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Grasping AI in Videogames Distinguishing Human-Computer-Interaction from Human-Human-Interaction
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作者 Matteo Riatti 《Journalism and Mass Communication》 2014年第7期411-421,共11页
Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction video... Videogames feature non-player-characters. Such ingame entities are controlled by artificial intelligence that is sought to match the user's skill. Defining and understanding the given human-computer-interaction videogame genres can be differentiated in either competitive matches or coherent plays. While artificial intelligence answers in responsive patterns only, natural intelligence holds creative qualities. A match is a game that creates suspense over the question of who is going to prevail. It can thus only be a game that features competing human players, since a computerized opponent is unaware of the game's significance. The nature of the match lies within the interactive trial. In a play, however, there is no battle but only cooperation. The aesthetics of such a play unfold to the audience, its purpose is showing rather than experiencing and/or competitively interacting. Artificial intelligence is then a surrogate that is often used in videogames to create an illusion of competition or battle. Its actual purpose is not to feature a worthy opponent, but to be a programmatic loser. In narrative and linear videogames, such as AI takes the role of a supporting actor whose function in the plot is, to signalize the player's dominance. 展开更多
关键词 HCI-human computer interaction artificial intelligence VIDEOGAMES interactive storytelling interactivity ludology
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The Use of Computer Games for Promotional Purposes
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作者 Zdenko Mago Peter Mikulas 《Journalism and Mass Communication》 2013年第1期48-57,共10页
This study is focused on computer game series Needfor Speed (NFS) in terms of its use in promotion of products and brands. We believe that computer games are no longer the domain of a small group of enthusiasts. In ... This study is focused on computer game series Needfor Speed (NFS) in terms of its use in promotion of products and brands. We believe that computer games are no longer the domain of a small group of enthusiasts. In recent years, this kind of entertainment has became a global phenomenon, which is reflected both on professional and scientific levels. This study focuses on in-game advertising possibilities, identification, function, and logic in the NFS computer game series. We conduct a content analysis of three releases of NFS to identify its use for promotional purposes in real terms. 展开更多
关键词 in-game advertising advergaming ludology computer games video games Need for Speed (NFS)
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