Barry Ip
Biographic Data
| ID | 652239 |
|---|---|
| NAME | Barry Ip |
| GIVEN NAMES | Barry |
| FAMILY NAME | Ip |
| SIGNATURE | IP B |
| AFFILIATIONS | Swansea University |
| ORCID | 0000-0003-1972-7747 |
| VERIFIED | Yes |
| TOTAL WORKS | 6 |
| TOTAL CITATIONS | 5 |
| AUTHOR COUNT | 6 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2008 |
| LATEST PUBLICATION YEAR | 2018 |
| H-INDEX | 2 |
Social Networks in China
A Primer Survey of Chinese Mobile Games
This article provides introductory insight into and an evaluation of the nature and current composition of the Chinese mobile games market. We conducted research to explore the subtle yet prevalent distinctions in game genre classifications in China, and we examined game rankings as an indication of the sorts of titles that are popular in the region. Further insights are offered into the leading distribution platforms that host mobile games, repr…
Narrative Structures in Computer and Video Games
This essay is the first of a two-part article examining the use of narrative in computer and video games, which provides an overview and discussion of the definitions and representation of stories, plots, and narratives. A range of traditional and emerging narrative techniques are considered, including The Hero’s Journey, three-act structure, the portrayal of human emotions, and character archetypes, from where an in-depth examination of interact…
Narrative Structures in Computer and Video Games
This second of two articles concludes the examination of narrative in computer and video games. Where appropriate, results are schematically and chronologically presented to illustrate the unique nature of interactive narrative. Despite modern advances in games technology and design, the findings reveal notable gaps in areas such as the use of back stories, cut scenes, narrative structure and content, emotions, and archetypes, all of which may be…
Evaluating coursework in computer games degrees
This paper explores a relatively new area in the design and development of assessment procedures for the evaluation of coursework and student performance on computer and video games degrees. Emphasis is placed on an assessment which involves the development of and interaction in a virtual world, where lecturers and students are represented as virtual characters. The establishment of a new assessment framework for games degrees is outlined, follow…
Gaming frequency and academic performance
There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency - measured as the amount of time undergraduate students spend playing games in their free time - and their academic perfo…
Narrative Structures in Computer and Video Games
This essay is the first of a two-part article examining the use of narrative in computer and video games, which provides an overview and discussion of the definitions and representation of stories, plots, and narratives. A range of traditional and emerging narrative techniques are considered, including The Hero’s Journey, three-act structure, the portrayal of human emotions, and character archetypes, from where an in-depth examination of interact…
Narrative Structures in Computer and Video Games
This second of two articles concludes the examination of narrative in computer and video games. Where appropriate, results are schematically and chronologically presented to illustrate the unique nature of interactive narrative. Despite modern advances in games technology and design, the findings reveal notable gaps in areas such as the use of back stories, cut scenes, narrative structure and content, emotions, and archetypes, all of which may be…
Gaming frequency and academic performance
There are numerous claims that playing computer and video games may be educationally beneficial, but there has been little formal investigation into whether or not the frequency of exposure to such games actually affects academic performance. This paper explores the issue by analysing the relationships between gaming frequency - measured as the amount of time undergraduate students spend playing games in their free time - and their academic perfo…
Evaluating coursework in computer games degrees
This paper explores a relatively new area in the design and development of assessment procedures for the evaluation of coursework and student performance on computer and video games degrees. Emphasis is placed on an assessment which involves the development of and interaction in a virtual world, where lecturers and students are represented as virtual characters. The establishment of a new assessment framework for games degrees is outlined, follow…
Narrative Structures in Computer and Video Games
This essay is the first of a two-part article examining the use of narrative in computer and video games, which provides an overview and discussion of the definitions and representation of stories, plots, and narratives. A range of traditional and emerging narrative techniques are considered, including The Hero’s Journey, three-act structure, the portrayal of human emotions, and character archetypes, from where an in-depth examination of interact…
Narrative Structures in Computer and Video Games
This second of two articles concludes the examination of narrative in computer and video games. Where appropriate, results are schematically and chronologically presented to illustrate the unique nature of interactive narrative. Despite modern advances in games technology and design, the findings reveal notable gaps in areas such as the use of back stories, cut scenes, narrative structure and content, emotions, and archetypes, all of which may be…
A Primer Survey of Chinese Mobile Games
This article provides introductory insight into and an evaluation of the nature and current composition of the Chinese mobile games market. We conducted research to explore the subtle yet prevalent distinctions in game genre classifications in China, and we examined game rankings as an indication of the sorts of titles that are popular in the region. Further insights are offered into the leading distribution platforms that host mobile games, repr…
Social Networks in China
Computer Science (5 works) · Digital Games and Media (5 works) · Multimedia (4 works) · Psychology (3 works) · Archetype (2 works) · Art (2 works) · Artificial Intelligence (2 works) · Artificial Intelligence in Games (2 works) · China (2 works) · Educational Games and Gamification (2 works)