Using combinatorial creativity to support end-user design of digital games
暂无分享,去创建一个
[1] Kevin Waugh,et al. A PATTERN CATALOG FOR COMPUTER ROLE PLAYING GAMES , 2005 .
[2] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[3] David Crookall,et al. Simulation and gaming across disciplines and cultures : ISAGA at a watershed , 1995 .
[4] M. Boden. The creative mind : myths & mechanisms , 1991 .
[5] Andruid Kerne,et al. Emergent team coordination: from fire emergency response practice to a non-mimetic simulation game , 2009, GROUP.
[6] Ioannis Stamelos,et al. Software engineering research for computer games: A systematic review , 2010, Inf. Softw. Technol..
[7] Max Jacobson,et al. A Pattern Language: Towns, Buildings, Construction , 1981 .
[8] Eelke Folmer,et al. Component Based Game Development - A Solution to Escalating Costs and Expanding Deadlines? , 2007, CBSE.
[9] Baltasar Fernández-Manjón,et al. : an open source authoring environment for 3D adventure games in education , 2008, ACE '08.
[10] André L. M. Santos,et al. Improving Digital Game Development with Software Product Lines , 2011, IEEE Software.
[11] Ralf Steinmetz,et al. Framework for personalized and adaptive game-based training programs in health sport , 2014, Multimedia Tools and Applications.
[12] José A. Carsí,et al. Model Driven Game Development: 2D Platform Game Prototyping , 2008, GAMEON.
[13] Fred D. Davis,et al. A Model of the Antecedents of Perceived Ease of Use: Development and Test† , 1996 .
[14] Hojin Cho,et al. Architecture Patterns for Mobile Games Product Lines , 2008, 2008 10th International Conference on Advanced Communication Technology.
[15] Claudio Dondi,et al. A methodological proposal for learning games selection and quality assessment , 2007, Br. J. Educ. Technol..
[16] AedoIgnacio,et al. Designing educational games through a conceptual model based on rules and scenarios , 2015 .
[17] Ralf Steinmetz,et al. Authoring and Re-Authoring Processes for Educational Adventure Games , 2012 .
[18] Stefan Biffl,et al. Improving Video Game Development: Facilitating Heterogeneous Team Collaboration through Flexible Software Processes , 2010, EuroSPI.
[19] Maria Virvou,et al. Combining Software Games with Education: Evaluation of its Educational Effectiveness , 2005, J. Educ. Technol. Soc..
[20] Maria Virvou,et al. Personalised e-learning through an educational virtual reality game using Web services , 2008, Multimedia Tools and Applications.
[21] Clark Aldrich,et al. Learning by Doing: A Comprehensive Guide to Simulations, Computer Games, and Pedagogy in e-Learning and Other Educational Experiences , 2005 .
[22] Scott R. Klemmer,et al. How bodies matter: five themes for interaction design , 2006, DIS '06.
[23] Fred D. Davis. Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology , 1989, MIS Q..
[24] Weishan Zhang,et al. Reuse without Compromising Performance: Industrial Experience from RPG Software Product Line for Mobile Devices , 2005, SPLC.
[25] Terri Gullickson. The Creative Mind: Myths and Mechanisms. , 1995 .
[26] Apostolos Ampatzoglou,et al. Evaluation of object-oriented design patterns in game development , 2007, Inf. Softw. Technol..
[27] Jonathan Schaeffer,et al. ScriptEase: generative design patterns for computer role-playing games , 2004, Proceedings. 19th International Conference on Automated Software Engineering, 2004..
[28] Staffan Björk,et al. Patterns In Game Design , 2004 .
[29] Patrick McAndrew,et al. Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement , 2015, Hum. Comput. Interact..
[30] S. Collins. Collins , 2010, Veterinary Record.
[31] Daniel L. Moody,et al. The method evaluation model: a theoretical model for validating information systems design methods , 2003, ECIS.
[32] Daniel Druckman,et al. The educational effectiveness of interactive games , 1995 .
[33] Rob Nadolski,et al. Serious games for higher education: a framework for reducing design complexity , 2008, J. Comput. Assist. Learn..
[34] Maria Virvou,et al. On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE , 2008, Comput. Educ..
[35] Telmo Zarraonandia,et al. Designing educational games through a conceptual model based on rules and scenarios , 2015, Multimedia Tools and Applications.
[36] Jonas Gloeckner,et al. Rules Of Play Game Design Fundamentals , 2016 .
[37] John Cullen,et al. Democratizing Innovation , 2020, Encyclopedia of Creativity, Invention, Innovation and Entrepreneurship.
[38] HENRY LIEBERMAN,et al. End-User Development: An Emerging Paradigm , 2006, End User Development.
[39] Tarja Susi,et al. Serious Games : An Overview , 2007 .