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Titlebook: Interactivity and Game Creation; 9th EAI Internationa Anthony Brooks,Eva Irene Brooks,Duckworth Jonathan Conference proceedings 2021 ICST I

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樓主: Corrugate
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發(fā)表于 2025-3-28 16:40:01 | 只看該作者
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發(fā)表于 2025-3-28 19:54:24 | 只看該作者
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發(fā)表于 2025-3-28 23:57:36 | 只看該作者
The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Researcliometric analysis of location-based games research literature has been undertaken. We carry out an analysis of 606 publications using bibliometric analysis and text mining. The results reveal prominent researchers, institutions, and countries, as well as the most common research topics and their pr
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發(fā)表于 2025-3-29 06:52:51 | 只看該作者
A Matrix for Gamifying Development Workshopsg topic in gamification research for the last decade. This based on the theoretical notion of gamification’s potential to facilitate “third space communication” and games capability to improve user engagement in non-game settings by transforming this space into a “magic circle” of gameplay for innov
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發(fā)表于 2025-3-29 08:39:59 | 只看該作者
Creative Process of Pre-production of Video Gamesket, which means an evolution for this industry in constant growth and adaptation. This article is part of a research, development and innovation project (R&D&I) that aims to document the process of pre-production, production and distribution of a video game, focused on helping independent developer
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發(fā)表于 2025-3-29 15:10:16 | 只看該作者
Video Game Development Processes that Generate Engagement in the Players: A Case Study of Don’t Staris article is to analyse the strategies that allow games to stand out in the market through different aesthetics, the appearance of new characters in a periodic way or the synergy of social media. We have analysed the case of the independent video game series Don’t Starve, developed by Klei Entertai
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發(fā)表于 2025-3-29 17:39:41 | 只看該作者
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