Dijital Oyunlarda Sessiz İletişim ve Tasarım: Dead by Daylight Üzerine Bir İnceleme
Öz
Anahtar Kelimeler
Sessiz İletişim, Dijital Oyun Tasarımı, Sağlarlık Kuramı, Akış Kuramı, İletişimsel Eylem Kuramı
Kaynakça
- Alex Leavitt, Brian Keegan, Joshua A. Clark (2016). Ping to Win?: Non-Verbal Communication and Team Performance in Competitive Online Multiplayer Games. International Conference on Human Factors in Computing Systems https://doi.org/10.1145/2858036.2858132
- Anders Tychsen, Jonas Heide Smith (2008). Game format effects on communication in multi-player games. Conference on Future Play https://doi.org/10.1145/1496984.1497003
- Arjoranta, J. (2015). Real-time hermeneutics: Meaning-making in ludonarrative digital games. https://doi.org/10.31237/osf.io/uep74
- Aslam, H., & Brown, J. A. (2022). Affordance theory in game design: A guide toward understanding players. Springer Nature.
- Asteriou, P., Boess, L., Jirawa, L., Gulino, C., Guggenberger, P., & Lankes, M. (2023, April). Sailing through Signs: Attention Guidance towards Texts in Virtual Reality. In Proceedings of the 18th International Conference on the Foundations of Digital Games (pp. 1-4). https://doi.org/10.1145/3582437.3587186
- Behaviour Interactive. (2023, Mayıs 19). Anniversary gameplay updates. Dead by Daylight.
- Brown, C., Holland, A., Delarosa, J., Doude, M., Reimann, W., Rath, T., & Piroli, A. (2020). Comprehension and selective visual attention in play-calling signage in NCAA division 1 football: A comprehensive literature review. International Journal of Kinesiology and Sports Science, 8(3), 1-13.
- Cardona-Rivera, R. E., & Young, R. M. (2013). A cognitivist theory of affordances for games. In Proceedings of DiGRA 2013 Conference. https://doi.org/10.26503/dl.v2013i1.687
- Chemero, A. (2003). An outline of a theory of affordances. Ecological Psychology, 15(2), 181–195. https://doi.org/10.1207/S15326969ECO1502_5
- Cruz, C. A., & Uresti, J. A. (2017). Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions. Entertainment Computing, 20, 11–24.