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Auswahl der wissenschaftlichen Literatur zum Thema „Clicker games“
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Zeitschriftenartikel zum Thema "Clicker games"
Dharmawan, Timotius, und Novita Hanafiah. „Clicker Bot for Gacha Games Using Image Recognition“. Procedia Computer Science 179 (2021): 598–605. http://dx.doi.org/10.1016/j.procs.2021.01.045.
Der volle Inhalt der QuelleBostian, AJ Allen, und Charles A. Holt. „Veconlab Classroom Clicker Games: The Wisdom of Crowds and the Winner's Curse“. Journal of Economic Education 44, Nr. 3 (Juli 2013): 217–29. http://dx.doi.org/10.1080/00220485.2013.795452.
Der volle Inhalt der QuellePratiwi, Essy Dian, Mohammad Masykuri und Murni Ramli. „Active Learning Strategy on Higher Education Biology Learning: A Systematic Review“. Tadris: Jurnal Keguruan dan Ilmu Tarbiyah 6, Nr. 1 (29.06.2021): 75–86. http://dx.doi.org/10.24042/tadris.v6i1.7345.
Der volle Inhalt der QuelleBindoff, Ivan, Tristan R. Ling, Peter Gee, Benjamin Geelan, Stuart G. Ferguson und Gregory M. Peterson. „Effects of a Mobile App Called Quittr, Which Utilizes Premium Currency and Games Features, on Improving Engagement With Smoking Cessation Intervention: Pilot Randomized Controlled Trial“. JMIR Serious Games 8, Nr. 4 (14.12.2020): e23734. http://dx.doi.org/10.2196/23734.
Der volle Inhalt der QuelleAs'ari, Fajar, und Viena Patrisiane. „CLICHE: Education Games for Climate Change Countermeasures“. SISFORMA 4, Nr. 1 (19.10.2017): 17. http://dx.doi.org/10.24167/sisforma.v4i1.1046.
Der volle Inhalt der QuelleAnnarumma, Maria, Riccardo Fragnito, Ines Tedesco und Luigi Vitale. „Video Game, Author and Lemming“. International Journal of Digital Literacy and Digital Competence 6, Nr. 1 (Januar 2015): 49–61. http://dx.doi.org/10.4018/ijdldc.2015010104.
Der volle Inhalt der QuelleCofini, Vincenza, Fernando De La Prieta, Tania Di Mascio, Rosella Gennari und Pierpaolo Vittorini. „Design Smart Games with requirements, generate them with a Click, and revise them with a GUIs“. ADCAIJ: Advances in Distributed Computing and Artificial Intelligence Journal 1, Nr. 3 (02.07.2013): 55–68. http://dx.doi.org/10.14201/adcaij20121315568.
Der volle Inhalt der QuelleHsu, Hao. „Localization and culturalization for a history-based game“. Journal of Internationalization and Localization 7, Nr. 1-2 (31.12.2020): 28–48. http://dx.doi.org/10.1075/jial.20007.hsu.
Der volle Inhalt der QuelleBen-Porat, Omer, Itay Rosenberg und Moshe Tennenholtz. „Convergence of Learning Dynamics in Information Retrieval Games“. Proceedings of the AAAI Conference on Artificial Intelligence 33 (17.07.2019): 1780–87. http://dx.doi.org/10.1609/aaai.v33i01.33011780.
Der volle Inhalt der QuelleGuo, Jong-Long, Hsiao-Pei Hsu, Mei-Hsun Lin, Cheng-Yu Lin und Chiu-Mieh Huang. „Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation“. International Journal of Environmental Research and Public Health 17, Nr. 8 (14.04.2020): 2695. http://dx.doi.org/10.3390/ijerph17082695.
Der volle Inhalt der QuelleDissertationen zum Thema "Clicker games"
Helmisaari, Marc. „Det beroendeframkallande klicket : Engagerande och emotionella icke-spel“. Thesis, Uppsala universitet, Institutionen för speldesign, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-256285.
Der volle Inhalt der QuelleA new game genre has seen increased popularity during the last five years. A game genre that falls outside the classic definition of games. A game genre with the name of “Idle Games”. This study is all about which elements in these games create the drive for the player to continue playing and how the elements can be analyzed with the help of MDA and AARRR frameworks. Data have been collected from three popular idle games with the names of Cookie clicker, Clicker Heros and AdVenture Capatalist. A survey has also been sent to the players of these games in order to get better knowledge of why these games are popular. The result has then been analyzed with different design theories in order to examine which game mechanics create the feel to play and why.
Perdomo, Patrick. „Grinding from a Player’s and Game Designer’s Point of View“. Thesis, Malmö universitet, Institutionen för datavetenskap och medieteknik (DVMT), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-43306.
Der volle Inhalt der QuelleLarsson, Christoffer. „An investigation of compulsive interactions and mechanics in incremental idle clickers“. Thesis, Malmö universitet, Fakulteten för kultur och samhälle (KS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-21313.
Der volle Inhalt der QuelleAfram, Rabi. „Puzzle Design in Adventure Games“. Thesis, Högskolan på Gotland, Institutionen för speldesign, teknik och lärande, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-1916.
Der volle Inhalt der QuelleLewis, Aldo. „THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME“. CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.
Der volle Inhalt der QuelleFarhana, Mosarrat, und Daniel Swietlicki. „Is it game over for physical retailers? : A study on Swedish video game industry“. Thesis, Linnéuniversitetet, Institutionen för marknadsföring (MF), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-95978.
Der volle Inhalt der QuelleBrodin, Jacob, und Joakim Andersson. „Click to Add Hero : En Undersökning om Hjältekaraktärer inom Digitala Spel“. Thesis, Blekinge Tekniska Högskola, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-17044.
Der volle Inhalt der QuelleWith this Bachelor thesis we’re trying to analyse the creation of heroes within video games, we’re researching what kind of tropes etched themselves into our industries heroes, problematize them and find out if they still have a place, a reason to still be applied in the creative process.With the help of Diffraction & Critical Design we attempt our own interpretation of the creative process where we challenge what expectations a player may have from a hero within the gaming world to understand if there is a solid reason for these tropes to exist or if you might as well set them aside.Through this designprocess we get a deeper understanding for the creation of characters but also knowledge of how to challenge and what needs challenging when it comes to stereotypes, norms, tropes within the gaming world. An understanding on how to connect with your players and encourage things like inklusion and awareness in general.
Boeira, Adriana Ferreira. „Ler e jogar ou jogar e ler? : estratégias de leitura empregadas por estudantes do 5º ano do ensino fundamental ao jogar no click jogos“. reponame:Repositório Institucional da UCS, 2016. https://repositorio.ucs.br/handle/11338/1440.
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The purpose of this investigation is to explore the reading profile of fifth-year children in a private elementary school in the city of Vacaria, checking the reading strategies used by them while playing on the website Click Jogos. This investigation is supported by Larrosa’s reflexions (2002, 2003, 2011), Freire’s (1987, 2003) and Soares’ (2002, 2005) regarding the reading; Chantier’s (1998, 2002a, 2002b), Lévy’s (1996, 2001) and Bakhtin’s (2003, 2004) regarding the supports and reading enunciations; Santaella’s (2004, 2014a, 2014b, 2014c), Solé’s (1998), Kato’s (1999) and Kleiman’s (2008) regarding the different reader styles and reading strategies and Huizinga’s (2000), Caillois’ (1990) Mattar’s (2010) and Primos’ (2003a, 2003b) regarding the game itself. The methodological approach used is empirical, of qualitative character, from content analysis (BARDIN, 2004), showing the organizing, coding and categorizing process of the corpus, composed by enunciations produced in two moments in the computer laboratory in school X, thus registered: a) in the online survey, twenty participants in the same date and time, this sought to identify the preferred websites and select the one that would be used in the next step of the research; b) the audio and video verbal protocols (ERICSSON; SIMON, 1993) selected, when four of the participants, male and female, with distinct ages, individually in different time and dates, clearly related the actions and the procedures they executed, while reading and interacting with games of their interests in Click Jogos. After transcribing the selected verbal protocols, were identified and named four categories, gathering and analyzing the enunciations of the subjects that: a) show the path travel up to Click Jogos; b) evince how they choose the games; c) show the responsive position (BAKHTIN, 2003, 2004) and the reading strategies and browsing through hypertexts, scanning if the experience is revealed (LARROSA, 2002, 2003, 2011); d) show how they leave Click Jogos. The fifth-year students of elementary school uncover before, or simultaneously the printed enunciations, the enunciations that belong to their readout of the world (FREIRE, 1987, 2003) and precedes the word reading, showed in different types of screens (desktop, notebook, tablet and smartphone). These readers, when reading in different screens, elect as reading material the digital games, composed by hypertexts, verbal enunciations, visual (static or moving) sonorous and hybrid. The reading through the digital game represents a challenge to the reader; so, when playing, he might assume responsive position, taking responsibility, placing himself, acting and using different reading and browsing strategies: scanning the screen, browse, look for the target, holding himself at the reading enunciations; also, selects, anticipates, infers and control everything that is read. Yet, this reading might enable appropriation, invention, production of meanings and directions to the hypertext by the reader.
Chen, Luke, und 陳茂勇. „A Study on Clicks-and-Mortar Marketing Model for Online Game Industry in Taiwan“. Thesis, 2006. http://ndltd.ncl.edu.tw/handle/83415194847564115361.
Der volle Inhalt der Quelle中原大學
資訊管理研究所
94
Abstract “Gaming” is the performance of human culture and artistic innovation. Everything is the same with ancient times; for example Chinese chess, game of go, chess and even finger-guessing games. The first on-line game is MUD (Multi-User Dungeon or Dimension), programmed by Roy Trubshawin (1970 - present). The online gaming industry is the favorite for Management Information. In this “click-away” age of internet, diversified marketing tools help topple the mountains and overturn the seas, a revolution business changing competitions and marketing models from previous years. Conversely, market journals and essays are seldom used in present days. This thesis explores further Clicks-and-Mortar marketing tools for the Taiwan Online Game Industry. The investigation into manipulations between each marketing tools and construction of Clicks-and-Mortar Marketing Model for online game industry contributes a marketing framework of strengthening competition for online game industry and instructional literature of online game development as well. The research has been done by the in-depth case study and made a thorough inquiry into Clicks-and-Mortar marketing model. According to the analysis from each individual case, conclusions are described as below: 1. Integrating for marketing tools; 2. Clicks-and-Mortar Marketing model; 3. Indices of marketing achievements.
Bücher zum Thema "Clicker games"
Clicker fun: Dog tricks and games using positive reinforcement. Eliot, ME: Howln Moon Press, 1998.
Den vollen Inhalt der Quelle findenTillman, Peggy. Clicking With Your Dog. Waltham, MA: Sunshine Books, Inc., 2000.
Den vollen Inhalt der Quelle findenStone, Tamara Ireland. Click'd. Los Angeles, CA: Hyperion Books, 2017.
Den vollen Inhalt der Quelle findenLishak, Antony. Clickety-clack, something to pack: An enchanting puzzle game. London: Orchard Books, 1992.
Den vollen Inhalt der Quelle findenLishak, Anthony. Clickety-clack, something to pack: An enchanting puzzle game. London: Orchard Books, 1992.
Den vollen Inhalt der Quelle findenMyst: Strategies and Secrets. Alameda, CA: Sybex Inc, 1995.
Den vollen Inhalt der Quelle findenBarba, Rick. Myst: The official strategy guide. Rocklin, Calif: Prima Pub., 1995.
Den vollen Inhalt der Quelle findenRyman, Anne. Myst: Strategies and secrets. San Francisco: Sybex, 1995.
Den vollen Inhalt der Quelle findenBarba, Rick. Myst: Official Strategy Guide, Revised and Expanded. Rocklin, Calif: Prima Games, 1995.
Den vollen Inhalt der Quelle findenBarba, Rick. Myst: Official Game Secrets. Rocklin, CA: Prima Games, 1993.
Den vollen Inhalt der Quelle findenBuchteile zum Thema "Clicker games"
Shpigor, Ilya. „Clicker Bots“. In Practical Video Game Bots, 17–94. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3736-6_2.
Der volle Inhalt der QuelleBarton, Matt. „Diablo: Click Click Boom“. In Vintage Games 2.0, 249–52. Boca Raton, FL ; London ; New York : Taylor & Francis, 2017.| Includes bibliographical references and index.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/9780429280542-37.
Der volle Inhalt der QuelleFulton, Jeff, und Steve Fulton. „Creating Super Click“. In The Essential Guide to Flash Games, 99–133. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2615-4_3.
Der volle Inhalt der QuelleMelzer, André, Ingmar Derks, Jens Heydekorn und Georges Steffgen. „Click or Strike: Realistic versus Standard Game Controls in Violent Video Games and Their Effects on Aggression“. In Lecture Notes in Computer Science, 171–82. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15399-0_16.
Der volle Inhalt der QuelleKomulainen, Ruey, Waqar Nadeem, Saara Satokangas und Jari Salo. „Rewarding In-Game Banner Ad Clicks with Tangible Incentives“. In IFIP Advances in Information and Communication Technology, 286–97. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-37437-1_24.
Der volle Inhalt der QuelleFanni, Filippo Andrea, Martina Senis, Alessandro Tola, Fabio Murru, Marco Romoli, Lucio Davide Spano, Ivan Blec̆ić und Giuseppe Andrea Trunfio. „PAC-PAC: End User Development of Immersive Point and Click Games“. In End-User Development, 225–29. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24781-2_20.
Der volle Inhalt der QuelleAsunis, Luca, Vittoria Frau, Riccardo Macis, Chiara Pireddu und Lucio Davide Spano. „PAC-Bot: Writing Text Messages for Developing Point-and-Click Games“. In End-User Development, 213–21. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-79840-6_15.
Der volle Inhalt der QuelleGauthier, Andrea, Kaśka Porayska-Pomsta und Denis Mareschal. „Using Eye-Tracking and Click-Stream Data to Design Adaptive Training of Children’s Inhibitory Control in a Maths and Science Game“. In Lecture Notes in Computer Science, 103–8. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-52240-7_19.
Der volle Inhalt der QuelleFinn, Ed. „Coding Cow Clicker: The Work of Algorithms“. In What Algorithms Want. The MIT Press, 2017. http://dx.doi.org/10.7551/mitpress/9780262035927.003.0005.
Der volle Inhalt der Quelle„Exploited or Engaged? Dark Game Design Patterns in Clicker Heroes, FarmVille 2, and World of Warcraft“. In Transgression in Games and Play. The MIT Press, 2019. http://dx.doi.org/10.7551/mitpress/11550.003.0019.
Der volle Inhalt der QuelleKonferenzberichte zum Thema "Clicker games"
Madge, Chris, Richard Bartle, Jon Chamberlain, Udo Kruschwitz und Massimo Poesio. „The Design Of A Clicker Game for Text Labelling“. In 2019 IEEE Conference on Games (CoG). IEEE, 2019. http://dx.doi.org/10.1109/cig.2019.8848068.
Der volle Inhalt der QuelleMadge, Chris, Richard Bartle, Jon Chamberlain, Udo Kruschwitz und Massimo Poesio. „Making text annotation fun with a clicker game“. In FDG '19: The Fourteenth International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3337722.3341869.
Der volle Inhalt der QuelleCHENG, RONG, HAI XU und SHU LIN. „RESEARCH ON THE RESEARCH AND DEVELOPMENT COUNTERMEASURES OF PINDUODUO'S «BIG AGRICULTURE» FARM GAME UNDER THE BACKGROUND OF THE HOME ECONOMY“. In CONTEMPORARY ECONOMIC PROBLEMS OF RUSSIA AND CHINA. Amur State University, 2021. http://dx.doi.org/10.22250/medprh.6.
Der volle Inhalt der QuelleOrtega, Victor Antonio, Ma Mercedes T. Rodrigo, Abigail Marie Favis, Kevin Arnel Mora und Victor Toby Rubio. „Let’s Build a City: A Sustainable City Building Clicker Game“. In 2019 IEEE International Conference on Engineering, Technology and Education (TALE). IEEE, 2019. http://dx.doi.org/10.1109/tale48000.2019.9225980.
Der volle Inhalt der QuelleCau, Federico Maria, Angelo Mereu und Lucio Davide Spano. „Intelligent Assistance for End-Users in creating Point and Click Games Storylines“. In 2020 IEEE International Conference on Humanized Computing and Communication with Artificial Intelligence (HCCAI). IEEE, 2020. http://dx.doi.org/10.1109/hccai49649.2020.00018.
Der volle Inhalt der QuelleTorrente, Javier, Eugenio J. Marchiori, José Ángel Vallejo-Pinto, Manuel Ortega-Moral, Pablo Moreno-Ger und Baltasar Fernández-Manjón. „Preliminary evaluation of three eyes-free interfaces for point-and-click computer games“. In the 14th international ACM SIGACCESS conference. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2384916.2384985.
Der volle Inhalt der QuelleFarhana, Mosarrat, und Daniel Swietlicki. „Digitalization as a Game-Changer: A Study on Swedish Video Game Industry“. In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.
Der volle Inhalt der QuelleVallejo-Pinto, José Ángel, Javier Torrente, Manuel Ortega-Moral und Baltasar Fernández-Manjón. „Applying sonification to improve accessibility of point-and-click computer games for people with limited vision“. In Proceedings of HCI 2011 The 25th BCS Conference on Human Computer Interaction. BCS Learning & Development, 2011. http://dx.doi.org/10.14236/ewic/hci2011.75.
Der volle Inhalt der QuelleKnautz, Kathrin, Simone Soubusta und Lisa Orszullok. „Game-based Learning for Digital Natives: Knowledge is Just a Click Away“. In 2013 International Conference on Advanced ICT. Paris, France: Atlantis Press, 2013. http://dx.doi.org/10.2991/icaicte.2013.15.
Der volle Inhalt der QuelleVargas Salgado, Carlos, Cristian D. Chiñas Palacios, Jesús Aguila-León und Manuel Alcázar Ortega. „Questionnaire design in gamification process for education: a case study at Universidad de Guadalajara – Mexico“. In INNODOCT 2019. Valencia: Universitat Politècnica de València, 2019. http://dx.doi.org/10.4995/inn2019.2019.10123.
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