Academic literature on the topic 'Computer games'
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Journal articles on the topic "Computer games"
Tseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (January 2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.
Full textAbrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (December 30, 2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.
Full textLaurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.
Full textĆwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (August 24, 2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Full textMaddock, S. "Computer games." Virtual Reality 5, no. 4 (December 2000): 183–84. http://dx.doi.org/10.1007/bf01408516.
Full textSchmalzer, Matthew. "The Ontology of Incremental Games: Thinking Like the Computer in Frank Lantz’s Universal Paperclips." Eludamos: Journal for Computer Game Culture 10, no. 1 (April 21, 2020): 91–108. http://dx.doi.org/10.7557/23.6174.
Full textTeng, Ching-I., Shih-Ping Jeng, Henry Ker-Chang Chang, and Soushan Wu. "Who Plays Games Online?" International Journal of E-Business Research 8, no. 4 (October 2012): 1–14. http://dx.doi.org/10.4018/jebr.2012100101.
Full textLiu, Xiongyi, Patrick Wachira, Selma Koc, and Roland Pourdavood. "An Exploratory Study of Predictors of Pre-Service Teachers’ Intention to Integrate Computer Games in Mathematics Education." International Journal of Education in Mathematics, Science and Technology 10, no. 1 (December 15, 2021): 145–61. http://dx.doi.org/10.46328/ijemst.1827.
Full textMileham, R. "Let the games begin [computer games]." Engineering & Technology 3, no. 14 (August 9, 2008): 20–23. http://dx.doi.org/10.1049/et:20081403.
Full textBychkova, Olga Anatol'evna, and Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games." Человек и культура, no. 6 (June 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.
Full textDissertations / Theses on the topic "Computer games"
Nordvall, Mathias. "SIGHTLENCE : Haptics for Computer Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73873.
Full textHu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.
Full textVedrashko, Ilya. "Advertising in computer games." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39144.
Full textIncludes bibliographical references (leaves [67]-[74]).
This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to offer recommendations on the relative advantages of in-game advertising. The paper also contains a brief historical review of in-game advertising, and descriptions of currently available and emerging advertising formats. Keywords: Advertising, marketing, branding, product placement, branded entertainment, networks, computer games, video games, virtual worlds.
by Ilya Vedrashko.
S.M.
Плохута, Тетяна Миколаївна, Татьяна Николаевна Плохута, Tetiana Mykolaivna Plokhuta, and B. S. Ilchyshyn. "Computer games and reality." Thesis, Вид-во СумДУ, 2007. http://essuir.sumdu.edu.ua/handle/123456789/17551.
Full textRihan, Jonathan. "Computer vision based interfaces for computer games." Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.
Full textDjordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.
Full textThe knowledge of computer- and video game abuse and addiction among young people is very limited today. The sedentary lifestyle and physical inactivity that computer- and video games often involve can have negative consequences, and are becoming more common. A semi-structured interview was conducted on seven men between the ages of 17-29 in order to examine the driving forces behind men’s gaming behavior in their adolescence. In addition, information about game abuse among young people was gathered from professionals in the area of computer- and video games. This and links between computer- and video games and gambling have been made due to the lack of research on video and computer games. The former video game addicts have been categorized as recreational players, game problematics (who by themselves managed to stop abusing games) and game addicts, who have completely abstained from gaming to put an end to their addiction, while the others still play moderately and very little today. Actual and perceived control over themselves and their environment has been important determinants for the player’s former addiction. The reason why they stopped/decreased the gaming is essentially because they lost interest in games (not completely though), got other priorities and/or did not want to relapse and return to old problematic behavior. Gaming as an escape from a problematic life situation was a common feature among the addicts. The situation for the game addicts only worsened with time along with their game abuse. Although the experience of direct, incidental satisfaction has been a major driving force, it simultaneously led to game abuse. The time-consuming leisure activity had consequences on the mental and physical health, behavior and social development, as well as on the relationships to relatives, family situation, school attendance, social establishment and socioeconomic situation. To sum up, the informants developed an unhealthy and often destructive lifestyle because of the game habits.
Yan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.
Full textThe topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is established by summarizing factors mentioned and discussed in those two books. The main purpose consists of two comparisons under Gender Differences: one comparison is between the current data with the previous one, in order to check whether there are any changes during the past 10 years. The other one compares the young people in two regions, Sweden and China, in computer games perspective.Model designing, test, questionnaire and interview methods are used in this paper aiming to collect and categorize the data, which facilitates to analyze the results of the comparisons. The results reflect that although computer becomes a familiar “friend” in modern daily life, there are not obvious changes of girls‟ perspectives in computer game industry. Certainly, there are some differences between the young people coming from two regions which will be expounded in the thesis.
Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.
Full textAreizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
Full textLøland, Karl Syvert. "Intelligent agents in computer games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9759.
Full textIn this project we examine whether or not a intelligent agent can learn how to play a computer game using the same inputs and outputs as a human. An agent architecture is chosen, implemented, and tested on a standard first person shooter game to see if it can learn how to play that game and find a goal in that game. We conclude the report by discussing potential improvements to the current implementation.
Books on the topic "Computer games"
Cazenave, Tristan, Mark H. M. Winands, and Hiroyuki Iida, eds. Computer Games. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05428-5.
Full textCazenave, Tristan, Mark H. M. Winands, and Abdallah Saffidine, eds. Computer Games. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75931-9.
Full textCazenave, Tristan, Mark H. M. Winands, and Yngvi Björnsson, eds. Computer Games. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-14923-3.
Full textCazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, and Julian Togelius, eds. Computer Games. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57969-6.
Full textCazenave, Tristan, Abdallah Saffidine, and Nathan Sturtevant, eds. Computer Games. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24337-1.
Full textCazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, and Julian Togelius, eds. Computer Games. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39402-2.
Full textL, Levy David N., ed. Computer games. New York: Springer-Verlag, 1988.
Find full textMarcus, Milton, Betts Robin, and Waldock Henry, eds. Games. New York: Gloucester Press, 1985.
Find full textLevy, David N. L., ed. Computer Games I. New York, NY: Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4613-8716-9.
Full textLevy, David N. L., ed. Computer Games II. New York, NY: Springer US, 1988. http://dx.doi.org/10.1007/978-1-4613-8754-1.
Full textBook chapters on the topic "Computer games"
Drumwright, Evan. "Games, Computer." In Encyclopedia of Sciences and Religions, 924–26. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-1-4020-8265-8_1221.
Full textWatkiss, Stewart. "Creating Computer Games." In Beginning Game Programming with Pygame Zero, 1–10. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5650-3_1.
Full textWalsh, Vincent. "Games on Computers." In Computer Literacy, 135–38. London: Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-07674-1_25.
Full textSeiwald, Regina. "Games Within Games." In Communications in Computer and Information Science, 18–31. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4_2.
Full textClosa, Daniel, Alex Gardiner, Falk Giemsa, and Jörg Machek. "Games." In Patent Law for Computer Scientists, 129–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-05078-7_9.
Full textLittman, Michael L. "Review: Computer Language Games." In Computers and Games, 396–404. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45579-5_26.
Full textSchmuck, Anne-Kathrin, Philippe Heim, Rayna Dimitrova, and Satya Prakash Nayak. "Localized Attractor Computations for Infinite-State Games." In Computer Aided Verification, 135–58. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65633-0_7.
Full textBaillot, Patrick, Vincent Danos, Thomas Ehrhard, and Laurent Regnier. "Timeless games." In Computer Science Logic, 56–77. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/bfb0028007.
Full textCarvalho, Luiz Paulo, Flávia Maria Santoro, Jonice Oliveira, and Rosa Maria M. Costa. "Ethics and Games, Ethical Games and Ethics in Game." In Communications in Computer and Information Science, 134–58. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-27639-2_7.
Full textHogg, Chad, Stephen Lee-Urban, Héctor Muñoz-Avila, Bryan Auslander, and Megan Smith. "Game AI for Domination Games." In Artificial Intelligence for Computer Games, 83–101. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-8188-2_4.
Full textConference papers on the topic "Computer games"
Stanescu, Monica, Jurate Stanislovaitiene, and Doina Croitoru. "PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.
Full textStoffova, Veronika. "EDUCATIONAL COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-004.
Full textHartley, Thomas P., and Qasim H. Mehdi. "In-game tactic adaptation for interactive computer games." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000358.
Full textCirnu, Carmen elena, Zlatko Nedelko, Ioana andreea Stefan, Antoniu Stefan, and Daniela Militaru. "THE EDUCATIONAL POTENTIAL OF COMMERCIAL COMPUTER GAMES." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-143.
Full textStoffova, Veronika. "COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-009.
Full textTomsons, Dzintars, and Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.
Full textSabo, Helena maria. "COMPUTER GAMES USED IN TEACHING OF GEOGRAPHY." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-135.
Full textMeimaris, Michael. "Computer games-based learning." In the 3rd international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1413634.1413639.
Full textCaffry, Liz, Elisabeth Cameron, Carla Roth, and Bill Zullo. "Museums and computer games." In ACM SIGGRAPH 99 Conference abstracts and applications. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/311625.311707.
Full textLopetegui, Eneko, Begona Garcia Zapirain, and Amaia Mendez. "Tennis computer game with brain control using EEG signals." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000344.
Full textReports on the topic "Computer games"
Lily Gullion, Lily Gullion. Understanding Teamwork Using Computer Games. Experiment, March 2015. http://dx.doi.org/10.18258/4913.
Full textJane Hornickel, Jane Hornickel. Educational computer games: How long do benefits last? Experiment, June 2014. http://dx.doi.org/10.18258/2780.
Full textRuchotzke, Ethan. Building Computer Literacy Through Games: A Game Design Resource Compendium for the Innovate-IT Program. Ames (Iowa): Iowa State University, May 2024. http://dx.doi.org/10.31274/cc-20240624-327.
Full textMay, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Fort Belvoir, VA: Defense Technical Information Center, April 1990. http://dx.doi.org/10.21236/ada223289.
Full textZimmerman, Daniel M., Brian Rothstein, Yevgeniy Kaganovich, and Khai Pahm. Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model. Fort Belvoir, VA: Defense Technical Information Center, August 1997. http://dx.doi.org/10.21236/ada446104.
Full textLewis, Jeremy R. Using Commercial-off-the-Shelf Computer Games to Train and Educate Complexity and Complex Decision-Making. Fort Belvoir, VA: Defense Technical Information Center, September 2008. http://dx.doi.org/10.21236/ada510008.
Full textHaylock, Stuart. Limbs Alive: Use of computer games to provide motivating, child centred therapy to improve bimanual skills for children with hemiplegic cerebral palsy. National Institute for Health Research, July 2021. http://dx.doi.org/10.3310/nihropenres.1115160.1.
Full textIsmailova, L. Yu, O. O. Zhuravleva, O. I. Bazhenova, V. S. Zaytsev, and I. O. Sleptsov. educational computer game "family meeting" (version 1.0). SIB-Expertise, July 2022. http://dx.doi.org/10.12731/er0578.04072022.
Full textGautier-Downes, Catherine. Final Report: Computer Games to Teach Geography: El Nino: Mysteries of the Pacific and Mysteries of the Antarctic, August 15, 1994 - June 20, 1998. Office of Scientific and Technical Information (OSTI), September 1998. http://dx.doi.org/10.2172/765700.
Full textСоловйов, Володимир Миколайович, Наталя Володимирівна Моісеєнко, and Олена Юріївна Тарасова. Complexity theory and dynamic characteristics of cognitive processes. Springer, January 2020. http://dx.doi.org/10.31812/123456789/4143.
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