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dc.contributor.author
 hal.structure.identifier
KURELA, Michal
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.author
 hal.structure.identifier
CRUBLEAU, Pascal
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.contributor.author
 hal.structure.identifier
SAMIER, Henri
211916 Laboratoire Angevin de Mécanique, Procédés et InnovAtion [LAMPA]
dc.date.accessioned2014
dc.date.available2014
dc.date.issued2011
dc.date.submitted2014
dc.identifier.issn1877-7058
dc.identifier.urihttp://hdl.handle.net/10985/8468
dc.descriptionhttp://www.sciencedirect.com/science/article/pii/S1877705811001664
dc.description.abstractThis research aims to find out the patterns existing in the computer role-playing games (CRPGs) design and to find out if the system evolution laws of TRIZ (Theory of Inventive Problem Solving) are applicable to them. Only part of the technical evolution laws was explored and only on the selected subsystems of CRPGs, because the complete analysis would constitute a much longer paper. The research was essentially qualitative. In conclusion it allows to state that TRIZ evolution laws are matching to many instances of CRPG subsystems evolution paths what allows to propose directions for the future development of CRPGs.
dc.language.isoen_US
dc.publisherElsevier
dc.rightsPost-print
dc.subjectCRPG
dc.subjectRole-playing game
dc.subjectSystem evolution
dc.subjectTRIZ
dc.titleUsing TRIZ in the forecasting of the computer role playing games evolution
dc.identifier.doi10.1016/j.proeng.2011.03.149
dc.typdocArticle dans une revue avec comité de lecture
dc.localisationCentre de Angers
dc.subject.halSciences de l'Homme et Société: Sciences de l'information et de la communication
ensam.audienceInternationale
ensam.page640-645
ensam.journalProcedia Engineering
ensam.volume9
hal.identifierhal-01061279
hal.version1
hal.submission.permittedupdateMetadata
hal.statusaccept
dc.identifier.eissn1877-7058


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