Rogerio de Leon Pereira,Olivier Tremblay-Savard
Rogerio de Leon Pereira
Rewards are prevalent game design elements in gamified environments. Rewards are helpful tools to keep players engaged and encouraged to perform tasks. However, implementing a reward system from scratch in every gamified environment, such a...
Hey, You! The Importance of Pragmatics in Localizations of Mass Effect in French and Spanish [0.03%]
《嘿,你!论质量效应》法语和西班牙语本地化中的语用学的重要性
Alexander Stainton,Seán G Roberts,Stephanie Rennick
Alexander Stainton
The localization of video game dialog for diverse audiences is challenging because of differences in linguistic features between languages and pragmatic norms between cultures. For example, localizers must decide how to translate the Englis...
Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth [0.03%]
设定议程:审视视频游戏与性少数青年心理健康之间关系的新兴文献
Dane Marco Di Cesare,Shelley L Craig,Ashley S Brooks et al.
Dane Marco Di Cesare et al.
Video gaming is a popular youth pastime that has prompted scholarship into its relationship with psychological well-being. However, sexual and gender diverse youth (SGDY) who play video games are largely overlooked in this research. SGDY ex...
Importance of Social Videogaming for Connection with Others During the COVID-19 Pandemic [0.03%]
新冠肺炎疫情期间社交电子游戏对人际交往的重要性分析
Mary E Ballard,Michael T Spencer
Mary E Ballard
This study focused on the importance of social videogame play for remaining connected to others early in the COVID-19 pandemic. While social isolation and loneliness negatively affect well-being, social interaction is important for positive...
MeetDurian: Can Location-Based Games be Used to Improve COVID-19 Hygiene Habits? [0.03%]
《寻觅猫山王》:基于位置的游戏能否用于改善人们的新冠卫生习惯?
Dongliang Chen,Antonio Bucchiarone,Zhihan Lv
Dongliang Chen
The COVID-19 problem has not gone away with the passing of the seasons. Although most countries have achieved remarkable results in fighting against epidemic diseases and controlling viruses, the general public is still far from understandi...
The COVID Season: U.S. Collegiate Esports Programs' Material Challenges and Opportunities During the 2020-21 Pandemic [0.03%]
疫情下的高校电子竞技:美国高校电竞项目在2020-2021学年的物质挑战与机遇分析
Amanda C Cote,Onder Can,Maxwell Foxman et al.
Amanda C Cote et al.
During the COVID-19 pandemic, universities were among the first institutions to shift to an online model. As they did so, nascent collegiate esports program lost access to campus spaces and in-person connections, potentially destabilizing t...
Background Checks: Disentangling Class, Race, and Gender in CRPG Character Creators [0.03%]
背景调查:CRPG角色创建器中的阶级、种族和性别区分
Michael Iantorno,Mia Consalvo
Michael Iantorno
Character backgrounds are one of many elements players use to customize their protagonists in fantasy computer role-playing games. By documenting the narrative trappings, mechanical benefits, and hierarchical availability of character backg...
Alan Galey
Alan Galey
It is now 40 years since Gérard Genette's work introduced the term paratexts into literary studies, giving a unifying name to the many kinds of texts that serve as thresholds to other texts. The term and concept have migrated into the stud...
Top Shelf Drinks, Bottom Line Play: Examining Representations of Class in Bartending and Mixology Games [0.03%]
调酒与鸡尾酒调配游戏中的阶级表征研究
Scott DeJong,Courtney Blamey
Scott DeJong
There is an emerging body of games that simulate the labor of drink making and serving at the forefront of play through the role of a bartender or artisanal mixologist. Both are working class but the creative variance between them challenge...
Behind the Scenes at ApertureScience.com: Portal and Its Paratexts [0.03%]
阿帕彻科学公司网站幕后揭秘:《_portal_》及其周边文本
Alan Galey
Alan Galey
Portal (2007) presents an unusually complex example for the study of video game paratexts. This article uses the case of the game's promotional website ApertureScience.com to consider how paratextuality and the associated concepts of epheme...