• A model-driven approach to generate and deploy videogames on multiple platforms 

      Núñez-Valdez, Edward Rolando ; García-Díaz, Vicente; Cueva Lovelle, Juan Manuel; Saez Achaerandio, Yago; González-Crespo, Rubén (Journal of Ambient Intelligence and Humanized Computing, 06/2017)
      Currently, videogame development for mobile devices is a highly profitable and competitive industry worldwide. This profitability can be ascribed to the popularity that new technologies such as smartphones and tablets have ...
    • Anuncios en aplicaciones de juegos : análisis de la publicidad que reciben los menores cuando juegan utilizando el móvil 

      Feijoo, Beatriz; Sadaba, Charo; Blanco-Hernández, María (Anàlisi, 2022)
      La presencia de contenidos comerciales en espacios de juego digital consumidos por menores es una realidad consolidada y creciente. Por dicho motivo, el objetivo de este artículo es registrar y analizar el tipo de publicidad ...
    • Applying genetic algorithms for the improvement of an autonomous fuzzy driver for simulated car racing 

      Salem, Mohammed; Mora, Antonio M ; Merelo, Juan Julián; García-Sánchez, Pablo (Communications in Computer and Information Science, 2018)
      Games offer a suitable testbed where new methodologies and algorithms can be tested in a near-real life environment. For example, in a car driving game, using transfer learning or other techniques results can be generalized ...
    • Evolving a TORCS Modular Fuzzy Driver Using Genetic Algorithms 

      Salem, Mohammed; Mora, Antonio M ; Merelo, Juan Julián; García-Sánchez, Pablo (Lecture Notes in Computer Science, 2018)
      This work presents an evolutionary approach to optimize the parameters of a Fuzzy-based autonomous driver for the open simulated car racing game (TORCS). Using evolutionary algorithms, we intend to optimize a modular fuzzy ...
    • Gamification within the english classroom 

      Mosquera Gende, Ingrid ; Garcia Corces, Marta; del Rio, Alba Conde (INTED2017: 11TH International technology, education and development conference, 2017)
      This study aims to provide a general overview of gamification, one of the educational methodologies which is currently booming. Firstly, on the one hand, we will commence by defining the concept of gamification while bearing ...
    • I Congreso Español de Videojuegos 2022 

      González Calero, Pedro Antonio; Gómez Martín, Marco Antonio; Gómez Martín, Pedro Pablo; Gutiérrez Manjón, Sergio; Gutiérrez Sánchez, Pablo; Peinado, Federico; Sánchez-Ruiz Granados, Antonio; Barbancho, Isabel; Blanco Bueno, Carlos; Botella Nicolás, Ana María; Chover, Miguel; Díaz Álvarez, Josefa; Echeverría, Jorge; Fernández Leiva, Antonio J.; Fernández Ruiz, Marta; Gallego-Durán, Francisco; García Sánchez, Pablo; Gutiérrez Vela, Francisco L; Lara-Cabrera, Raúl; León, Carlos; Moreno, Jorge L.; Lozano Muñoz, Alejandro; Mayor, Jesús; Medina Medina, Nuria; Mejías-Climent, Laura; Mora, Antonio M; Munarriz, Jaime; Patow, Gustavo A.; Sagredo-Olivenza, Ismael; Salinas, María-José; Sanchez I. Peris, Francesc Josep; Sánchez-Ruiz, Antonio A; Shliakhovchuk, Elena; Tejada, Jesus (CEUR Workshop Proceedings, 2022)
      {Resumen no disponible]
    • Introducing an interactive story in a geolocalized experience 

      López-Arcos, José R; Gutiérrez Vela, Francisco L; Padilla-Zea, Natalia ; Paderewski-Rodríguez, Patricia; Medina Medina, Nuria (ACM International Conference Proceeding Series, Interaccion 2017, 2017)
      Pervasive games are one of the types of gaming experiences that currently causes the most impact on players. They break the usual environment of the game in a spatial, temporal or social dimension. The integration of the ...
    • El uso de los Videojuegos y la Gamificación como material didáctico innovador para el aprendizaje de las Ciencias Sociales en la Educación Superior 

      Carrión Candel, Elena; Sotomayor Núñez, Sandra; Medel Marchena, Ignacio (Edmetic, 2022)
      La siguiente investigación tiene como propósito analizar en qué medida los videojuegos y las herramientas de gamificación -Quizizz y Socrative-desarrolladas son estrategias de aprendizaje que facilitan ...