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2,958 result(s) for "Computer games Fiction."
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Hóng
Hóng is a computer game Evan loves to play on the internet. But then he gets a strange message from another player, Yin, begging for help -.
Mission to the moon : an unofficial Minecrafter's adventure
\"Entity303, the cruel villain who has poisoned vanilla Minecraft with dangerous and bizarre mods, was able to escape the sky-islands of Mystcraft, leaving the surface of Minecraft in a giant rocket. Gameknight999 knows Weaver must be sent back into the past so the timeline can be repaired and the eventual destruction of all the Minecraft worlds can be stopped. But to send him back, they must find the time-traveling portal that brought Weaver to the future. And only Entity303 knows the location. They have no choice; Gameknight999 and his friends must follow behind, landing on a strange and barren lunar landscape, a world stranger and more alien (in more ways than one) than any other Minecraft mod. It's here that they must battle outer space mobs, combat monster bosses, and find Entity303. But as they close in on the terrible user, Gameknight999 will discover Entity303's real scheme, and the very thought of what the evil user plans will fill everyone with terror. Can the User-that-is-not-a-user catch Entity303 as he travels through the cold reaches of universe, before it's too late?\"--Back cover.
Arthur's World
Arthur is an OAP, hiding out from the world in his grotty high-rise. He'd move – if it weren't for his missing teenage son. Today is Michael's 18th birthday – will he finally come home? But the person Arthur finally lets in turns out to be someone else entirely. This boy is seeking refuge from The Fights – the raging riots sparked years ago by a notorious computer game.
The time hackers
When someone uses futuristic technology to play pranks on twelve-year-old Dorso Clayman, he and his best friend set off on a supposedly impossible journey through space and time trying to stop the gamesters who are endangering the universe.
Why imaginary worlds? The psychological foundations and cultural evolution of fictions with imaginary worlds
Imaginary worlds are extremely successful. The most popular fictions produced in the last few decades contain such a fictional world. They can be found in all fictional media, from novels (e.g., Lord of The Rings and Harry Potter) to films (e.g., Star Wars and Avatar), video games (e.g., The Legend of Zelda and Final Fantasy), graphic novels (e.g., One Piece and Naruto), and TV series (e.g., Star Trek and Game of Thrones), and they date as far back as ancient literature (e.g., the Cyclops Islands in The Odyssey, 850 BCE). Why such a success? Why so much attention devoted to non-existent worlds? In this paper, we propose that imaginary worlds co-opt our preferences for exploration, which have evolved in humans and nonhuman animals alike, to propel individuals toward new environments and new sources of reward. Humans would find imaginary worlds very attractive for the very same reasons, and under the same circumstances, as they are lured by unfamiliar environments in real life. After reviewing research on exploratory preferences in behavioral ecology, environmental esthetics, neuroscience, and evolutionary and developmental psychology, we focus on the sources of their variability across time and space, which we argue can account for the variability of the cultural preference for imaginary worlds. This hypothesis can, therefore, explain the way imaginary worlds evolved culturally, their shape and content, their recent striking success, and their distribution across time and populations.
Realm of mystics
A teenager awakens in a fantasy game with three other players, and they must learn to play quickly in order to escape the strange, virtual world.
Gamification suffers from the novelty effect but benefits from the familiarization effect: Findings from a longitudinal study
There are many claims that gamification (i.e., using game elements outside games) impact decreases over time (i.e., the novelty effect). Most studies analyzing this effect focused on extrinsic game elements, while fictional and collaborative competition have been recently recommended. Additionally, to the best of our knowledge, no long-term research has been carried out with STEM learners from introductory programming courses (CS1), a context that demands encouraging practice and mitigating motivation throughout the semester. Therefore, the main goal of this work is to better understand how the impact of a gamification design, featuring fictional and competitive-collaborative elements, changes over a 14-week period of time, when applied to CS1 courses taken by STEM students (N = 756). In an ecological setting, we followed a 2x7 quasi-experimental design, where Brazilian STEM students completed assignments in either a gamified or non-gamified version of the same system, which provided the measures (number of attempts, usage time, and system access) to assess user behavior at seven points in time. Results indicate changes in gamification’s impact that appear to follow a U-shaped pattern. Supporting the novelty effect, the gamification’s effect started to decrease after four weeks, decrease that lasted between two to six weeks. Interestingly, the gamification’s impact shifted to an uptrend between six and 10 weeks after the start of the intervention, partially recovering its contribution naturally. Thus, we found empirical evidence supporting that gamification likely suffers from the novelty effect, but also benefits from the familiarization effect, which contributes to an overall positive impact on students. These findings may provide some guidelines to inform practitioners about how long the initial contributions of gamification last, and how long they take to recover after some reduction in benefits. It can also help researchers to realize when to apply/evaluate interventions that use gamification by taking into consideration the novelty effect and, thereby, better understand the real impact of gamification on students’ behavior in the long run.
When Charlie McButton lost power
A boy who likes nothing but playing computer games is in trouble when the power goes out and his little sister has all of the batteries in the house.
Players unleashed!
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.