نتایج جستجو برای: alternate
تعداد نتایج: 24491 فیلتر نتایج به سال:
We offer a parsimonious definition of large population potential games, provide some alternate characterizations, and demonstrate the advantages of the new definition over the existing definition, but also show the equivalence of the two definitions.
Whilst there has been considerable research into the potential uses of digital games in the classroom, there has been less investigation into the educational value of Alternate Reality Games (ARGs). Unlike console or computer games, in ARGs the game-world is constructed through a combination of onand off-screen media, and is created and shaped through dynamic dialogue between the designers and ...
Over the last decade, Alternate Reality Games (ARGs), a form of narrative often involving multiple media and gaming elements to tell a story that might be affected by participants’ actions, have been used in the marketing and promotion of a number of entertainment related products such as films, computer games and music. This paper discusses the design, development and evaluation of an ARG aime...
Copyright is held by the author/owner(s). CSCW’12, February 11–15, 2012, Seattle, Washington, USA. ACM 978-1-4503-0556-3/12/02. Abstract The realm of alternate reality games is young, cutting-edge, with forms as varied and divergent as the evolving technologies that birth them. One of the distinguishing characteristics of augmented reality as a technology is the ability to register virtual obje...
Alternate Reality Games (ARG) can be used to reinforce classroom knowledge by encouraging collective learning practices and focusing on new media literacy skills. An ARG creates a game space from realworld locations by relying on information, both online and offline, to physically involve players in a game ‘space’. While the majority of large ARGs, to date, have been used as part of marketing c...
In this paper we discuss the threat of malware targeted at extracting information about the relationships in a real-world social network as well as characteristic information about the individuals in the network, which we dub Stealing Reality. We present Stealing Reality (SR), explain why it differs from traditional types of network attacks, and discuss why its impact is significantly more dang...
In a first step, we present what we call the " symbolic virtualization " that illustrates the " consumer-oriented " dimension of finance where recent marketing methods present the financial market as a " fashion game ". We also emphasize the speculative impacts of this evolution. We introduce then what we call the " technological virtualization " of finance, that derives from the growing comput...
Virtual and distributed collaboration are increasingly important for organizations. This paper presents episodes of negotiated term definitions used to complete tasks in a voluntary, ad hoc game forum of an Alternate Reality Game (ARG). Episodes analyzed focus on specialized language used during problem solving. Terminology analysis reveals that players do not explicate definitions and construc...
Pervasive gaming is a genre of gaming systematically blurring and breaking the traditional boundaries of game. The limits of the magic circle are explored in spatial, temporal and social dimensions. These ways of expanding the game are not new, since many intentional and unintentional examples of similar expansions can be found from earlier games, but the recently emerged fashion of pervasive g...
Gamification has drawn the attention of academics, practitioners and business professionals in domains as diverse as education, information studies, human–computer interaction, and health. As yet, the term remains mired in diverse meanings and contradictory uses, while the concept faces division on its academic worth, underdeveloped theoretical foundations, and a dearth of standardized guidelin...
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