Academic literature on the topic 'Clicker games'

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Journal articles on the topic "Clicker games"

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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.

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Bostian, 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.

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Pratiwi, 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.

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Student-centered learning intends to increase student participation. Biology subject is a broad scope and has a level of abstract concepts. Active learning has the potential to maximize the learning process of biology subjects. The purpose of the research is to describe the implementation and strategies of active learning applied to biology learning in higher education. The method used descriptive and systematic review. Selecting articles used the ERIC database. The search was carried out with predetermined categories, then a manual selection of the article to ensure the selected one. There are nine journals with nineteen articles analyzed at the higher education level of biology subject matter. This study's results, the implementation of active learning strategies, require support from lecturers and university stakeholders so that active learning runs effectively. An Active learning strategy used in biology material in higher education consists of the use of low-cost technology (virtual cell learning module) to high cost (SCALE-UP, clicker), low-cost learning without involving technology (card games, card organisms, kinesthetic physical models, 5E lesson plan, and pre-class reading guide) to outside the classroom (field training). The university's role and the understanding of lecturers in implementing active learning strategies have a crucial role in determining student learning outcomes. Lecturers and university stakeholders need to build cooperation, including a learning policy system and classroom implementation.
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Bindoff, 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.

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Background Numerous mobile health (mHealth) apps have been developed to support smokers attempting to quit smoking. Although these apps have been reported to be successful, only modest improvements in the quit rate have been measured. It has been proposed that efforts to improve user engagement and retention may improve the quit rate further. Owing to the high cost of smoking-related disease, it is considered worthwhile to pursue even small improvements. Objective The aim of this study was to test a novel smartphone app that leverages premium currency strategies developed by the mobile games industry in an attempt to improve engagement and retention with a smoking cessation intervention. Methods We designed and developed a smoking cessation app called “Quittr” in line with previously developed smoking cessation mHealth apps. In addition to this established framework, we added a stand-alone fully featured city-building clicker-style game called “Tappy Town,” and a premium virtual currency called “QuitCoins.” The user earns QuitCoins for using the app in a way that contributes positively toward their quit attempt, and they can redeem these coins in Tappy Town for bonuses. To establish whether these features improved engagement and retention, we ran a 5-month randomized controlled trial where the intervention group had the full app with the extra games features, while the control group had the standard app only. Recruitment was performed via web-based advertising. Participants (N=175) had no direct contact with the researchers or other support staff. Results No significant differences in terms of engagement, retention, or smoking outcomes were found between the control and intervention groups. However, survey data indicated that the majority of the participants valued Tappy Town (10/17, 59%) and the QuitCoins rewards system (13/17, 77%). Usage data also suggested that Tappy Town was widely played and was generally appealing to users (mean total time spent in app, control group: 797 seconds vs intervention group: 3502 seconds, P<.001). Analysis of the results suggests that users in the intervention group may have been negatively affected by the aspects of the chosen design, and some theories were explored to explain this unexpected outcome. Conclusions Although the novel features of the Quittr app failed to improve the key outcomes measured in this study, there were enough positive indications to warrant further exploration of the concept. Additional research will be required to identify and correct any design flaws that may have adversely affected our participants before a follow-up study can be completed. Trial Registration Australian and New Zealand Clinical Trials Register ACTRN12617000491369; https://www.anzctr.org.au/Trial/Registration/TrialReview.aspx?id=372661&isReview=true
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As'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.

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Game as media education to introduced, delivering and teaching about knowledge by presenting the information that contains education materials through digital game. Many education field has been adapted into game as media educations, like history, arithmetic, etc. Social and environmental issues also can be adapted into a game to overcome the issues.Climate change, an issues that being world concern. Not only the impacts that being concern, the causes of climate change as important as the impacts. Minimizing behavior that can worsen climate change it also means minimizing climate change effect. One of education games has been created to educate people about climate change, inform about climate change itself and the way to minimizing the effects.In this paper will discuss about education games: CLICHE. Game which explain concisely the cause and some action to minimizing climate change cause through digital game play that will has impact to lessening the climate change effects.
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Annarumma, 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.

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Many studies show that video games require attentive and interpretive capacity to generate complex cognitive skills in the gamer and they can be transferred to other contexts, such as school. In this paper, the authors do not aim to investigate the contents of the player's thinking, but rather his/her way of thinking. In this scenario the teacher becomes a worlds' maker, who provides his/her students with the tools allowing them to partake in the co-building of multi-tiered worlds, which requires not only the ability to get access to intangible information but also a skillful management of media interfaces. In this way, the click of the mouse becomes the action par excellence that allows each individual to contribute synergistically to the realization of the digital habitats. The ultimate goal is to search, in the learning processes activated by the video games in both the authors and the lemming, those features that make the learner a self-knowledge builder. Such “socio-cultural grammar” influences the writing and interpretation of messages, turning every individual into an author, who's often unaware of the “scriptwriting culture” that inhabits all the possible media worlds.
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Cofini, 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.

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TERENCE is an FP7 ICT European project that is developing an adaptive learning system for supporting poor comprehenders and their educators. Its learning material are books of stories and games. The games are specialised into smart games, which stimulate inference-making for story comprehension, and relaxing games, which stimulate visual perception and not story comprehension. The paper focuses on smart games. It first describes the TERENCE system architecture, thus delves into the design of smart games starting from the requirements and their automated generation, by highlighting the role of the reasoning module therein. Finally, it outlines the manual revision of the generated smart games, and ends with short conclusions about the planned improvements on the automated generation process.
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Hsu, 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.

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Abstract Released in 2017, the game Detention by the Taiwanese indie developer Red Candle Games gained great domestic success and made a name for itself among gamer communities worldwide. Providing an English-language localization upon its release, the 2D point-and-click horror game is set in the 1960s during Taiwan’s “White Terror” era. The story follows a ghost girl bound to the school she attended and unravels her tragic story. With such a specific temporal and spatial background, the game has a wide range of cultural references, potentially preventing non-Taiwanese players from being immersed in the game. This paper aims to examine industry practices within the theoretical framework of translation studies and understand, with the case of Detention, how culturalization operates at different levels. Through the lens of loss and gain, this paper also discusses how certain cultural connotations are lost in localization to retain the immersive game experience as an overall gain.
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Ben-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.

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We consider a game-theoretic model of information retrieval with strategic authors. We examine two different utility schemes: authors who aim at maximizing exposure and authors who want to maximize active selection of their content (i.e., the number of clicks). We introduce the study of author learning dynamics in such contexts. We prove that under the probability ranking principle (PRP), which forms the basis of the current state-of-the-art ranking methods, any betterresponse learning dynamics converges to a pure Nash equilibrium. We also show that other ranking methods induce a strategic environment under which such a convergence may not occur.
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Guo, 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.

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This study, using an observational design, assessed the effect of digital educational games on students’ intention to quit smoking. Specifically, a series of digital games were developed to encourage smoking cessation and enhance students’ engagement with the material. Three determinants of engagement were tested: perceived ease of use, perceived usefulness, and perceived satisfaction. Usability assessments were performed using a structured questionnaire and usability-testing software (Morae). Most students reported that the games were easy to use (73.3–93.3%), useful (60.0–83.3%) and satisfactory (66.7–70.0%). After using the games, approximately half (46.7–53.3%) reported that they intended to quit smoking. After controlling for gender and age, multiple regression analysis revealed that only perceived usefulness statistically significantly contributed to intention to quit (β = 2.38, p < 0.05). ‘Taiko Drumming’ showed the highest number of mouse clicks (67.23), and the lowest time between inputs (7.88 s). It also received the most positive feedback (17 marks). These findings show that integrating learners’ experiences into the development of learning material can improve learning effectiveness.
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Dissertations / Theses on the topic "Clicker games"

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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.

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En ny spelgenre har ökat i popularitet de senaste fem åren. En spelgenre som faller utanför den klassiska definitionen av spel. En spelgenre vid namn ”Idle Games”. Föreliggande studie handlar om vilka element i dessa spel som får spelaren att fortsätta spela och hur elementen kan analyseras med hjälp av MDA och AARRR ramverken. Data har samlats in från tre populära Idle Games vid namn Cookie Clicker, Clicker Heroes och AdVenture Capatalist. En enkät har också skickats till spelarna av dessa spel för att få en uppfattning om varför spelen är populära. Resultaten har sedan analyserats med olika speldesignteorier för att undersöka vilka spelmekaniker som skapar lusten att spela och varför dessa spel är populära.
A 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.
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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.

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Frequently in MMORPGs, players will encounter something known to players as farming or grinding. Grinding is a controversial matter in the gaming community, as many do not enjoy it and see it as a sign of lazy and poor game design. However, it is a difficult topic to argue as whatever is a grind, differs for each person. To elevate the discussion about grinds in the gaming community, this paper aims to give a definition of grinds and answer how they are perceived by players and designers alike. Grinds are argued to be dull, tedious and monotonous, but they are ever prevalent in games today.  To find what differentiates between a satisfying or waste of time grinding, this paper also aims to discover what makes a grind enjoyable, and when they are appropriate.  The results of this paper are built upon previous works and media on game design and grinds. Interviews were held with players that grind to get a deeper understanding of what drives players to grind. The results define grinds as the act of doing something repeatedly for one's own gain. Seven sub-grinds that are found in different games were defined, each with varying characteristics. Grinds are not inherently bad, despite the negative connotations. They are like any other aspect of a game, they can be executed well or poorly. The developers' responsibility is to design a well-balanced grind that does not hinder players from doing what they like and deliver a satisfying experience.
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Larsson, 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.

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Incremental idle clickers is a genre of games where gameplay revolves aroundsimple interactions like clicking the screen repeatedly to accumulatecurrency. The clicking action is often automatized by the game. This thesisinvestigates qualities that make interactions in incremental idle clickerscompulsive and motivating. The incremental idle clickers genre adoptsmechanics and interactions that were experienced as compelling, motivatingand anxiety-inducing. The “idle” mechanic allows the game to run withoutplayer interaction and proved to be central in relation to the playerexperience. Through a user-centered design-process, the compulsive andmotivating nature can be suggested to emerge from three major experiencesof the genre, “Monotony”, “Intrusive omnipresence” and “Demanding”. Theresult includes a discovery of the ambiguous tension and balance betweeninteractivity and interpassivity in the genre. Finding this balance may provebeneficial to the player experience. I identified ethical challenges concerningthe game depriving players of satisfying gameplay.
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Afram, 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.

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This thesis investigates the level of difficulty of puzzles in the adventure games and the implications thereof. The thesis contains an in-depth background, and a brief history about the genre. It brings up the main problem of the genre and looks into both the cause and effect that follows. To support this process, an analysis has been made of design documents and a survey was issued on the subject of adventure game puzzles.
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Lewis, Aldo. "THE I: A CLIENT-BASED POINT-AND-CLICK PUZZLE GAME." CSUSB ScholarWorks, 2014. https://scholarworks.lib.csusb.edu/etd/74.

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Given mobile devices’ weak computational power, game programmers must learn to create games with simple graphics that are engaging and easy to play. Though seldom created for phones and tablets, puzzle games are a perfect fit. In recent years, the genre has gained a following and even won some acclaim. Games like Myst, The Seventh Guest and Portal all engage gamers with challenging puzzles and then reward them with story components upon task fulfillment. Few such games have been created for mobile devices, in part due to the difficulty of developing for devices with different operating systems. Android, WebIOS and Windows Phone all have different software development kits that produce a final product incompatible with operating systems other than what it was developed for. One promising solution is to use browser technology to deliver games since all devices are geared to interact with the Web through browsers such as Internet Explorer, Mozilla Firefox, and Google Chrome. The aim of this project was to build a puzzle game that can be run on any digital device. The project can be accessed without any plug-ins and was created by using web technologies such as JQuery, Touch Punch, local storage, and WebGL. JQuery allows drag and drop functionality and Touch Punch allows the JQuery functionality intended for a mouse to work on a touch interface. Local storage provides storage on a user’s device, as opposed to a server, and WebGL enables graphics processing on a user’s tablet or phone through web commands.
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Farhana, 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.

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Purpose - The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores focusing on the impact of digital platforms on the retailing industry within the context of video game industry considering different actor’s perspectives like retailers and consumers. Design/methodology/approach - This is a multiple-case study based on deductive reasoning. In this qualitative study, two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively. Both primary and secondary data have been used to conduct the study. Findings - Findings show that video game retailers need to encourage engagement through incentives and other activities in order to create value and change up their formats and sales strategies through pricing to reach new customers and focus on design of their online store fronts to convey trustworthiness.  Research limitations - A major limitation has been the COVID-19 pandemic spreading during the writing of this paper, which resulted in companies backing out to refocus their efforts. Another limitation has been the legal aspect as companies owned by bigger publishers denied to take part in the study to avoid revealing sensitive information. Practical implications - It offers some insightful practical suggestions to retailers who are struggling hard to adopt digital transformations in the industry. Originality - Authors’ proposed research model, based on Sorescu et al. (2011)’s retail business model and the empirical findings, contribute in the less explored domain of research on business models from retailer’s perspectives. Moreover, it adds values in industry specific study like the video game industry in Sweden considering all actors, which is argued as scarce.
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Brodin, 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.

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Vi försöker med detta kandidatarbete analysera skapandet av Hjältar inom spel, vi undersöker vilka sorts troper som etsat sig fast i industrins hjältar, problematiserar dem och tar reda på om dem fortfarande har en plats, d.v.s. en anledning att fortfarande anammas i skapandeprocessen. Med hjälp av Diffraktion & Critical Design gör vi vår egen tolkning av en skapandeprocess där vi utmanar det en spelare hade kunnat förvänta sig av en hjälte inom spelvärlden för att veta om det faktiskt finns konkreta anledningar till dessa troper eller om man lika gärna hade kunnat klara sig utan dem.Genom denna designprocess får vi en djupare förståelse för skapandet av karaktärer men också vetande om hur man utmanar och vad som behöver utmanas när det gäller stereotyper, normer, troper inom spelvärlden. En förståelse för hur man tilltalar sina spelare och uppmanar saker som inklusivitet och medvetenhet i allmänhet..
With 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.
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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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O objetivo desta pesquisa é investigar o perfil de leitura dos estudantes do 5º ano do Ensino Fundamental de uma escola particular do município de Vacaria-RS, analisando as estratégias de leitura empregadas por eles ao jogar no site Click Jogos. A investigação apoia-se nas reflexões de Larrosa (2002, 2003, 2011), Freire (1987, 2003) e Soares (2002, 2005) sobre a leitura; de Chartier (1998, 2002a, 2002b), Lévy (1996, 2001) e Bakhtin (2003, 2004) a respeito dos suportes e enunciados de leitura; de Santaella (2004, 2014a, 2014b, 2014c), Solé (1998), Kato (1999) e Kleiman (2008) acerca dos diferentes tipos de leitores e das estratégias de leitura e de Huizinga (2000), Caillois (1990), Mattar (2010) e Primo (2003a, 2003b) sobre o jogo. A abordagem metodológica empregada é empírica, de caráter qualitativo, a partir da análise de conteúdo (BARDIN, 2004), mostrando o processo de organização, codificação e categorização do corpus, composto pelos enunciados produzidos em dois momentos, no laboratório de informática do Colégio X, assim registrados: a) no questionário online, por vinte participantes, no mesmo dia e horário, que buscava identificar os sites preferidos deles e selecionar aquele que seria utilizado na próxima etapa da pesquisa; b) nos protocolos verbais (ERICSSON; SIMON, 1993) de áudio e vídeo selecionados, quando quatro participantes, do gênero masculino e feminino, com idades distintas, individualmente, em datas e horários diferentes, relataram com clareza as ações, os procedimentos que executaram, enquanto liam e interagiam com jogos do seu interesse no Click Jogos. A partir da transcrição dos protocolos verbais selecionados, foram identificadas e nomeadas quatro categorias, reunindo e analisando os enunciados dos sujeitos que: a) demonstram o caminho percorrido até o Click Jogos; b) evidenciam como escolhem os jogos; c) mostram a posição responsiva (BAKHTIN, 2003, 2004) e as estratégias de leitura e navegação diante dos hipertextos, examinando se revelam a experiência (LARROSA, 2002, 2003, 2011); d) demonstram como saem do Click Jogos. Os estudantes do 5º ano do Ensino Fundamental desvendam antes, ou simultaneamente aos enunciados impressos, os enunciados que fazem parte da sua leitura do mundo (FREIRE, 1987, 2003) e que antecede a leitura das palavras, exibidos em diferentes tipos de telas (desktop, notebook, tablet e smartphone). Esses leitores, ao ler em telas, elegem como material de leitura os jogos digitais, compostos de hipertextos, enunciados verbais, visuais (estáticos ou em movimento), sonoros e híbridos. A leitura por meio do jogo digital representa um desafio ao leitor; assim, ao jogar, ele pode assumir posição responsiva, responsabilizando-se, pondo-se, agindo e empregando diferentes estratégias de leitura e navegação: escaneia a tela, navega, busca o seu alvo e detém-se nos enunciados de leitura; também seleciona, antecipa, infere e controla o que lê. Ainda, essa leitura pode possibilitar apropriação, invenção, produção de significados e sentidos ao hipertexto pelo leitor.
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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.
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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.

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碩士
中原大學
資訊管理研究所
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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.
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Books on the topic "Clicker games"

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Clicker fun: Dog tricks and games using positive reinforcement. Eliot, ME: Howln Moon Press, 1998.

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Tillman, Peggy. Clicking With Your Dog. Waltham, MA: Sunshine Books, Inc., 2000.

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Stone, Tamara Ireland. Click'd. Los Angeles, CA: Hyperion Books, 2017.

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Lishak, Antony. Clickety-clack, something to pack: An enchanting puzzle game. London: Orchard Books, 1992.

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Lishak, Anthony. Clickety-clack, something to pack: An enchanting puzzle game. London: Orchard Books, 1992.

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Myst: Strategies and Secrets. Alameda, CA: Sybex Inc, 1995.

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Barba, Rick. Myst: The official strategy guide. Rocklin, Calif: Prima Pub., 1995.

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Ryman, Anne. Myst: Strategies and secrets. San Francisco: Sybex, 1995.

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Barba, Rick. Myst: Official Strategy Guide, Revised and Expanded. Rocklin, Calif: Prima Games, 1995.

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Barba, Rick. Myst: Official Game Secrets. Rocklin, CA: Prima Games, 1993.

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Book chapters on the topic "Clicker games"

1

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.

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Barton, 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.

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Fulton, 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.

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Melzer, 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.

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Komulainen, 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.

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Fanni, 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.

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Asunis, 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.

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Gauthier, 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.

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Finn, 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.

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Chapter 4 begins with Ian Bogost’s satirical Facebook game Cow Clicker and its send-up of the “gamification” movement to add quantification and algorithmic thinking to many facets of everyday life. Such games trouble the boundaries between work and play, as do much more serious forms of gamification like Uber and the high-tech warehouse workers whose every second and step are measured for efficiency. Taken together, these new models of work herald a novel form of alienated labor for the algorithmic age. In our science fiction present, humans are processors handling simple tasks assigned by an algorithmic apparatus. Drawing on the historical figure of the automaton, a remarkable collection of Mechanical Turk-powered poetry titled Of the Subcontract, and Adam Smith’s conception of empathy in his Theory of Moral Sentiments, the chapter explores the consequences of computational capitalism on politics, empathy, and social value.
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"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.

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Conference papers on the topic "Clicker games"

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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.

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Madge, 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.

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CHENG, 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.

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Since the outbreak of the novel coronavirus pneumonia virus, China has been in a state of home consumption, and Pinduoduo's games have become a popular target for many audiences. Among them, the click-through rate of Happy Orchard and Happy Ranch has increased sharply. However, as the time spent in closed homes increases, Consumers have a sense of burnout, and there is also a certain sense of distortion for game development. In order to make the consumer's home more interesting, the software developed by game developers is more meaningful. It is proposed that Pinduoduo is happy in the context of the “home economy” of the epidemic. Development strategies for farming (forestry, animal husbandry, sideline, fishing grounds) games.
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Ortega, 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.

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Cau, 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.

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Torrente, 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.

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Farhana, 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.

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The purpose of this study is to extend the understanding of the business model of video game retailers using online and physical stores. It focuses on the impact of digitalization on the retailing industry considering different actors like retailers and consumers. This is a qualitative multiple-case study based on deductive reasoning. Two cases of click-and-mortar retailers operating in the Swedish video game industry have been considered along with feedback from customers. Online personal interviews and semi-structured interviews have been conducted with retailers and customers respectively. Both primary and secondary data have been used. Findings show that video game retailers need to encourage engagement through incentives and other activities to create value and change up their formats and sales strategies through pricing to reach new customers and focus on design of their online store fronts to convey trustworthiness. It offers some insightful practical suggestions to retailers who are struggling hard to adopt digital transformations in the industry. Authors’ proposed research model, based on Sorescu et al. (2011)’s retail business model and the empirical findings, contributes in the less explored domain of research on business models from retailer’s perspectives. Moreover, it adds values in industry specific study like the video game industry in Sweden considering all actors, which is argued as scarce.
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Vallejo-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.

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Knautz, 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.

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Vargas 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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Gamification techniques have demonstrated that students improve their learning process through mobile applications. However, every teacher creates his/her own questions for the game design, involving classroom response systems through a digital app such as Kahoot!, Socrative, Blicker, Clickers, Plickers, etc., without previous planning of the difficulty in every question formulated to the students. This work focuses on the evaluation design of a questionnaire for the final test of the Power Electronics subject, following Bloom’s Taxonomy methodology for every level of critical thinking within the cognitive domain of the learning process for students. Furthermore, an analysis of the V-Aiken for the reliability and validity of each question were taken into account. The final test implementation was carried out at Centro Universitario de Tonala, Jalisco, Mexico, involving nine students of the Energy Engineering grade of the fifth semester. The results show an analysis of the performance of the students when applying a designed test based on revised Bloom Taxonomy. It was better because the student demonstrates, in a more integral way, his/her mastery skill in different topics of the subject, while the results of the not-designed exam showed a poor student performance because all of their knowledge and skills are not evaluated when it is not applied a proper effective question.
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