![conquer game conquer game](http://games.mxdwn.com/wp-content/uploads/2014/08/Conquer-Online-5.jpg)
The goal of the project is to motivate users to visit other museums in the network. In 2020, the RheijnLand.Xperiences project will connect eight museums along the Dutch-German border region by a continuation network using a story-driven application for mobile devices for an audience between the ages of 14 and 25. Complex topics and competencies in education become “real” for players in an outdoor experience. This study contributes to locate ecological simulations in areas where they actually take place. A critical threshold of time for using simulations within location-based game mechanics is discussed and related design-pattern for geogames are presented to support educators and game developers in the co-design of challenging location-based games. Player enjoyment is even found to be slightly higher in the simulation geogame than in the indoor simulation. Nevertheless, the simulation within the geogame contributes positively to the game playing experience. The results show that the players of the Geogame spend much less time on interacting with the simulation than on other tasks. Our quasi-experimental pre-post-test design focuses on the game-related enjoyment provided by a simplified simulation task within a geogame compared to a more complex desktop simulation and to a geogame without simulation. In an empirical study we evaluate our geogame with secondary school students (N = 329).
#Conquer game how to#
We show how to combine these two game mechanics by simplifying complex simulations while maintaining their validity. The central design problem consists in integrating an ecological simulation into the location-based game flow. We describe an approach for creating an educational location-based game (geogame). Location-based games (geogames) have been established following mainly a ‘seek-and-find’ game-mechanic, challenging mechanics like simulations are rarely used. Gamification and game-based learning have been established as powerful tools in education. The results are informative for game design, but also for a better understanding of how players interact with their geographical context during location-based games. Furthermore, discrepancies between the perception of a possible system in the scoring system and corresponding actions were revealed. The results obtained show that players who are confronted with a spatially structured scoring system are more likely to be in areas with high scores, have a longer playing time, walk longer distances and are more willing to take detours. In addition, the players filled out questionnaires to investigate whether they had become aware of the scoring system they were playing. We evaluated different indicators and analysed the players’ GPS trajectories. One group played the game with a spatially structured scoring system and the other with a spatially random scoring system. For this purpose, our study included two groups of subjects who played a modified game based on StreetComplete in a real urban environment. It is analysed how spatial structure in scoring systems is correlated with changes observed in the game behaviour. This article examines the role of spatially structured scoring systems as a motivational element.
![conquer game conquer game](http://media.ignimgs.com/prime/promos/command-and-conquer/screenshot-1-big.jpg)
Examples include Kort and StreetComplete. Such games are also found in the OpenStreetMap context and playfully enrich the project’s geodatabase. Some location-based games, known as Serious Games, go beyond entertainment and serve additional purposes such as data collection. It really made the game just that more realistic.Location-based games have become popular in recent years, with Pokémon Go and Ingress being two very prominent examples. I can still vividly remember the briefing for the final GDI mission the general is distraught, clearly tired, and generally pissed off. Full-motion Videos really set this game off to. It took me forever to beat the game because of how much you have to strategize to beat each mission sending your units at the most opportune time, sending the right units, organizing your units to optimize their potential, all in the midst of fending off the enemy and gaining ground. I remember getting this game way back in 97 and playing it for hours.
#Conquer game series#
Not only that, it still is the pinnacle the RTS genre and started one of the greatest series of games in gaming history. Not only that, it still is the pinnacle the RTS genre and started one Command & Conquer is truly the definition of what a RTS game should be. Command & Conquer is truly the definition of what a RTS game should be.