Academic literature on the topic 'Clicker games'
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Journal articles on the topic "Clicker games"
Dharmawan, Timotius, and 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.
Full textBostian, AJ Allen, and Charles A. Holt. "Veconlab Classroom Clicker Games: The Wisdom of Crowds and the Winner's Curse." Journal of Economic Education 44, no. 3 (July 2013): 217–29. http://dx.doi.org/10.1080/00220485.2013.795452.
Full textPratiwi, Essy Dian, Mohammad Masykuri, and Murni Ramli. "Active Learning Strategy on Higher Education Biology Learning: A Systematic Review." Tadris: Jurnal Keguruan dan Ilmu Tarbiyah 6, no. 1 (June 29, 2021): 75–86. http://dx.doi.org/10.24042/tadris.v6i1.7345.
Full textBindoff, Ivan, Tristan R. Ling, Peter Gee, Benjamin Geelan, Stuart G. Ferguson, and 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, no. 4 (December 14, 2020): e23734. http://dx.doi.org/10.2196/23734.
Full textAs'ari, Fajar, and Viena Patrisiane. "CLICHE: Education Games for Climate Change Countermeasures." SISFORMA 4, no. 1 (October 19, 2017): 17. http://dx.doi.org/10.24167/sisforma.v4i1.1046.
Full textAnnarumma, Maria, Riccardo Fragnito, Ines Tedesco, and Luigi Vitale. "Video Game, Author and Lemming." International Journal of Digital Literacy and Digital Competence 6, no. 1 (January 2015): 49–61. http://dx.doi.org/10.4018/ijdldc.2015010104.
Full textCofini, Vincenza, Fernando De La Prieta, Tania Di Mascio, Rosella Gennari, and 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, no. 3 (July 2, 2013): 55–68. http://dx.doi.org/10.14201/adcaij20121315568.
Full textHsu, Hao. "Localization and culturalization for a history-based game." Journal of Internationalization and Localization 7, no. 1-2 (December 31, 2020): 28–48. http://dx.doi.org/10.1075/jial.20007.hsu.
Full textBen-Porat, Omer, Itay Rosenberg, and Moshe Tennenholtz. "Convergence of Learning Dynamics in Information Retrieval Games." Proceedings of the AAAI Conference on Artificial Intelligence 33 (July 17, 2019): 1780–87. http://dx.doi.org/10.1609/aaai.v33i01.33011780.
Full textGuo, Jong-Long, Hsiao-Pei Hsu, Mei-Hsun Lin, Cheng-Yu Lin, and Chiu-Mieh Huang. "Testing the Usability of Digital Educational Games for Encouraging Smoking Cessation." International Journal of Environmental Research and Public Health 17, no. 8 (April 14, 2020): 2695. http://dx.doi.org/10.3390/ijerph17082695.
Full textDissertations / Theses on the topic "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.
Full textA 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.
Full textLarsson, 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.
Full textAfram, 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.
Full textLewis, Aldo. "THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.
Full textFarhana, Mosarrat, and 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.
Full textBrodin, Jacob, and 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.
Full textWith 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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Made available in DSpace on 2017-01-26T18:54:18Z (GMT). No. of bitstreams: 1 Tese Adriana Ferreira Boeira.pdf: 9417115 bytes, checksum: d2b32b2e59c14ec481d857b46004c12f (MD5) Previous issue date: 2016-01-26
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, and 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.
Full text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.
Books on the topic "Clicker games"
Clicker fun: Dog tricks and games using positive reinforcement. Eliot, ME: Howln Moon Press, 1998.
Find full textTillman, Peggy. Clicking With Your Dog. Waltham, MA: Sunshine Books, Inc., 2000.
Find full textStone, Tamara Ireland. Click'd. Los Angeles, CA: Hyperion Books, 2017.
Find full textLishak, Antony. Clickety-clack, something to pack: An enchanting puzzle game. London: Orchard Books, 1992.
Find full textLishak, Anthony. Clickety-clack, something to pack: An enchanting puzzle game. London: Orchard Books, 1992.
Find full textMyst: Strategies and Secrets. Alameda, CA: Sybex Inc, 1995.
Find full textBarba, Rick. Myst: The official strategy guide. Rocklin, Calif: Prima Pub., 1995.
Find full textRyman, Anne. Myst: Strategies and secrets. San Francisco: Sybex, 1995.
Find full textBarba, Rick. Myst: Official Strategy Guide, Revised and Expanded. Rocklin, Calif: Prima Games, 1995.
Find full textBarba, Rick. Myst: Official Game Secrets. Rocklin, CA: Prima Games, 1993.
Find full textBook chapters on the topic "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.
Full textBarton, 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.
Full textFulton, Jeff, and 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.
Full textMelzer, André, Ingmar Derks, Jens Heydekorn, and 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.
Full textKomulainen, Ruey, Waqar Nadeem, Saara Satokangas, and 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.
Full textFanni, Filippo Andrea, Martina Senis, Alessandro Tola, Fabio Murru, Marco Romoli, Lucio Davide Spano, Ivan Blec̆ić, and 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.
Full textAsunis, Luca, Vittoria Frau, Riccardo Macis, Chiara Pireddu, and 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.
Full textGauthier, Andrea, Kaśka Porayska-Pomsta, and 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.
Full textFinn, 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.
Full text"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.
Full textConference papers on the topic "Clicker games"
Madge, Chris, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, and 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.
Full textMadge, Chris, Richard Bartle, Jon Chamberlain, Udo Kruschwitz, and 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.
Full textCHENG, RONG, HAI XU, and 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.
Full textOrtega, Victor Antonio, Ma Mercedes T. Rodrigo, Abigail Marie Favis, Kevin Arnel Mora, and 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.
Full textCau, Federico Maria, Angelo Mereu, and 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.
Full textTorrente, Javier, Eugenio J. Marchiori, José Ángel Vallejo-Pinto, Manuel Ortega-Moral, Pablo Moreno-Ger, and 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.
Full textFarhana, Mosarrat, and 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.
Full textVallejo-Pinto, José Ángel, Javier Torrente, Manuel Ortega-Moral, and 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.
Full textKnautz, Kathrin, Simone Soubusta, and 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.
Full textVargas Salgado, Carlos, Cristian D. Chiñas Palacios, Jesús Aguila-León, and 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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