Some public cloud gaming services have attracted hundreds of thousands subscribers, demonstrating the initial success of cloud gaming services. Pushing the cloud gaming services forward, however, faces various challenges, which open up many research opportunities. In this paper, we share our views on ...
Emerging Research and Trends in Gamification brings together innovative and scholarly research on the use of game-based design and technology in a variety of settings. Including discussions from both industry and academic perspectives, this publication explores the growing research in this interesting and...
Free Essay: The introduction of Native American gaming in the United States comes with mixed reactions. Some welcome this idea to promote growth in the...
This paper presents a study on the usage landscape of augmented reality (AR) and virtual reality (VR) in the architecture, engineering and construction sectors, and proposes a research agenda to address the existing gaps in required capabilities. A series of exploratory workshops and questionnaires ...
created in 1967, the video game industry has grown to include 3-D graphics and online and remote control capabilities. Research paper topics in the historical aspect of video games include the history of video game consoles, the history of PC gaming and the histories of popular game franchises...
An overview of consumer non-problem gaming research Purpose – The purpose of this paper is to provide an overview of the extant research around the non-pathological gaming customer and then propose research... K Back,D Zemke,S Shoemaker - 《Worldwide Hospitality & Tourism Themes》 被引量: ...
Research on the Participants Game under the Perspective of Quality Chain in Large and Complex Projects Large and complex projects always have many contractors whose behaviors may affect the project quality. This paper analyzes the game relationships under th... Y Yang - 《Advanced Materials Research...
The global digital gaming industry has grown rapidly in recent years. Rapid technological advancements are changing the ways in which players can interact with video games as individuals and collectives. In addition to the increased penetration of games, the reasons for which people play and employ ...
Therefore, this paper aims at answering the questions which theories have so far been used as foundations in research on gamification, serious games and game-based learning, how they relate to each other through core assumptions, and which basic principles can be derived that help explain how gam...
Based on a discussion of the concrete development of the Quantum Computing Game, the aim of this paper is to open a broader discussion of the potentials and implications of developing this class of games for new types of innovative science education. 展开 ...