Pedagogically and administratively critical to gaming simulations, the treatment of time can differ along three dimensions: scale, synchronization, and drive. Time can be fixed or flexibly scaled, synchronized or asynchronized among participants, and driven either by the administrator, the participants, the clock, or the level of activity. Fixed scaling is more easily programmed; flexibly scaling gives participants more freedom. Synchronization coerces participants unnaturally, but assures that mindless activity is not rewarded. Administrator-driven time is administratively inconvenient, participant-driven time is difficult to coda when decisions among participants are interdependent, and clock-driven time is inherently inadaptable to an ir...
This research relates to the usability of mixed-initiative interaction systems, in which actions can...
The collection and analysis of behavioral telemetry in digital games has in the past five years beco...
Even though video game players frequently report losing track of time while playing, few studies hav...
Pedagogically and administratively critical to gaming simulations, the treatment of time can differ ...
Studies investigating interval timing often involve experiments in a laboratory setting which may or...
Game time is a core feature of game design and study, and forms part of the gaming experience on a v...
Abstract. The Discrete EVent system Specification (DEVS) formal-ism allows for highly modular, hiera...
Time in computer games is not singular. Time in the game world may progress at a different rate to t...
This article investigates issues of controlling the amount of time during computer game play and pot...
Game designers spend a great deal of time developing balanced game experiences. However, differences...
There are concerns that game developers incorporate structural videogame features designed specifica...
"The of this paper is to illustrate the methodology of timeflexible interactive business games. The ...
AbstractThe paper discusses explicit properties and the requirements that are to be verified, impose...
Computer games are real-time applications that create interactive virtual environments, usually as d...
Public concern surrounding the effects video games have on players has inspired a large body of rese...
This research relates to the usability of mixed-initiative interaction systems, in which actions can...
The collection and analysis of behavioral telemetry in digital games has in the past five years beco...
Even though video game players frequently report losing track of time while playing, few studies hav...
Pedagogically and administratively critical to gaming simulations, the treatment of time can differ ...
Studies investigating interval timing often involve experiments in a laboratory setting which may or...
Game time is a core feature of game design and study, and forms part of the gaming experience on a v...
Abstract. The Discrete EVent system Specification (DEVS) formal-ism allows for highly modular, hiera...
Time in computer games is not singular. Time in the game world may progress at a different rate to t...
This article investigates issues of controlling the amount of time during computer game play and pot...
Game designers spend a great deal of time developing balanced game experiences. However, differences...
There are concerns that game developers incorporate structural videogame features designed specifica...
"The of this paper is to illustrate the methodology of timeflexible interactive business games. The ...
AbstractThe paper discusses explicit properties and the requirements that are to be verified, impose...
Computer games are real-time applications that create interactive virtual environments, usually as d...
Public concern surrounding the effects video games have on players has inspired a large body of rese...
This research relates to the usability of mixed-initiative interaction systems, in which actions can...
The collection and analysis of behavioral telemetry in digital games has in the past five years beco...
Even though video game players frequently report losing track of time while playing, few studies hav...