Journal articles on the topic 'Computer games'

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1

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.

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Online games construct a virtual world where gamers can explore and experience various exciting environments. However, studies on gamer behavior rarely investigated the relationships between motivations and spending for online games. Understanding these relationships helps online game service providers manage gamers' motivations and develop better revenue models. This study investigated the relationships between one core motivation for playing online games—exploration motivation—and online gamers' willingness to spend for online games. Analytical results indicated that exploration motivation is positively related to gamer willingness to pay monthly access fees for playing online games, and is negatively related to gamer intention to buy or to bid for virtual items. The implications are discussed and suggestions to game service providers are offered.
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Abrudan, 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.

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"In recent years, computer role-playing games have changed the way we spend our free time. Traditional games have been increasingly replaced by digitized productions, and technology has made it easier to access videogames on multiples devices. Online games bring users together in a fantasy world in which they design avatars, manifesting their creativity and employing gaming strategies. This study analyzed Romanian gamers’ behaviors and perceptions of massively multiplayer online role-playing games (henceforth MMORPGs); by employing focus groups and a survey, the authors aimed to map preferences and habits of users in terms of gender. We found that users are not likely to engage in stereotypical activities in creating and using their avatars within the games, nor do they design female avatars solely for visual pleasure, but rather for opportunistic reasons. Moreover, the research subjects did not think of choosing female avatars as a safeguard for advancing through in-game levels, but rather consider other variables, such as hard work, skills, or strategy, as important to succeed. Keywords: role-playing games, gaming behavior, gamer preferences, gender-swapping, avatar gender."
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Laurence, 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.

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People of all ages enjoy playing games, making online gaming a part of the modern lifestyle. Online games as digital products can reach gamers without being hindered by various limitations such as time and location. With a large selection of freemium and premium games in the virtual marketplace, gamers have the opportunity to switch between various games from different genres and make purchases of virtual goods. Therefore, the challenge that developers have to overcome is whether gamers will have the intention to play, pay, and recruit players (3Ps). To manage future behavior intentions, game developers need to ensure that gamers and the games they play have a solid engagement. Data collection comes from the results of distributing questionnaires to Twitter users with the self-reporting method. The amount of data processed was 370 respondents. The model was assessed using the partial least square of structural equation modeling. The results of this study show that video game engagement plays a crucial role as a mediator between gamer experience and the intention to continue playing, purchase game items, and recruit new players. Enjoyment is the strongest predictor of gamer experience, followed by arousal, social interaction, escapism, and challenge.
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Ćwil, 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.

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Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.
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Maddock, S. "Computer games." Virtual Reality 5, no. 4 (December 2000): 183–84. http://dx.doi.org/10.1007/bf01408516.

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Schmalzer, 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.

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Incremental games merge the game's system and guise, casting the player in the role of a computer. This paper analyzes incremental games to show how the specific features of the genre cause the player to engage in machinic thinking. It begins with a brief overview of the incremental game genre. Then shifts to an analysis of one game in particular: Frank Lantz’s Universal Paperclips (2017). Universal Paperclips puts the player in the role of an AI tasked with producing paperclips, making it a perfect example to show how the player learns to think like the machine through the overlapping roles of the player and computer, which will be elaborated through a comparison of the ways both incremental games and slot machines encourage what Natasha Dow Schüll’s (2012) calls the “machine zone” in players. The study concludes by complicating these arguments with an examination of the ways in which, despite the machinic thinking that incremental games engender, the player and computer actually withdraw from each other which makes incremental games a critique of human computer interactions and a meta-game about the construction of videogames, instead of purely a speculative ontological representation of computers.
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Teng, 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.

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Online games have become increasingly popular computer applications, raising the question of who plays them. Thus, the present study investigates the relationship between gamer personality and online game use as well as the potential links between online game use and gamer demographic variables. The sample consisted of 1633 Taiwanese online gamers. This study used confirmatory factor analysis to assess measurement reliability and validity. The hypotheses were tested using regression analyses. Analytical results indicated that online game use is positively related to gamer openness and agreeableness but negatively related to gamer conscientiousness and emotional stability. Moreover, being male and having a high income were associated with higher levels of online game use. The results increase the knowledge on the link between personality and online gaming behaviour.
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Liu, 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.

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The purpose of this exploratory study was to examine whether specific attitudes and beliefs among pre-service teachers about the use of computer games in mathematics teaching and learning predict their intention to integrate computer games in future mathematics teaching. Data were collected via a questionnaire from 119 teacher education students in a mathematics methods class at a midwestern USA university. Findings indicate that previous experience of computer gaming, gamer identity, self-efficacy for computer game-based teaching, perceived educational benefits of computer games, and gender stereotypes about computer gaming were significantly related to intention to integrate computer games in future teaching. Multi-level linear regression analysis indicates that self-efficacy, perceived benefits and gender stereotypes did not explain significantly more variance in intention for game integration above and beyond that explained by previous experience of computer gaming and gamer identity. Gender and specialization of the preservice teachers were related to previous experience of computer gaming and gamer identity. The results and educational implications of the study for teacher education and policy making are discussed and limitations of the study are addressed.
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Mileham, 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.

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Bychkova, 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.

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The subject of this research is the images of game and gamers. In the space of literary work, they are arrayed in metaphorical and often demonic raiment, receiving moral-ethical interpretation in one or another way. The problem of game and gamer in criticism was regarded by Y. Mann (“On the Concept of Game as a Literary Image”), V. V. Vinogradov (“Style of the Queen of Spades”), E. Dobin (“Ace and Queen”, A. Pushkin’s “The Queen of Spades”), R. Caillois (“Games and People”), British writer and researcher of online games R, Bartle, American scientist Nick Yee, and many others. However, juxtaposition of literature sources on the topic to the research in the field of computer games is conducted for the first time. The scientific novelty consists in the comprehensive examination of the psychological game of the gamer based on the material of Russian literature (A. S. Pushkin “The Queen of Spades”, V. V. Nabokov The Luzhin Defense”) , as well as the modern computer games practice, in which psychological type of the gamer found its realization and development in accordance with genre diversity. Even the Russian classical literature depict game as an autonomous space that encompasses the gamer, and often has devastating effect on their personality. The author also observes an important characterological trait of the gamer: the conceptual, “literal” perception of the world, which is based on the reception of visual images of the world against verbal. Therefore, the Russian literature alongside the research practice of modern videogames from different angles approach examination of the images of “game and gamer”, cognize the factors and consequences of the problems that emerge in this object field, as well as seek for their solution. The data acquired in the course of the conducted comparative analysis is mutually enriching.
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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (January 2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
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Posthoff, Christian. "Computer Games I." ICGA Journal 11, no. 2-3 (September 1, 1988): 94–95. http://dx.doi.org/10.3233/icg-1988-112-312.

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Schaeffer, J. "COMPUTER GAMES 2002." ICGA Journal 24, no. 2 (June 1, 2001): 122. http://dx.doi.org/10.3233/icg-2001-24219.

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Cavazos, John. "Computer games: introduction." XRDS: Crossroads, The ACM Magazine for Students 3, no. 2 (November 1996): 2. http://dx.doi.org/10.1145/332132.332133.

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Fedorchenko, Sergey, E. Karlyavina, D. Tedikov, R. Markaryan, and K. Teslyuk. "Some results of the Sociological Study «Computer Games and the Politics of Memory»." Journal of Political Research 4, no. 2 (July 2, 2020): 90–105. http://dx.doi.org/10.12737/2587-6295-2020-90-105.

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The purpose of this article is to identify the distinctive features of Russian gamers. The tasks include determining the conditions for politicization of gamers, discovering their political and symbolic preferences, considering the potential of computer games with a historical plot in shaping the politics of memory of the whole country. The main methodological optics are the principles of sociological survey. The communication capabilities of computer games were interpreted using Herbert Blumer’s symbolic interactionism model. The results showed that the respondents mostly choose the single-player mode in computer games; therefore, the working hypothesis that gamers are trying to switch to the multiuser mode has not been yet confirmed. Although it is not yet clear how the situation on the market and among gamers will evolve in the future. Therefore, a rather controversial topic now arises for further discussion. Most respondents confirm the fact that historical events are distorted through computer games, but players interpret this as an act of creativity rather than intentional political manipulation. It is noteworthy that there are two distinct categories of players who are interested in the history of the 20th century and the Middle Ages. These periods are extremely important for the development of political identity since the medieval period is associated with the historical roots and formation of the country, and the 20th century is associated with significant turning points for Russia. Computer games are becoming an important communication channel that is open to politicization. First, the possibility for such politicization is determined by previous cases of distorting historical facts. Second, the survey showed that the gaming community in Russia is ready to contribute to the protection of historical truth. Third, the fact that Russian gamers need clear and recognizable political symbols in computer games with a historical plot is fundamentally important.
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Radaković, Tijana, Teodora Glumičić, Dragan Rastovac, and Milinko Mandić. "Educational computer games in primary school." Norma 25, no. 2 (2020): 199–215. http://dx.doi.org/10.5937/norma2002199r.

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We are witnesses of the time when technology is developing fast and finds its way in all spheres of life. The use of computers at school has many advantages and can be used in many ways in teaching. Some of the possibilities are application for practice, motivation of children for new areas of learning, research work, making various multimedia presentations to show their independent work, etc. There are also negative attitudes related to this topic. Through the research in this paper, we want to check whether the presence of technology in our schools is an advantage or not. By applying educational computer games, greater interest can be achieved in children, but on the other hand, we have teaching staff who are afraid of unfamiliarity and changes in the teaching process. As for the subject of this research we can ask the following question: Whether and how often teachers use educational computer games in teaching, as well as what are their views on the application of educational computer games and whether they have enough knowledge to create an educational computer game. The theoretical goal of this research is to increase knowledge about the application of educational computer games in teaching in primary schools. The practical aim is to determine, on the basis of the textbook, the opinions and attitudes of teachers on the use of educational computer games in teaching. The results of the research show that teachers still have negative attitudes towards the use of computers and educational computer games in teaching, while the other part thinks that they would like computers to be used more in teaching but that is not possible because schools are not technically equipped. During the research and analysis, we come to the conclusion that teachers have great aversion towards technology and its application in teaching, although some schools have organized the training of their staff to use some programming languages, they are still very poorly used in teaching.
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Balogh, Andrea, and Ágnes Veszelszki. "Politeness and Insult in Computer Games – From a Pragmatic Point of View." Acta Universitatis Sapientiae, Communicatio 7, no. 1 (December 1, 2020): 68–91. http://dx.doi.org/10.2478/auscom-2020-0006.

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Abstract In line with the principle of technological determinism, the linguistic context of computer games influences the (linguistic) behaviour of millions of active gamers. This makes it important to explore gamer communication thoroughly with respect to politeness, too. Indeed, the communication of gamers during games may also affect the users’ off-game communicative situations. The international literature suggests that the quasi-anonymity of online communication and the lack or weakness of sanction make it ruder than offline communication: it involves a higher number of insults or offensive personal remarks. The paper looks at this issue, in particular by a pragmatic – politeness-centred – investigation of a particular kind of online insults. The corpus of analysis is provided by “taunts”, i.e. inbuilt instructions triggering “mocking” remarks of League of Legends (LoL), a multiple-participant online arena game. The authors interpret in-game insults in the framework of speech act theory, the Cooperative Principle (conversational and politeness maxims), face threatening, and a matrix of aims and functions. The paper wishes to be a contribution to cyberpragmatics, a pragmatically-oriented branch of Internet linguistics.
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Yuji, Hiroki. "Computer Games and Information-Processing Skills." Perceptual and Motor Skills 83, no. 2 (October 1996): 643–47. http://dx.doi.org/10.2466/pms.1996.83.2.643.

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To assess the association of past use of computer games and parallel-processing skills as measured by tests of discrimination perception using computers 46 boys and girls in kindergarten, aged 4 to 6 years, were classified into 17 player and 17 nonplayer groups by their enthusiasm for computer games. There were no significant differences between the two groups in correct responses; however, RTs of players were significantly faster than those of nonplayers. RTs were different to color and shape. Experiences with computer games might develop information-processing skills.
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Kyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.

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The article presented the rationale and description of a universal classification model of computer games. The basis of its development was the principle of systematic and psychosemiotic approach that afforded considering both semantic and syntactic (formal) features of a game as factors mediating its effect on gamers. A computer game came under consideration as a system entity whose classification profile took shape following unique combination of thirty-four components that were interconnected in the manner of mutual cooperation. They combined into seven levels, two of which were: the game-play and setting — attributed to the fundamentals inherent to any game, while five were variable: the narrative, semantic, personal, communicative and ethic. Criteria to determine intensity of manifestation of the described components in a game that served as the basis for its expert evaluation, were presented. The results of investigation of «The Witcher 3: Wild Hunt» computer game were quoted. The study involved ten experts (8 men and 2 women) with a higher education and a great interactive gaming experience. The participants were made familiar with the classification algorithm of video games assessment and, in the process of complete ‘play-through’ of a game under consideration, categorized it into thirty-four components. Statistical processing of the data demonstrated high degree of consistency of the estimates: the value of α-Kronbach index amounted to 0.971. That afforded grounds to infer that the Master Form presented may serve as a reliable basis to analyze games and propose hypotheses about the nature of their effect on gamers.
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Belavina, I. G. "The Child's Perception of Computers and Computer Games." Russian Education & Society 37, no. 2 (February 1995): 29–41. http://dx.doi.org/10.2753/res1060-9393370229.

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Mitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.

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Nowadays, computer games occupy a large share of the entertainment industry market: according to data for 2019, the market volume was $ 152.1 billion (for comparison, the market volume in 2018 was $ 137.9 billion). The growing popularity of the industry led to the inclusion of computer games in 2005 on the UNESCO World Heritage List, and in 2003 – to the establishment of a video game award by the British Academy of Film and Television Arts. Computer games are increasingly penetrating our lives, and thus follows the language of “gamers”, exerting an increas-ing influence on the normative language. Computer games are a vast topic for research and study, especially in terms of language and teaching. Teaching translation in the modern world should in-clude a comprehensive preparation of future specialists for work. In the current education system of the Russian Federation, there is no professional training of translators for the localization of computer games, therefore, translators who wish to work in this area need to undergo additional training outside the higher education system. This brings to the fore the issue of needing to identify the features of the translation process and localization of computer games in order to improve the quality of teaching translation. We consider the features of translation and localization from English into Russian based on the texts of the computer game “The Witcher 3: Wild Hunt”.
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Kozhakhmetova, R. N., N. S. Kolyeva, V. O. Batyrov, and M. V. Panova. "Computer game development algorithm." Vestnik of M. Kozybayev North Kazakhstan University, no. 3 (59) (October 23, 2023): 133–38. http://dx.doi.org/10.54596/2958-0048-2023-3-133-138.

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In the modern world, video games have become an integral part of culture and entertainment. In this regard, research in the field of video games has become very relevant for scientific researchers, psychologists, educators, as well as for many other areas. Video games are interactive programs designed for entertainment and gaming on computers, consoles, and mobile devices. They come in a variety of genres and formats, including puzzle games, action games, strategy games, sports games, and more. Video games can be either single or multiplayer, and may include elements of competition, collaboration, or exploration. All games include graphic and sound design, as well as a set of rules, tasks, and goals that the player must complete in order to be successful in the game. the purpose of this article is the development of a universal algorithm for the development of computer games.
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Mukhamedova, Dilbar. "PSYCHOLOGICAL ASPECTS OF ADDICTION TO SOCIAL MEDIA, COMPUTER AND COMPUTER GAMES." International Journal of Psychosocial Rehabilitation 24, no. 02 (February 20, 2020): 319–24. http://dx.doi.org/10.37200/ijpr/v24i2/pr200338.

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Bogacheva, Natalya V. "Computer games and cognitive specifics of gamers (the end)." Moscow University Psychology Bulletin 15, no. 1 (2015): 94–103. http://dx.doi.org/10.11621/vsp.2015.01.94.

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Sevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (August 2016): 14–23. http://dx.doi.org/10.5153/sro.4082.

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Research on the effects of playing video games has been limited by a preoccupation with possible negative repercussions. Nevertheless, research has shown that video games can have positive effects on young players’ social lives. The existing body of research, however, has largely ignored the more computer-related aspects of video game play and its effects. This study provides empirical evidence to support theoretical arguments about the relationship between playing video games and computers. The type of scientific thinking encouraged by video games and the technological abilities needed to play video games is suggested to result in an increase in players’ confidence with computers and interest in computer science. These potential relationships are examined using data from over 1,000 undergraduate students to empirically assess the relationship between video game play and: 1) confidence with computers, and 2) interest in computer science. The results indicate that game play is statistically significant as a predictor of confidence and interest. In comparison to the other predictors in the model, the strength of the effect from playing video games is relatively very strong. The findings suggest that exposure to video games as a recreational technology help inform players’ abilities with non-recreational technology and build an interest in technology in general.
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Кругляк, М. Е., and В. В. Петрожалко. "Sexism in computer games." National Technical University of Ukraine Journal. Political science. Sociology. Law, no. 4(44) (November 4, 2019): 43–47. http://dx.doi.org/10.20535/2308-5053.2019.4(44).199340.

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Cazenave, Tristan, Clyde Kruskal, and Bruno Bouzy. "COMPUTER GAMES WORKSHOP 2007." ICGA Journal 30, no. 2 (June 1, 2007): 118–21. http://dx.doi.org/10.3233/icg-2007-30215.

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Mayer, Richard E. "Computer Games in Education." Annual Review of Psychology 70, no. 1 (January 4, 2019): 531–49. http://dx.doi.org/10.1146/annurev-psych-010418-102744.

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Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are ( a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; ( b) cognitive consequences research, which compares improvements in cognitive skills of groups that play an off-the-shelf game to the skill improvements of those who engage in a control activity; and ( c) media comparison research, which compares the learning outcomes of groups that learn academic material in a game to the outcomes of those who learn with conventional media. Value-added research suggests five promising features to include in educational computer games: modality, personalization, pretraining, coaching, and self-explanation. Cognitive consequences research suggests two promising approaches to cognitive training with computer games: using first-person shooter games to train perceptual attention skills and using spatial puzzle games to train two-dimensional mental rotation skills. Media comparison research suggests three promising areas where games may be more effective than conventional media: science, mathematics, and second-language learning. Future research is needed to pinpoint the cognitive, motivational, affective, and social processes that underlie learning with educational computer games.
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Chao, Dennis L. "Computer games as interfaces." Interactions 11, no. 5 (September 2004): 71–72. http://dx.doi.org/10.1145/1015530.1015567.

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Nareyek, Alexander. "AI in Computer Games." Queue 1, no. 10 (February 2004): 58–65. http://dx.doi.org/10.1145/971564.971593.

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Ju, Edward, and Christian Wagner. "Personal computer adventure games." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 28, no. 2 (April 1997): 78–92. http://dx.doi.org/10.1145/264701.264707.

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Miller, Lee Dee, Duane Shell, Nobel Khandaker, and Leen-Kiat Soh. "Teaching Using Computer Games." Journal of Educational Technology Systems 39, no. 3 (March 2011): 321–43. http://dx.doi.org/10.2190/et.39.3.g.

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Roe, Keith, and Daniel Muijs. "Children and Computer Games." European Journal of Communication 13, no. 2 (June 1998): 181–200. http://dx.doi.org/10.1177/0267323198013002002.

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Smed, Jouni. "Networking for Computer Games." International Journal of Computer Games Technology 2008 (2008): 1. http://dx.doi.org/10.1155/2008/928712.

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Sukhov, Anton. "COMPUTER GAMES AND EDUCATION." IJAEDU- International E-Journal of Advances in Education 1, no. 3 (2015): 248. http://dx.doi.org/10.18768/ijaedu.79254.

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Kim, Raphael, Siobhan Thomas, Roland van Dierendonck, Christopher Wood, and Stefan Poslad. "Toward growable computer games." Interactions 27, no. 2 (February 25, 2020): 82–85. http://dx.doi.org/10.1145/3378563.

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V, Prathmesh. "EVOLUTION OF COMPUTER GAMES." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (April 9, 2024): 1–5. http://dx.doi.org/10.55041/ijsrem30284.

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In today's era dominated by computer gaming, various elements such as style, montage, and the ways in which audiences engage with content have evolved significantly. However, one area that remains relatively unexplored is the potential rise of interactive or 'playable' films as a significant shift in cinema. While interactive film experiments do exist, they are still in the early stages and lack a consistent form. The labelling of diverse pieces as interactive films has led to confusion about what truly constitutes this genre. This raises the question of why interactive films have not gained cultural or economic traction, despite the widespread interest in interactive entertainment seen in the gaming industry. Examining notable examples of interactive films may shed light on their limitations and suggest potential new directions for this evolving form of storytelling
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38

Knight, James F. "Acceptability of Video Games Technology for Medical Emergency Training." International Journal of Gaming and Computer-Mediated Simulations 5, no. 4 (October 2013): 86–99. http://dx.doi.org/10.4018/ijgcms.2013100105.

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Using the technology acceptance model (TAM), this study aimed to investigate the acceptability of video game technologies (serious games) for medical emergency procedure and decision making training. Using the Triage Trainer, a prototype serious game for the triage sieve process, differences between gamers and non-gamers, males and females, and the effects of ratings of computer self efficacy (i.e. computer skill and gaming skill) and attitudes towards computers (i.e. enthusiasm and anxiety) on the acceptance model were also investigated. The results show significant correlations for computer self-efficacy and attitude variables with the perceived ease of use (PEOU), perceived usefulness (PU) and attitudes towards use (ATU) of the game. Multiple regression showed that 52% of the variance in ATU was explained by the PU and PEOU. However, none of the secondary variables (self efficacy or emotions) had a significant effect on the ATU, PU and PEOU over and above each other.
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Rosenstock, Roland. "Computerspiele und Soziale Netzwerke." Zeitschrift für Evangelische Ethik 58, no. 4 (October 1, 2014): 273–85. http://dx.doi.org/10.14315/zee-2014-0406.

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AbstractEthics regarding media use can be pointed out in several situations in which media are used. The article takes Grand Theft Auto V, published by Rockstar Games, as an example to show opportunities and limits of the »acting subject« - the gamer - in computer and online games. Human dignity is debated by reference to socio-critical aspects which are confronted with the violation of moral limits. Finally, computer games are highlighted as a convenient medium for the process of ethical learning.
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40

Szabó, József. "Gamerek az iskolában." Információs Társadalom 18, no. 1 (April 6, 2018): 120. http://dx.doi.org/10.22503/inftars.xviii.2018.1.8.

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Az elektronikus játékok terjedése többek között a pszichológusok figyelmét is felkeltette, akik a játékfüggőség veszélyeire figyelmeztettek. A felállított hipotézis szerint a játékhasználatnak igen komoly haszna is lehet, segíti az együttműködést, a kommunikációt, új ismereteket is nyújt, de a csapatjátékon keresztül a stratégiai gondolkodást is támogatja. A kutatás arra kereste a választ, hogy a fiatalok milyennek látják a gamerek világát, hogyan ítélik meg a játékok hasznosságát, hogyan viszonyulnak a sporthoz, és mennyiben befolyásolja a játék a tanulmányi eredményeiket. A vizsgálat azt mutatja, hogy a fiúk és a lányok játékhasználata nem tér el jelentősen, a tanulmányi eredmények az intenzív játékhasználat mellett sem romlanak. Ugyanakkor a szabadidő kitöltésében az aktív sportolás is megjelenik, elsősorban a csapatjátékok. A gamerek világa más, mint a mai felnőtteké, és rendkívül sok pozitív, a mindennapi életben hasznosítható részt tartalmaz. --- Computer gamers in school The proliferation of computer games has primarily drawn the attention of psychologists, who warn of the dangers of game addiction. According to our hypothesis computer games might have several advantages; help and cooperation, communication, provide new information, even support the strategic way of thinking through team games. At the focus of this research is how young people see computer games, what advantages they find in them, how computer games help their approach to sports and how playing these games influences their school results. The research shows that there is no significant gender difference in their use of games, and young people’s school results are not affected even if they play games intensively. Moreover, their free time activities involve regular sports, mostly team sports. These young people see the world in a different way and computer games themselves enrich their everyday lives. Keywords: computer games, school, e-sport, competence
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Eyniyev, Rustam. "OPTIMIZING PARALLELISM IN UNITY WITH JOB SYSTEM TOOL." Azerbaijan Journal of High Performance Computing 5, no. 2 (December 31, 2022): 183–92. http://dx.doi.org/10.32010/26166127.2022.5.2.183.192.

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Every day the gaming industry is developing faster and faster. Especially the popularity of games increased during the pandemic, as many people were forced to stay at home for a long time and play games in their free time. With the increasing popularity of games, the requirements for the games themselves also increase. As a result, modern games require large computer resources. However, not all people can afford to buy computers with the most expensive video cards, many expensive CPUs, and many RAMs and other components. In order to make games accessible to users with weaker devices, developers have few options. At the moment, there are two main ways to solve this problem. The first is to host games on the cloud, and the second is to optimize games for weaker devices. To optimize games, you can use various methods, including a package Job System for Unity. The Job System is one of the main components for working with threads in an Entity Component System (ECS). Also, in the future, in games with the Unity engine, parallelization between weak devices and High-Performance Computing (HPC) technologies will be combined and implemented using cloud technologies. In the future, when this happens, it will help developers, gamers, and even companies providing cloud services.
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42

Elutina, Marina E., and Anton A. Nerush. "Gender aspects of the gaming practices in the youth segment of the Russian computer games audience." Izvestiya of Saratov University. Sociology. Politology 23, no. 1 (February 21, 2023): 4–13. http://dx.doi.org/10.18500/1818-9601-2023-23-1-4-13.

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In the last decade, all over the world and in Russia, in particular, there has been an active development of the computer games industry and an increase in the gaming audience, while an outstripping growth of the youth audience is recorded every year. The presentation of the realities of the gaming audience of computer games is fruitful, taking into account the gender characteristics accumulated in computer games. Against this background, in the scientific discourse, with a few exceptions, the problem of gender characteristics of gaming practices among the youth segment of the Russian audience of computer games is only sporadically objectified. To study the gender characteristics of gaming inclusion and youth participation in gaming practices, an author’s sociological study was conducted using a questionnaire method, for which an author’s survey toolkit was developed. The target sample was 1700 people, the main selection criteria were: age (18–30 years), participation in the practice of computer games, country of residence (the Russian Federation). The survey was conducted anonymously in a digital format. The results of the survey in the youth segment of the Russian audience of computer games are presented. Based on the data of the study, The gender aspects of the gaming practices in the youth segment of the Russian computer games audience were analyzed considering the survey data. The study showed that today there is a tendency towards the feminization of the youth segment of the Russian computer games community, which destroys the stereotypes about the “masculinity” of this type of leisure activity. The data obtained made it possible to identify gender differences and similarities in the participation of gamers in gaming practices.
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43

Triyanti, Jaria Rama. "Pembuatan Game Animasi Teka Teki Silang Menggunakan Adobe Flash CS6." INFORMATIKA 10, no. 3 (December 9, 2022): 112–26. http://dx.doi.org/10.36987/informatika.v10i3.3419.

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Computer technology is one of the technologies that can help accelerate human work. Computer technology has been applied in various fields including education, health, offices, telecommunications, business, military and so on, as well as in the world of entertainment. One form of entertainment including games, games are very rapidly developing along with advances in computer technology. Games are very much in demand both from children, adolescents to adults. The game itself is of various types, one of the games that enjoy doing and is educational for children and adolescents at the moment is a quiz-shaped game. Flash is a software that is generally used to make an animation, but currently flash is widely used for other things, for example making websites, games, etc. The purpose of this final project is to design animated games for children and people adults train their memory and outside insights about computers. Children and adults should never get bored with learning, thus helping children and adults learn about technology and make it easier for children and adults to learn general knowledge of technology and about computers. From the results of this study, it can be seen that the crossword animation game general knowledge about basic computer-based flash levels can find out more clearly about Adobe Flash CS6.
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Liao, Gen-Yih, Thi Tuan Linh Pham, Tzu-Ling Huang, T. C. E. Cheng, and Ching-I. Teng. "Impact of workplace frustration on online gamer loyalty." Industrial Management & Data Systems 121, no. 5 (March 4, 2021): 1008–25. http://dx.doi.org/10.1108/imds-08-2020-0504.

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PurposeOnline games are prevalent internet applications and are known for satisfying the various needs of users. Nonetheless, little is known about whether online games could be a resort for users encountering workplace frustration. Explaining how workplace frustration and users' need satisfaction affect loyalty of online gamers, this study aims to formulate hypotheses and develop a framework based on the self-determination theory (SDT).Design/methodology/approachThe authors use an online survey to collect 848 responses and use structural equation modelling to test the hypotheses.FindingsThe authors find that workplace frustration, autonomy need satisfaction and competence need satisfaction are positively related to online gamer loyalty. Moreover, workplace frustration enhances the link between competence need satisfaction and online gamer loyalty.Originality/valueThe authors are the first to use SDT to identify the three antecedents and the moderator of online gamer loyalty. Our findings offer a key message that game providers could design effective means to retain their gamers by understanding their gamers' workplace frustration and informing them that playing games could alleviate the associated negative feelings.
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HAMPLOVÁ, Michaela, and Jiří DOSTÁL. "USE OF COMPUTERS AND COMPUTER GAMES IN PRESCHOOL EDUCATION." Journal of Technology and Information 4, no. 2 (August 1, 2012): 28–36. http://dx.doi.org/10.5507/jtie.2012.029.

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46

LAROSE, SIMON, SYLVAIN GAGNON, CHRISTIANE FERLAND, and MICHEL PEPIN. "PSYCHOLOGY OF COMPUTERS: XIV. COGNITIVE REHABILITATION THROUGH COMPUTER GAMES." Perceptual and Motor Skills 69, no. 3 (December 1989): 851–58. http://dx.doi.org/10.2466/pms.1989.69.3.851.

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47

Larose, Simon, Sylvain Gagnon, Christiane Ferland, and Michel Pépin. "Psychology of Computers: XIV. Cognitive Rehabilitation through Computer Games." Perceptual and Motor Skills 69, no. 3-1 (December 1989): 851–58. http://dx.doi.org/10.1177/00315125890693-126.

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The purpose of this study was to test the hypothesis that computer games may be an efficient therapeutic tool in a cognitive rehabilitation program. 60 subjects who showed attention difficulties with or without cerebral dysfunctions participated in a 12-hr. training program based on intensive use of a computer game. Analyses show improvement for the experimental group on scanning and tracking variables, notwithstanding the nature of their particular dysfunctions. Recommendations are presented regarding the nature and content of the cognitive tasks in a rehabilitation program.
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48

Bergstrom, Kelly, and Nathaniel Poor. "We have always been social: Comparing social expressiveness between single-player and multiplayer gamers." Journal of Gaming & Virtual Worlds 15, no. 3 (October 1, 2023): 247–66. http://dx.doi.org/10.1386/jgvw_00081_1.

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Organizing games by categories based on playstyle (e.g. single-player vs. multiplayer) makes sense from a marketing perspective, but when it comes to organizing players into such categories, things get tricky. To illustrate that categorizing players based on preferences for single-player vs. multiplayer games may be problematic, we analysed millions of posts in Reddit for single-player and multiplayer games to see which players use more extroversion (pro-social) words, citing research suggesting that those who prefer multiplayer games should use more extroversion words. We found no noticeable differences between the two groups, although unexpectedly single-player gamers did use more extroversion words in a statistically significant manner. Ultimately, we offer caution that categorization of games and gamers – although useful at times – can oversimplify assumed preferences and, when not critically examined, may lead to the reification of misleading and exclusionary categories of both games and the people who play them.
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WARZECHA, KATARZYNA. "COMPUTER GAMES FOR ENTERTAINMENT OF CONTEMPORARY YOUTH – SOCIO-ECONOMIC ASPECTS." sj-economics scientific journal 26, no. 3 (November 30, 2017): 345–64. http://dx.doi.org/10.58246/sjeconomics.v26i3.180.

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The development of information and communication technologies and the spread of network services have made computers, tablets and smartphones an indispensable tool for work, learning and entertainment. The aim of the research is to present selected social and economic aspects related to computer games, which are the most popular form of e-entertainment incontemporary youth. In 2017, demand for e-entertainment has generated annual revenues of $ 108.9 billion globally. The use of computers and mobile phones (often with Internet access) for games is becoming more and more common among young people, which results in excessive involvement of young people in computer games, especially preferred by men.The main objective of the research is therefore exploration of this phenomenon among the young middle schools, secondary schools and students.
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Lenkevich, Alexander S. "Low-level Eschatology: Ruins in Computer Games." Galactica Media: Journal of Media Studies 4, no. 3 (October 3, 2022): 134–56. http://dx.doi.org/10.46539/gmd.v4i3.317.

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The ruins are a well-studied object in the history of culture. The article examines the ruins not only in terms of established approaches, but also from the perspective of media theory, visual ecology and game studies, new humanities oriented on exploring digital experience. Ruins in computer games, continuing the tradition of artificial ruins in European history, load the digital space with meaning, metaphysics, memory, stitch game and non-game contexts together and become a medium in its purest form — an intermediary that leads the gamer to the fragments of his identity, to the ruins of his inner experience. Digital ruins, fragmentary and partial in nature, reveal to us the pleasure of fragmentation and deconstruction that precede the new assemblage of reality. The article deals in addition with digital catastrophism, eschatology and ruinization in 11 bit studios games — This War of Mine (2014) and Frostpunk (2018).
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