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2013 IEEE International Games Innovation Conference (IGIC)最新文献

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2013 IGIC technical program 2013年IGIC技术方案
Pub Date : 1900-01-01 DOI: 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
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引用次数: 0
Play and pray: Spiritual enlightenment in virtual worlds 游戏和祈祷:虚拟世界中的精神启蒙
Pub Date : 1900-01-01 DOI: 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.
《第二人生》作为大型多人在线角色扮演游戏(mmorpg)之一,允许用户创造东西。其中一个领域是宗教。《今日美国》和《基督邮报》报道,基督教、犹太教和穆斯林网站的领导人估计,大约有1000个化身定期传送到教堂、犹太教堂或清真寺,还有数百个化身将自己与佛教、异教、巫术和其他团体联系在一起[1,2]。本研究探讨了用户在《第二人生》宗教网站内的体验。
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引用次数: 1
Permadeath: A review of literature Permadeath:文学评论
Pub Date : 1900-01-01 DOI: 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.
本文探讨了关于permadeath(游戏中可玩角色的永久死亡)的现有文献。关于电子游戏中死亡描述的研究非常广泛;然而,关于游戏魔法圈中潜在的死亡概念的研究却很少。此外,尽管存在争议,但比起游戏中的一般死亡,permadeath与最初的死亡概念更紧密地联系在一起,因为它采用了死亡的一个关键特征——终局性。这一点很重要,因为我们认为成功的电子游戏会深入探索哲学理念和艺术领域;对死亡和死亡进行更深入的探索是成熟的游戏产业的能力范围,并可能为独特的游戏内(死亡)体验铺平道路。为了更好地理解permadeath的本质,本文汇集了现有文献,强调了定义permadeath的难度和死亡在惩罚之外的意义,确定了永久死亡的两种方法,并建议在未来的研究中采用一种整体的、跨学科的方法。
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引用次数: 11
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2013 IEEE International Games Innovation Conference (IGIC)
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