research on the underlying concept of death within the magic circle of a game is scarce. Furthermore, although controversial, permadeath more closely connects with the original death concept than general in-game death as it adopts finality, a key characteristic of death. This is significant when we consider successful video games which have delved into deeper philosophical ideas and the realm of art; a deeper exploration of death, and dying, is within the capabilities of the maturing game industry, and may pave the way for unique in-game (death) experiences. To gain a better understanding of the nature of permadeath this paper draws together existing literature, highlights the difficulty of defining permadeath and death's meaning beyond penalty, identifies two approaches to permadeath, and suggests a holistic, interdisciplinary approach in future research.
{"title":"Permadeath: A review of literature","authors":"Amra Copcic, Sophie McKenzie, Mitchell Hobbs","doi":"10.1109/IGIC.2013.6659156","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659156","url":null,"abstract":"This paper explores existing literature concerning permadeath - the permanent in-game death of a playable character. Research concerning the depiction of death in video games is extensive; however research on the underlying concept of death within the magic circle of a game is scarce. Furthermore, although controversial, permadeath more closely connects with the original death concept than general in-game death as it adopts finality, a key characteristic of death. This is significant when we consider successful video games which have delved into deeper philosophical ideas and the realm of art; a deeper exploration of death, and dying, is within the capabilities of the maturing game industry, and may pave the way for unique in-game (death) experiences. To gain a better understanding of the nature of permadeath this paper draws together existing literature, highlights the difficulty of defining permadeath and death's meaning beyond penalty, identifies two approaches to permadeath, and suggests a holistic, interdisciplinary approach in future research.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"251 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114246437","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}