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137
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CSCW
2008
ACM
15 years 6 months ago
A hybrid cultural ecology: world of warcraft in China
We analyze online gaming as a site of collaboration in a digital-physical hybrid. We ground our analysis in findings from an ethnographic study of the online game World of Warcraf...
Silvia Lindtner, Bonnie A. Nardi, Yang Wang 0005, ...
133
Voted
CANDC
2009
ACM
15 years 11 months ago
A quantitative analysis of the collective creativity in playing 20-questions games
Creativity is an important ingredient in problem solving, and problem solving is an important activity for both individuals and societies. This paper discusses our novel approach ...
Wen Dong, Taemie Kim, Alex Pentland
LICS
2007
IEEE
15 years 11 months ago
Higher-Order Matching, Games and Automata
Higher-order matching is the problem given t = u where t, u are terms of simply typed λ-calculus and u is closed, is there a substitution θ such that tθ and u have the same nor...
Colin Stirling
ICALT
2010
IEEE
15 years 6 months ago
Spatializing Social Practices in Mobile Game-Based Learning
The objectives of this paper are to explore the characteristics of patterns of participation in social and gameplay spaces outside the classroom of 10 fifteen-year-olds engaging in...
Susan Gwee, Yam-San Chee, Ek-Ming Tan
CSMR
2002
IEEE
15 years 10 months ago
Evolution Support by Homogeneously Documenting Patterns, Aspects and Traces
The evolution of complex software systems is promoted by software engineering principles and techniques like separation of concerns, encapsulation, stepwise refinement, and reusab...
Johannes Sametinger, Matthias Riebisch