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Universal Design In Video Games


Universal Design In Video Games
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Universal Design In Video Games


Universal Design In Video Games
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Author : Adam Palmquist
language : en
Publisher: Springer Nature
Release Date : 2024-04-22

Universal Design In Video Games written by Adam Palmquist and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-04-22 with Computers categories.


As participation in game related activities increases around the world and across a larger part of the population, it is obvious that games are not just an entertainment medium for children or young people. Games can be used to accomplish different purposes for different groups of people in society. Developing a universal designed game involves more than adding a cast of diverse characters. Games with universal design, at their core, are experiences that are designed from the ground up to be accessible to everyone – through mechanics, options, and user experience. This book explains the meaning and need for universal design in video games and sheds light on important disciplines. Researchers define a universal designed game as a video game that actively welcomes all players. When players connect authentically with a video game, they’re much more likely to engage with the content. Conversely, when players can’t physically play a game, or don’t see characters that look like them, they feel isolated and miss out on beneficial opportunities to learn and collaborate. Universal design maximizes the impact of playing games, for instance, by ensuring that they’re accessible, empowering and representative for every participant.



Assistive Technologies And Computer Access For Motor Disabilities


Assistive Technologies And Computer Access For Motor Disabilities
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Author : Kouroupetroglou, Georgios
language : en
Publisher: IGI Global
Release Date : 2013-08-31

Assistive Technologies And Computer Access For Motor Disabilities written by Kouroupetroglou, Georgios and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2013-08-31 with Medical categories.


Individuals with disabilities that impede their range of motion often have difficulty accessing technologies. With the use of computer-based assistive technology; devices, tools, and services can be used to maintain and improve the functional capabilities of motor disabilities. Assistive Technologies and Computer Access for Motor Disabilities investigates solutions to the difficulties of impaired technology access by highlighting the principles, methods, and advanced technological solutions for those with motor impairments. This reference source is beneficial to academia, industry, and various professionals in disciplines such as rehabilitation science, occupational therapy, human-computer interface development, ergonomics, and teaching in inclusive and special education. This publication is integrated with its pair book Disability Informatics and Web Accessibility for Motor Limitations.



K 12 Stem Education Breakthroughs In Research And Practice


K 12 Stem Education Breakthroughs In Research And Practice
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2017-10-31

K 12 Stem Education Breakthroughs In Research And Practice written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2017-10-31 with Education categories.


Education is vital to the progression and sustainability of society. By developing effective learning programs, this creates numerous impacts and benefits for future generations to come. K-12 STEM Education: Breakthroughs in Research and Practice is a pivotal source of academic material on the latest trends, techniques, technological tools, and scholarly perspectives on STEM education in K-12 learning environments. Including a range of pertinent topics such as instructional design, online learning, and educational technologies, this book is an ideal reference source for teachers, teacher educators, professionals, students, researchers, and practitioners interested in the latest developments in K-12 STEM education.



Hci International 2024 Late Breaking Papers


Hci International 2024 Late Breaking Papers
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Author : Margherita Antona
language : en
Publisher: Springer Nature
Release Date : 2024-12-05

Hci International 2024 Late Breaking Papers written by Margherita Antona and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-12-05 with Computers categories.


This nine-volume set LNCS 15473-15482 constitutes the proceedings of the 26th International Conference, HCI International 2023, in Washington, DC, USA, in June/July 2024. For the HCCII 2024 proceedings, a total of 1271 papers and 309 posters was carefully reviewed and selected from 5108 submissions. Additionally, 222 papers and 104 posters are included in the volumes of the proceedings published after the conference, as “Late Breaking Work”. These papers were organized in the following topical sections: HCI Theories, Methods and Tools; Multimodal Interaction; Interacting with Chatbots and Generative AI; Interacting in Social Media; Fintech, Consumer Behavior and the Business Environment; Design for Health and Wellbeing; Ergonomics and Digital Human Modelling; Virtual Experiences in XR and the Metaverse; Playing Experiences; Design for Learning; New Cultural and Tourism Experiences; Accessibility and Design for All; Design for Older Adults; User Experience Design and Evaluation: Novel Approaches and Case Studies; Safety, Security and Privacy; HCI in Automated Vehicles and Automotive; HCI in Aviation, Transport and Safety; Human-Centered AI; AI for Decision Making and Sentiment Analysis.



Multimodal Semiotics And Rhetoric In Videogames


Multimodal Semiotics And Rhetoric In Videogames
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Author : Jason Hawreliak
language : en
Publisher: Routledge
Release Date : 2018-09-14

Multimodal Semiotics And Rhetoric In Videogames written by Jason Hawreliak and has been published by Routledge this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-09-14 with Language Arts & Disciplines categories.


This book merges recent trends in game studies and multimodal studies to explore the relationship between the interaction between videogames’ different modes and the ways in which they inform meaning for both players and designers. The volume begins by laying the foundation for integrating the two disciplines, drawing upon social semiotic and discourse analytic traditions to examine their relationship with meaning in videogames. The book uses a wide range of games as examples to demonstrate the medium’s various forms of expression at work, including audio, visual, textual, haptic, and procedural modes, with a particular focus on the procedural form, which emphasizes processes and causal relationships, to better showcase its link with meaning-making. The second half of the book engages in a discussion of different multimodal configurations and user generated content to show how they contribute to the negotiation of meaning in the player experience, including their role in constructing and perpetuating persuasive messages and in driving interesting and unique player decisions in gameplay. Making the case for the benefits of multimodal approaches to game studies, this volume is key reading for students and researchers in multimodal studies, game studies, rhetoric, semiotics, and discourse analysis.



Research Anthology On Physical And Intellectual Disabilities In An Inclusive Society


Research Anthology On Physical And Intellectual Disabilities In An Inclusive Society
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2021-08-27

Research Anthology On Physical And Intellectual Disabilities In An Inclusive Society written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-08-27 with Social Science categories.


Discussions surrounding inclusivity have grown exponentially in recent years. In today’s world where diversity, equity, and inclusion are the hot topics in all aspects of society, it is more important than ever to define what it means to be an inclusive society, as well as challenges and potential growth. Those with physical and intellectual disabilities, including vision and hearing impairment, Down syndrome, locomotor disability, and more continue to face challenges of accessibility in their daily lives, especially when facing an increasingly digitalized society. It is crucial that research is brought up to date on the latest assistive technologies, educational practices, work assistance, and online support that can be provided to those classified with a disability. The Research Anthology on Physical and Intellectual Disabilities in an Inclusive Society provides a comprehensive guide of a range of topics relating to myriad aspects, difficulties, and opportunities of becoming a more inclusive society toward those with physical or intellectual disabilities. Covering everything from disabilities in education, sports, marriages, and more, it is essential for psychologists, psychiatrists, pediatricians, psychiatric nurses, clinicians, special education teachers, social workers, hospital administrators, mental health specialists, managers, academicians, rehabilitation centers, researchers, and students who wish to learn more about what it means to be an inclusive society and best practices in order to get there.



Handbook Of Game Based Learning


Handbook Of Game Based Learning
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Author : Jan L. Plass
language : en
Publisher: MIT Press
Release Date : 2020-02-04

Handbook Of Game Based Learning written by Jan L. Plass and has been published by MIT Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-02-04 with Education categories.


A comprehensive introduction to the latest research and theory on learning and instruction with computer games. This book offers a comprehensive introduction to the latest research on learning and instruction with computer games. Unlike other books on the topic, which emphasize game development or best practices, Handbook of Game-Based Learning is based on empirical findings and grounded in psychological and learning sciences theory. The contributors, all leading researchers in the field, offer a range of perspectives, including cognitive, motivational, affective, and sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game features (including feedback, incentives, adaptivity, narrative theme, and game mechanics) can improve the instructional effectiveness of these games; and applications, including games for learning in STEM disciplines, for training cognitive skills, for workforce learning, and for assessment. The Handbook offers an indispensable reference both for readers with practical interests in designing or selecting effective game-based learning environments and for scholars who conduct or evaluate research in the field. It can also be used in courses related to play, cognition, motivation, affect, instruction, and technology. Contributors Roger Azevedo, Ryan S. Baker, Daphne Bavelier, Amanda E. Bradbury, Ruth C. Clark, Michele D. Dickey, Hamadi Henderson, Bruce D. Homer, Fengfeng Ke, Younsu Kim, Charles E. Kinzer, Eric Klopfer, James C. Lester, Kristina Loderer, Richard E. Mayer, Bradford W. Mott, Nicholas V. Mudrick, Brian Nelson, Frank Nguyen, V. Elizabeth Owen, Shashank Pawar, Reinhard Pekrun, Jan L. Plass, Charles Raffale, Jonathon Reinhardt, C. Scott Rigby, Jonathan P. Rowe, Richard M. Ryan, Ruth N. Schwartz, Quinnipiac Valerie J. Shute, Randall D. Spain, Constance Steinkuehler, Frankie Tam, Michelle Taub, Meredith Thompson, Steven L. Thorne, A. M. Tsaasan



Engaging Design


Engaging Design
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Author : Emy Nelson Decker
language : en
Publisher: Bloomsbury Publishing USA
Release Date : 2018-10-12

Engaging Design written by Emy Nelson Decker and has been published by Bloomsbury Publishing USA this book supported file pdf, txt, epub, kindle and other format this book has been release on 2018-10-12 with Architecture categories.


This book demonstrates how aesthetics, design elements, and visual literacy can be implemented in the library to enhance spaces, programs, services, instruction, and outreach so that your library will appeal to all users. Libraries have come to accept that they must rethink how they appeal to users, and harnessing the power of design can be a powerful means for addressing the changing needs of the community. Decker and Porter introduce "engaging design"—an umbrella term that incorporates multiple design frameworks with a focus on a three-prong approach: aesthetics, design thinking, and service design. These frameworks can be used to guide design choices that will aid in teaching and engaging current and potential library users. In the course of a lively and interesting narrative, Engaging Design introduces basic concepts of aesthetics and good design and explores examples of its successful uses in the academic, public, and special library. It provides simple steps for implementing subtle, but powerful, techniques to improve instruction, human-computer interaction, e-learning, public services spaces, wayfinding signage, and all manner of library programs, events, and services. In addition, the authors recommend easy-to-implement best practices that will help librarians to enhance library-goers' experience. Library administrators will also look to this book for assistance in best addressing the needs of the modern library user.



Game User Experience And Player Centered Design


Game User Experience And Player Centered Design
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Author : Barbaros Bostan
language : en
Publisher: Springer Nature
Release Date : 2020-04-06

Game User Experience And Player Centered Design written by Barbaros Bostan and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-04-06 with Computers categories.


This book provides an introduction and overview of the rapidly evolving topic of game user experience, presenting the new perspectives employed by researchers and the industry, and highlighting the recent empirical findings that illustrate the nature of it. The first section deals with cognition and player psychology, the second section includes new research on modeling and measuring player experience, the third section focuses on the impact of game user experience on game design processes and game development cycles, the fourth section presents player experience case studies on contemporary computer games, and the final section demonstrates the evolution of game user experience in the new era of VR and AR. The book is suitable for students and professionals with different disciplinary backgrounds such as computer science, game design, software engineering, psychology, interactive media, and many others.



Hci In Games


Hci In Games
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Author : Xiaowen Fang
language : en
Publisher: Springer Nature
Release Date : 2024-05-29

Hci In Games written by Xiaowen Fang and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-05-29 with Computers categories.


This book constitutes the refereed proceedings of the 6th International Conference on HCI in Games, held as part of the 26th International Conference, HCI International 2024, which took place in Washington DC, USA, during June 29 - July 4, 2024. The total of 1271 papers and 309 posters included in the HCII 2024 proceedings was carefully reviewed and selected from 5108 submissions. The two volume set of HCI-Games 2024 proceedings were organized in the following topical sections: Volume 14730: Part I: Game Design and Gamification; Part II: Game-based Learning; Part III: Games and Artificial Intelligence. Volume 14731: Part I: Advancing Education Through Serious Games; Part II: Player Experience and Engagement.