Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Najm, Ali | |
dc.contributor.author | Christofi, Maria | |
dc.contributor.author | Hadjipanayi, Christos | |
dc.contributor.author | Kyrlitsias, Christos | |
dc.contributor.author | Grigoriou, Despina Michael | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2022-09-01T08:45:34Z | |
dc.date.available | 2022-09-01T08:45:34Z | |
dc.date.issued | 2022 | |
dc.identifier.citation | WSCG 2022: full papers proceedings: 30. International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision, p. 56-65. | en |
dc.identifier.isbn | 978-80-86943-33-6 | |
dc.identifier.issn | 2464-4617 | |
dc.identifier.uri | http://hdl.handle.net/11025/49579 | |
dc.format | 10 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | en |
dc.rights | © Václav Skala - UNION Agency | en |
dc.subject | vážné hry | cs |
dc.subject | multiplayer | cs |
dc.subject | online | cs |
dc.subject | iterativní vývoj | cs |
dc.subject | sociální interakce | cs |
dc.subject | zábavné vzdělávání | cs |
dc.title | The Iterative Development of an Online Multiplayer Escape Room Game for Improving Social Interaction through Edutainment | en |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.description.abstract-translated | Digital Games are nowadays used for several purposes beyond entertainment. Such purposes include but are not limited to education, promoting cultural heritage, and improving well-being aspects. A rich body of literature presents experimental studies, investigating whether a serious game achieves its aim. However, most of such papers often omit to provide adequate information on the development process followed, game mechanisms and techniques used, making the reproducibility of the game as such, by other researchers, difficult. This results in a lack of knowledge transfer between researchers, who usually must develop applications under investigation by themselves when at the same time industrial gaming companies rarely publicize the technical insights of their work. This paper aims to contribute towards filling this knowledge gap within the scientific community, using as a case study an online, multiplayer, escape room game, which aims to improve social interaction through edutainment. The full process of its development with details for the various components that the game comprises are presented. We are expanding on the functionality of the game and the optimization of the 3D environment and the assets, among other aspects. Results of white and black-box testings taking place at the end of each development cycle showed that the integration of the various components described within the paper led to a robust game. | en |
dc.subject.translated | serious games | en |
dc.subject.translated | multiplayer | en |
dc.subject.translated | online | en |
dc.subject.translated | iterative development | en |
dc.subject.translated | social interaction | en |
dc.subject.translated | edutainment | en |
dc.identifier.doi | https://www.doi.org/10.24132/CSRN.3201.8 | |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | WSCG 2022: Full Papers Proceedings |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
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A67-full.pdf | Plný text | 5,02 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/49579
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