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"Computer adventure games Design."
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Dark souls III : design works
Collects the gritty and hair-raising artwork behind Dark Souls III, featuring armor and weapon designs, character concepts, enemies, bosses, environments, DLC artwork, and more!
Players unleashed!
2011,2012
It has been ten years since video game giant Electronic Arts first releasedThe Sims, the best-selling game that allows its players to create a household and then manage every aspect of daily life within it. And since its debut, gamers young and old have found ways to \"mod\"The Sims, a practice in which gamers manipulate the computer code of a game, and thereby alter it to add new content and scenarios.
InPlayers Unleashed!-the first study of its kind-Tanja Sihvonen provides a fascinating examination of modding, tracing its evolution and detailing its impact onThe Simsand the game industry as a whole. Along the way, Sihvonen shares insights into specific modifications and the cultural contexts from which they emerge.
Marvel contest of champions : the art of the Battlerealm
Over the years, Marvel Contest of Champions has become more epic, the heroes more powerful, and the enemies more cunning--but the game has retained its core: the greatest battles in Marvel history! You have been summoned to the Battlerealm for the greatest Super Hero showdowns! Who will conquer the Contest?Marvel Contest of Champions: The Art of the Battlerealm is the ultimate visual companion for a true collector. Capturing the intensity of Kabam's extraordinary game, this book features incredible concept art, sketches, and storyboards. Discover more about Marvel's vast Battlerealm--the cosmic arena for the Contest of Champions--and your favorite Super Heroes and Villains, with exclusive commentary from the creators and fascinating insights into the creative process. This incredible collection of art will take you on an exciting journey through the dangerous and mysterious world of Marvel Contest of Champions.
Simplifying the Creation of Adventure Serious Games with Educational Oriented Features
by
Pérez-Colado Iván José
,
Freire-Morán Manuel
,
Pérez-Colado Víctor Manuel
in
Adventure Education
,
Authoring
,
authoring tool
2019
Developer-friendly professional authoring tools have greatly simplified entertainment videogame development. However, this simplification had a limited impact on serious games, which require the active collaboration of developers with educators and other stakeholders. To address this issue, we present uAdventure, an easy-to-use game development environment for narrative "point-and-click" graphic adventure games. uAdventure started as a re-implementation of the previously validated eAdventure authoring tool, now built on top of the Unity game platform. The idea is to enjoy the advantages of the Unity professional environment while reducing its complexity to allow non-developers to author serious games. uAdventure is designed to simplify the creation of serious games that include educational-oriented capabilities such as learning analytics without requiring programming knowledge and has been formatively tested with different types of users and in different settings. Initial testing was carried out with a group of heterogeneous users with different computer usage profiles in a vocational environment. In the second round of testing, it was used by students of two different university courses to develop serious games that include educational features such as location-based mechanics and learning analytics. The results of these formative evaluations show that uAdventure can be used as a serious game teaching tool and that it simplifies the creation of serious games with educational features by non-expert authors.
Journal Article
The art of Assassin's Creed Origins
Embargoed to game release date. Having taken players all the way to the gateway to the modern world in Syndicate, Assassin's Creed once again takes fans on an adventure through history. The Art of Assassin's Creed Origins collates hundreds of concept arts, including sketches, final paintings, and 3D Renders, alongside in-depth commentary from the artists and developers, representing the ultimate insight into the design processes behind the game.
Understanding players’ achievement values from MMORPGs: an exploratory study
by
Lin, Chwen-Yea
,
Tu, Chien-Chung
,
Hung, Wei-Hsi
in
Academic achievement
,
Achievement motivation
,
Achievement Need
2015
Purpose
– Achievement is considered to be an important value for students. The purpose of this paper is to explore what achievement values were derived from playing massively multiplayer online role-playing games (MMORPGs), especially for high-engaged MMORPGs players.
Design/methodology/approach
– The research employed two approaches to collect data: focus group and a web survey of online game players were conducted. Moreover, an addiction-engagement scale was used to ensure all participants were genuinely highly engaged MMORPGs players in data collection process. There are 12 highly engaged players were recruited as focus group members in Phase 1. The online survey yielded 315 responses, of which 267 were considered valid, and 177 of those were considered to be genuine highly engaged players in Phase 2. In the study, exploratory factor analysis was performed to reveal underlying structure of achievement values.
Findings
– The result focussing on popular MMORPGs reveal that highly engaged players derived six achievement values from playing MMORPGs, including fantasy satisfaction, adventure, victory, socialization ability, self-actualization, and advancement of wealth and status.
Originality/value
– In view of the prevalence of MMORPGs, it is imperative to draw attention to understand students’ achievement values derived from playing MMORPGs. By doing that, educators know how to bridge students’ achievement values to their academic performance.
Journal Article
The art of Destiny. Volume 2
\"The Art of Destiny 2, the follow-up to the successful The Art of Destiny, is a celebration of the dynamic art and visual style that fans have come to love about Destiny. The world of Destiny is expansive and vibrant, encompassing planets within our solar system and those far beyond. Praised for its artistic style and imaginative worlds that paint a complex future of war, exploration, and hope, Destiny is packed with life and color. Customizable characters make every gaming experience visually unique, with the heroes and villains of Destiny crafted from worlds of science fiction past, yet brimming with their own style.The Art of Destiny 2 features hundreds of pieces of concept art, from early sketches and illustrations of characters to the colorful key art the designers used to help shape the in-game worlds. Each step of the process is meticulously detailed, from building in-game cinematics to crafting the complex universe. This book celebrates the exceptional attention to detail that the developers at Bungie have put into Destiny 2, and continues the high production quality that made The Art of Destiny a best-selling gaming art book. With exclusive, never-before-seen imagery, developer commentary, and more, The Art of Destiny 2 is the perfect gift for fans of The Art of Destiny, and those seeking the companion book to one of the most anticipated game releases of 2017.\"--Publisher's description.
Let's Begin Again: Sierra On-Line and the Origins of the Graphical Adventure Game
2017
The author retells the origin story of Sierra On-Line and its historic first product, the graphical adventure game Mystery House. She reviews the academic and journalistic writing that placed the story almost exclusively inside a narrative about early computer games, treating it as a saga of the competition between the graphic adventures Sierra On-Line produced and the literary games developed by companies like Infocom and dubbed interactive fiction. The author argues that such video game history proved both inaccurate and obfuscating, the she uses archival documentation and a counter-historical methodology to describe a different kind origin for Sierra On-Line and to deride the obviousness of presumptive beginnings within the discipline of game history. Key words: adventure, adventure game, game historiography, game history, genre, interactive fiction, Ken Williams, Mystery House, Roberta Williams, Sierra On-Line
Journal Article
Can Video Games Be Used as a Stealth Assessment of Aggression?: A Criterion-Related Validity Study
by
Laferriere, Jeffrey R
,
Bacos, Catherine A
,
Head, Danielle L
in
Aggression
,
Aggressiveness
,
Analysis
2019
The current pilot study examined how well a reflective moral-choice video game predicted the rating scale scores of aggression types. To begin, the authors used a coding system to examine in-game proactive and reactive behaviors. This analysis resulted in a tallied score for each construct. These game-based scores were then included in regression models, examining how well within-game behaviors predict scores on a pre-existing rating scale of both proactive and reactive aggression. Findings indicated that game-based proactive scores were not predictive of proactive aggression ratings; however, reactive game-based scores were predictive of reactive aggression ratings. Implications for these findings are discussed.
Journal Article
Choose Your Own Research Adventure: An Asynchronous Tutorial to Address “Research as Inquiry”
by
Brinkman, Stacey
,
Hilton, Samantha
in
Academic libraries
,
Active Learning
,
asynchronous tutorial
2024
The Framework for Information Literacy for Higher Education posits that the practice of asking questions in order to deepen inquiry and understanding is a key element of information literacy. While the “Research as Inquiry” frame is teachable in library instruction, it can be difficult to scale. Popular instructional design software tends to present information in linear formats that can limit how students understand the iterative nature of research. This article presents an attempt at an asynchronous tutorial that overcomes this limitation of medium and that presents “Research as Inquiry” through an iterative and question-based online game. We discuss the development, implementation, and assessment of the tutorial, as well as issues of sustainability and scale.
Journal Article