Sentence examples for game communicated from inspiring English sources

Exact(1)

An unexpected benefit of having the game developed in advance of the model is that having the modelers play the game communicated the requirements and characteristics needed in the model.

Similar(59)

Mr. Sharon, a registered nurse and legal consultant, offers what he calls "insider tips for avoiding hospital mistakes," information that includes ways to prevent mishaps in intensive care units, play the "emergency room waiting game," communicate with staff to get better service and deal with managed care when you're told that "your request for treatment has been denied".

The graphs are the way that the player communicates with the game (i.e., controls the game) and the way that the game communicates the goals, challenges, events, and outcomes to the player.

The game communicates with visual and audial cues, and uses few of the standard controller buttons: two buttons slow or accelerate the Long Mover, and the triggers make it wiggle for a boost.

His philosophically minded PC games communicate meaning in their own specific and thrilling ways.

In Justice Antonin Scalia's words, "video games communicate ideas — and even social messages — through many familiar literary devices (such as characters, dialogue, plot and music) and through features distinctive to the medium (such as the player's interaction with the virtual world)." So what's the idea — and even the social message — behind Frisbee Forever?

"Like the protected books, plays and movies that preceded them, video games communicate ideas — and even social messages — through many familiar literary devices (such as characters, dialogue, plot and music) and through features distinctive to the medium (such as the player's interaction with the virtual world)," Justice Scalia wrote.

While players in most online games communicate by typing, Turbine has tried to enhance the in-person feel of D&D Online by building voice-chat software into the game so players can speak with one another using a microphone plugged into their computer.

For example, in undertaking a specific quest, players are presented with a problem to be solved where the process to achieve goal involves exploring (e.g., of delineated worlds in games), communicating (e.g., of specific game lingo), regulating (e.g., of a way of interacting with the social others), and strategizing (e.g., of rapid wipe techniques for the next raid).

Although research may provide a positive picture of using exergames as an activity in a public health-oriented curricula and portray the games as an effective health intervention, we instead want to highlight the importance of a critical examination of how the games communicate messages about health and body and the collateral learning these messages entail.

Blow referenced Jeff Minter's Space Giraffe, pointing out that the game never communicated the purpose of playing the game upfront to the player, citing that as one of the reasons for the game's poor reception.

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