Journal articles on the topic 'Entertainment and gaming'

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1

Heubl, B. "The New Retro-Gaming Kings [Entertainment Gaming]." Engineering & Technology 16, no. 6 (July 1, 2021): 58–60. http://dx.doi.org/10.1049/et.2021.0611.

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2

Siu Lam, Carlos, and Lynn Jamieson. "MACAO’S NONGAMING ENTERTAINMENT, CULTURE AND CITY BRANDING." ENLIGHTENING TOURISM. A PATHMAKING JOURNAL 12, no. 1 (June 6, 2022): 304–36. http://dx.doi.org/10.33776/et.v12i1.5432.

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Although entertainment can be a pull-factor to attract tourists in their trips, it can be easily duplicated in other jurisdictions. Focused on the non-gaming entertainment by the gaming concessionaires in Macao, this paper examines the entertainment development, and explores how these concessionaires identify the right entertainment for patrons and the challenges associated with such entertainment offerings. Despite Macao’s wealth of East-West culture, this study analyzes the use of such culture in Macao’s entertainment, and the creation of its unique branding. The integration of culture into such entertainment, when coupled with Macao’s smallness, may represent the essential factors to satisfy tourists’ multiple needs for entertainment products, thereby leading to Macao’s renewed branding as a center of tourism and leisure from its strong gaming image. This study is one of a few that focuses on the merger of culture and entertainment, and is exploratory and qualitative in nature. Semi-structured in-depth interviews with executives in Macao’s entertainment segment were utilized. Such interview findings were analyzed using the Miles and Huberman (1994) framework, along with the data from the annual reports of the concessionaires and the Macao Census and Statistics Service. The findings may be useful for gaming destinations planning to alter their branding.
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CHRISTIANSEN, E. "Gaming and entertainment An imperfect union?" Cornell Hotel and Restaurant Administration Quarterly 36, no. 2 (April 1995): 6. http://dx.doi.org/10.1016/0010-8804(95)93848-o.

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4

Wang, Qianjin, Honghong Ren, Jiang Long, Yueheng Liu, and Tieqiao Liu. "Research progress and debates on gaming disorder." General Psychiatry 32, no. 3 (July 2019): e100071. http://dx.doi.org/10.1136/gpsych-2019-100071.

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Gaming disorder has become a significant issue in mental healthcare. While gaming is an important form of entertainment, excessive gaming may cause serious consequences for players. At present, there are still controversies in the academic community concerning the public health problems related to gaming disorder. This article attempts to expound the definition, epidemiology, aetiology, diagnosis, treatment and prevention of gaming disorder, in order to contribute to future conceptualization of gaming disorder.
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Bottino, Rosa Maria, Michela Ott, and Mauro Tavella. "Serious Gaming at School." International Journal of Game-Based Learning 4, no. 1 (January 2014): 21–36. http://dx.doi.org/10.4018/ijgbl.2014010102.

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The concept of Serious Gaming refers to the adoption of classical entertainment games for purposes other than entertainment, including learning and instruction. In this paper the authors report on a Serious Gaming field experiment where typical board games (such as battleship, master mind and domino) were employed with the shifted purpose of triggering and sustaining primary school students' reasoning and logical abilities. The results of the field experiment showed that: 1) there is a strong correlation between school achievement and the ability to play and solve this kind of games and that 2) motivation and engagement in game-based learning tasks is very high, irrespective of the level of achievement of the subjects. Final considerations are drawn about the potential and the opportunity of adopting the considered games to support those reasoning skills that are widely recognized as transversal to any kind of learning and thus deeply affecting overall school performance.
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Spence, Charles. "Scenting Entertainment: Virtual Reality Storytelling, Theme Park Rides, Gambling, and Video-Gaming." i-Perception 12, no. 4 (July 2021): 204166952110345. http://dx.doi.org/10.1177/20416695211034538.

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There has long been interest in both the tonic and phasic release of scent across a wide range of entertainment settings. While the presentation of semantically congruent scent has often been used in order to enhance people’s immersion in a particular context, other generally less successful attempts have involved the pulsed presentation of a range of scents tied to specific events/scenes. Scents have even been released in the context of the casino to encourage the guests to linger for longer (and spend more), at least according to the results of one controversial study. In this narrative review, I want to take a closer look at the use of scent in a range of both physical and digital environments, highlighting the successes (as in the case of scented theme park rides) and frequent failures (as, seemingly, in the context of scent-enabled video games). While digitally inducing meaningful olfactory sensations is likely to remain a pipe dream for the foreseeable future, the digital control of scent release/delivery provides some limited opportunities to enhance the multisensory experience of entertainment. That said, it remains uncertain whether the general public will necessarily perceive the benefit, and hence be willing to pay for the privilege.
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Austrin, Terry, and Jackie West. "Skills and surveillance in casino gaming." Work, Employment and Society 19, no. 2 (June 2005): 305–26. http://dx.doi.org/10.1177/0950017005053175.

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With gambling now part of mainstream entertainment and popular leisure, casinos have become sites of legal work, combining the technical expertise and craft skills of the croupier (dealer) in table games with increasingly deskilled machine-minding in simulated video games.There are parallels with other service work, but the significance of casino gaming lies in the manipulation of things, such as cards and money, rather than in interpersonal relations and self-embodiment. Moreover, surveillance is more specifically related to the particular conditions governing legalization of a formerly ‘pariah’ industry than to management-worker control. Drawing on fieldwork, we compare standardization in table and machine gaming and show how different forms of surveillance are crucial to the legalization of gambling as mass consumption. In highlighting the significance of materiality and regulation in service sector employment, the case of casino gaming thus takes us beyond conventional labour process paradigms. It also epitomizes a newly globalized form of work, currently promoted by industry interests but at the centre of intense public debate in the UK and elsewhere.
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M, Mrs Raju, Syed Mohamed Ibrahim Badhusha J, and Harini M. "Re-shaping the Gaming Industry after 5G." International Journal for Research in Applied Science and Engineering Technology 10, no. 5 (May 31, 2022): 418–22. http://dx.doi.org/10.22214/ijraset.2022.42142.

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Abstract: The fifth generation of wireless communications (5G) is a revolutionary technology that plays a key role in the development of all sectors, including multimedia and entertainment. These systems have become an existential part of our society, industry, science, and more. On the other hand, intensive research is underway in many aspects of the 5th generation wireless communication network. This network has features with a higher mobile data volume, typical user data rate, number of connected devices, and lower end-to-end latency. There is a growing demand for the development and design of 5G multimedia and entertainment communication applications, technologies, and theories. In the context of 5G wireless communication networks, new theories and technologies support a variety of multimedia applications such as entertainment, gaming and social media, audio and video, medical imaging, surveillance videos, business transactions, and Internet-based streams of things. This paper focuses on the possibilities and outcomes of how 5G makes drastic changes in the gaming sector. Keywords: 5G, gaming, lower end-to-end latency, higher mobile data volume, typical user data rate
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Deshmukh, Omkar Ramchandra. "Virtual Reality Next-gen Gaming Experience." International Journal for Research in Applied Science and Engineering Technology 10, no. 6 (June 30, 2022): 3442–43. http://dx.doi.org/10.22214/ijraset.2022.44662.

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Abstract: Today world Video games became one of the most important forms of entertainment in the twentieth century. In the 21st century, the effect was greatly improved. With the advance of mobile phones and laptops, the gaming industry changed dramatically in these new market platforms. In twentieth century video games are most important form of entertainment. The mobile phone and laptop an console the gaming. Industry are increase an there new market platform are taking shapes. Virtual Reality (VR) last few Year are increase there growth rapidly increase. The famous company are like itech art, oculus and Htc are rapidly are growth.in the gaming industry, VR has had a important role played an impact and will continue to do so for decades to come in reality. Nowadays, people, especially the younger generation, are spending more time playing VR-enabled games than ever before. Therefore, it is becoming increasingly important to be aware of the impact on the industry and consumers
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Valaei, Naser, Gregory Bressolles, Hina Khan, and Yee Min Low. "Ads in gaming apps: experiential value of gamers." Industrial Management & Data Systems 122, no. 1 (October 5, 2021): 78–106. http://dx.doi.org/10.1108/imds-11-2020-0660.

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PurposeEven though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game).Design/methodology/approachA total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity.FindingsThis study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way.Originality/valueThis study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.
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Valaei, Naser, Gregory Bressolles, Hina Khan, and Yee Min Low. "Ads in gaming apps: experiential value of gamers." Industrial Management & Data Systems 122, no. 1 (October 5, 2021): 78–106. http://dx.doi.org/10.1108/imds-11-2020-0660.

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PurposeEven though there is a noticeable market value in the mobile gaming apps industry, there has been limited research examining experiential value of gamers with respect to in-game ads in gaming apps. This study fills the void in the literature by examining factors associated with “experiential value of gamers through ads in gaming apps” as well as investigating its antecedents (cognitive and affective involvement) and consequences (positive word of mouth and intention to continue playing the mobile game).Design/methodology/approachA total of 600 valid responses from gamers was used to test the model fit, measurement and structural models, conditional probabilistic queries, and nonlinearity.FindingsThis study found that experiential value of gamers through ads in gaming apps is a second-order factor of four constructs: escapism, enjoyment, social affiliation and entertainment. Most of the structural paths between cognitive/affective involvement and dimensions of experiential value are supported. Surprisingly, only social affiliation and entertainment values predict positive word of mouth and intention to continue playing the mobile game, in a nonlinear way.Originality/valueThis study is the first to introduce “experiential value of gamers through ads in gaming apps”. The findings have important implications for companies to develop brand and communication strategies by leveraging specific advertisement formats and present their ads to the right audience in the right gaming apps and at the right time.
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12

Siu, Ricardo Chi Sen. "Is casino gaming a productive sector? A conceptual and cross-jurisdiction analysis." Journal of Gambling Business and Economics 1, no. 2 (January 2, 2013): 129–46. http://dx.doi.org/10.5750/jgbe.v1i2.514.

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Casino gaming has been one of the world’s fastest growing service sectors since the 1970s. Different from the traditional service sectors which are theoretically extensions of physical goods production in an economy, casino gaming is a form of entertainment service intending to satisfy a specific form of human desire – to pay for a chance to win. Despite the practical difficulties in measuring the economic output and input of casino gaming, data released by the industry suggest that this is a very productive sector. In principle, while social costs associated with the provision of casino gaming may downgrade its productivity, promotion of investment, production and consumption of non-gaming services should be reckoned as part of the productivity of modern casino gaming.
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13

Hu, Haoran, and Xinya Ji. "An analysis of Gaming Disorder's Cause, Impact and Therapy." Journal of Education, Humanities and Social Sciences 8 (February 7, 2023): 1770–75. http://dx.doi.org/10.54097/ehss.v8i.4581.

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With the development of the Internet, online games, as one of the most common and popular entertainment, have become something that most people become addicted to, then a mental illness called gaming disorder appears. In this paper, the authors summarize the causes, impacts, and therapies of gaming disorder by reading and analyzing relevant materials. The causes of gaming disorder include game design, psychological aspect, and social aspect. Gaming disorder can have negative impacts on people’s health, including physical health and mental health. Although gaming disorder can have many negative effects on people’s health and life, fortunately, it can be treated with therapies including Self-Regulation, Cognitive Behavioral Therapy (CBT), and Family-based Interventions.
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14

Wu, Jiang. "On Situated Cognition-Based Approaches to Flash Educational Gaming Design." Advanced Materials Research 694-697 (May 2013): 2331–35. http://dx.doi.org/10.4028/www.scientific.net/amr.694-697.2331.

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Based on the Situated Cognition, the article makes an attempt to propose four principles for Flash educational gaming designs. It is pointed out that these designs are supposed to apply instruction assistance-oriented, reasonable instructional design, motivation inspiration-targeted, and natural integration of education and entertainment principles. Moreover, on the basis of the theory, the mutual relations and connotations of the relevant five designing elements of situations, rules, tasks, roles, and emotions are to be analyzed respectively. With the purpose to balance education and entertainment in the games, an original Flash educational gaming model will be accordingly constructed; meanwhile, new ideas for the design and development of educational games will be also expected.
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15

Belinda, Elizabeth, and Agustinus Sutanto. "GAMING COMMUNITY ARENA." Jurnal Sains, Teknologi, Urban, Perancangan, Arsitektur (Stupa) 1, no. 2 (January 26, 2020): 1819. http://dx.doi.org/10.24912/stupa.v1i2.4535.

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Millennials live in tandem with rapid technological development. Unlike the previous generation, this generation spends more time in cyberspace than the real world. Cyber entertainment often becomes the solution to relieve fatigue from daily activities. So is the millennial generation in Indonesia, where 56 percent of them tend to spend time playing video games. The existence of the internet has changed the way one play becomes unlimited. Currently video games are not only a means of entertainment, but can be a means of competition between players. There have been many millennials who have pursued the electronic game industry as a promising profession. However, there is still rarely a community forum for game lovers. The available containers are only limited to the place of sale / retail games without any means of playing video games and supporting facilities, such as in the Glodok electronic center. Or just offer a means to play video games without the means of sales and support, such as Timezone. In Indonesia, video games are still seen as mere hobbies for leisure time. Lack of government support and a negative public view of the game also impedes the realization of this kind of project. With the above considerations, hopefully the gaming community arena will not only be a means of entertainment, socialization and competition, but also as a means of learning and employment in the field of gaming. The main objective of the project this time is to accommodate the community as well as a place for competition for video game lovers. This game facility is a commercial value project, located in the West Jakarta area, precisely in the Grogol Petamburan area. The concept used in the building is inspired by the motherboard which is the driving core in all electronic video game devices.Abstrak Generasi milenial hidup beriringan dengan perkembangan teknologi yang pesat. Berbeda dengan generasi sebelumnya, generasi ini lebih banyak menghabiskan waktu di dalam dunia maya daripada dunia nyata. Hiburan dunia maya seringkali menjadi solusi untuk melepas kepenatan dari kesibukan sehari-hari. Begitu pula dengan generasi milenial di Indonesia, dimana 56 persen dari mereka cenderung menghabiskan waktu untuk bermain video game. Adanya internet telah mengubah cara bermain yang satu arah menjadi tidak terbatas. Saat ini video game tidak hanya menjadi sarana hiburan, namun dapat menjadi sarana ajang kompetisi antar pemain. Sudah banyak generasi milenial yang menekuni industri permainan elektronik ini sebagai profesi yang menjanjikan. Namun, masih jarang tersedia wadah komunitas para pecinta game. Wadah yang tersedia hanya terbatas pada tempat penjualan / retail game tanpa ada sarana bermain video game dan fasilitas penunjangnya, seperti di kawasan pusat elektronik Glodok. Atau hanya menawarkan sarana bermain video game tanpa sarana penjualan dan penunjangnya, seperti Timezone. Di Indonesia, video game masih dipandang hanya sebagai hobi untuk mengisi waktu luang semata. Kurangnya dukungan pemerintah dan pandangan negatif masyarakat terhadap game juga menghambat terealisasinya proyek semacam ini. Dengan pertimbangan diatas, maka diharapakan arena komunitas gaming ini tidak hanya menjadi sarana hiburan, sosialisasi dan kompetisi, namun juga sebagai sarana pembelajaran dan pekerjaan dalam bidang game. Tujuan utama dari dari proyek kali ini adalah mewadahi komunitas sekaligus menjadi tempat kompetisi para percinta video game. Fasilitas permainan ini merupakan proyek bernilai komersial, yang terletak di daerah Jakarta barat, tepatnya kawasan Grogol Petamburan. Konsep yang dipakai pada bangunan terinspirasi dari papan motherboard yang merupakan inti penggerak dalam seluruh perangkat elektronik video game.
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SONG, RONGGONG, LARRY KORBA, GEORGE YEE, and YING-CHIEH CHEN. "PROTECT VIRTUAL PROPERTY IN ONLINE GAMING SYSTEM." International Journal of Software Engineering and Knowledge Engineering 17, no. 04 (August 2007): 483–96. http://dx.doi.org/10.1142/s0218194007003367.

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Massively multiplayer role-playing gaming (MMORPG) has become a very popular entertainment in Asia. Along with the success of the massively multiplayer role-playing gaming industry in Asia, online gaming-related crimes have grown at an amazing rate. Most of the criminal cases are related to virtual properties since markets have developed for the virtual properties giving them real world values. There has been little research and resulting technologies for MMORPG virtual property protection. In order to reduce the crimes and protect online gaming systems, one potential solution is protecting the virtual properties in online gaming systems. In this paper, we propose a virtual property management language to meter the use of virtual property. The language provides a framework for managing the use of virtual properties and recording the history of transactions to trace the life of virtual properties.
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Potolia, Zoi. "Deceptive advertising and its connection to unregulated gambling in the gaming industry." Interactive Entertainment Law Review 4, no. 2 (December 1, 2021): 112–21. http://dx.doi.org/10.4337/ielr.2021.02.03.

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Streaming and on-demand entertainment content on new media platforms exposes viewers to gambling as influencers leverage audience’s trust within an insufficiently regulated industry. This article covers instances of influencers directing undisclosed endorsements for gamer gambling services to their audience, highlighting the presence of both inherent risk and of the need to regulate. On regulation, this article provides an evaluation of the regulatory framework already in place and whether consumers are sufficiently protected against deceptive advertising. It establishes a connection between undisclosed endorsements and unregulated gambling, in some cases involving minors. Lastly, it provides a thorough analysis on the effectiveness of the current regulatory framework as enforced by the FTC in the US and European influencer marketing legislation. This includes a discussion on the limitations of competent authorities to regulate in time juxtaposed by the strong interests of stakeholders within the gaming industry.
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Marlowe, Byron, Tianshu Zheng, John Farrish, Jesus Bravo, and Victor Pimentel. "Double down: economic downturn and increased competition impacts on casino gaming and employment." International Hospitality Review 34, no. 1 (June 16, 2020): 105–24. http://dx.doi.org/10.1108/ihr-10-2019-0023.

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PurposeThe purpose of this study was to create a more balanced, comprehensive and valid illustration of the relationships between casino gaming volume and employment during economic downturns in urban and rural locations in nondestination gaming states.Design/methodology/approachThis study analyzes gaming volumes and employment prior, during and after the recession of 2007–2009, using a time series with intervention analysis on a monthly coin in, table drop and regression analysis on employment impacts of casinos.FindingsFindings indicate that while there was a slight drop in gaming revenue and employment figures during the economic downturn, nondestination gaming locations such as Indiana proved relatively resilient to an economic downturn.Originality/valueThe Great Recession had no significant impact on gaming volume because gamblers chose to spend their more limited entertainment dollars on less expensive gaming options; in other words, casinos closer to home requiring the expenditure of fewer dollars on travel and/or hotel rooms. The current pandemic and pressures of the macro-environment again threaten the US gaming and casino market with an economic downturn and the results of this study are as timely as ever for hospitality professionals and social scientists to understand the behavior of casinos in recessionary environments.
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McNeil, Levi. "Implementing digital game-enhanced pedagogy: Supportive and impeding language awareness and discourse participation phenomena." ReCALL 32, no. 1 (October 3, 2019): 106–24. http://dx.doi.org/10.1017/s095834401900017x.

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AbstractThis descriptive study investigated the implementation of student-selected, entertainment-purposed digital games for foreign language teaching and learning. During a 15-week semester, 16 Korean EFL students enrolled in an introductory educational technology course played online games, visited gaming sites, and completed instructional tasks. Conceptualizing games as social practices and drawing from the bridging activities framework (Thorne & Reinhardt, 2008), instructional tasks were designed to enhance language awareness and to present possibilities for socialization into gaming discourses. The study investigated the ways that the designed pedagogy supported or impeded language awareness and gaming discourse participation. The study found that the students exhibited language awareness in many ways, but that there were missed opportunities in developing student understandings of language as a social medium. Additionally, six students (38%) directly participated in gaming spaces, and some of them took on more central roles in gaming practices over time. Other students, however, did not attempt to directly participate in gaming sites or were not successful in their attempts. These findings are discussed in regard to pedagogical design, including game selection and supporting learner analyses of gaming discourses, as well as avenues for future research examining socialization in classrooms and gaming spaces.
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Schmidt, Steffen Christian Ekkehard, Stefan Sell, and Alexander Woll. "The Use of Compression Stockings to Reduce Water Retention in the Legs During Gaming and Esports: Randomized Controlled Field Study." Interactive Journal of Medical Research 11, no. 2 (September 29, 2022): e25886. http://dx.doi.org/10.2196/25886.

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Background With the increasing digitalization of daily life, internet-based entertainment such as gaming and streaming has advanced to one of the megatrends of the 21st century. Besides offering a multitude of controversially discussed opportunities for entertainment and social interaction, there is reasonable concern about health issues caused by the absence of physical activity among activities linked to gaming and streaming. Objective The aim of this study is to compare the water balance of recreational gamers with and those without compression stockings during a gaming event. Methods We measured body composition and water balance with 8-electrode bioelectrical impedance analysis among 46 recreational gamers with an average age of 27.1 (SD 6.5) years (5/46, 11% women and 41/46, 89% men) before and after 24 hours at a gaming event. Of the 46 gamers, 23 (50%) gamers wore compression stockings for the duration of the study. Results Our study shows that prolonged gaming and associated behaviors during a 24-hour time frame lead to an increase in total body water (+0.76 L; P<.001) and a decrease of phase angle in the lower extremities (−0.47°; P<.001) but not in the upper extremities (+0.09°; P=.80), when no compression is used. Gamers using compression socks did not show any significant negative effects on their body composition. Conclusions Prolonged gaming and streaming are serious risk factors for diseases associated with water retention in the legs, and these risks can be measured by bioelectrical impedance and reduced by wearing compression stockings. We conclude that these findings should be discussed and replicated in larger studies and that there is a considerably large market for compression stockings among gamers and live streamers.
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McKenzie, Andrew, and Jeffrey Punske. "Gaming as pedagogy in the linguistics classroom." Proceedings of the Linguistic Society of America 4, no. 1 (March 15, 2019): 39. http://dx.doi.org/10.3765/plsa.v4i1.4547.

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We explore how content-driven games may be utilized to enhance linguistics pedagogy in the classroom. We explore three games created by the authors for in-class play. The games involve semantics: Eventuality (about aspect/Aktionsart), f(x) (lambda-calculus); and syntax: Parameters. We discuss the major skills developed by the games and the best practices for designing games for in-class use. We focus on four elements in the talk: player interaction, randomization, process training, and entertainment.
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Krstić, Nataša. "Digital playground: Friend or foe to the children?" European Journal of Applied Economics 18, no. 2 (2021): 49–61. http://dx.doi.org/10.5937/ejae18-29481.

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For the central entertainment industry of the 21 st century-online gaming, children are undoubtedly the key consumer group. Although research on the impact of the gaming industry on children mainly deals with adverse effects such as addiction, violent content, inappropriate conduct and monetisation of personal data, there are also many positive effects-family fun, virtual socialising, improving cognitive skills and using games as a teaching tool. Therefore, all participants' task in the gaming industry value chain is to maximise the positive and minimise the negative impacts on children. A survey conducted among 893 young gamers in Serbia exposed their habits in consuming online games and indicated whether their rights are protected during the gameplay. The conclusion provides recommendations for key stakeholders in the gaming industry's ecosystem on making the digital playground inclusive, safe, and responsible for respecting children's rights.
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Ma, Li Juan. "Research on the Development and Influence of the Cyberculture." Advanced Materials Research 1030-1032 (September 2014): 2753–56. http://dx.doi.org/10.4028/www.scientific.net/amr.1030-1032.2753.

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Cyberculture or computer culture is the culture that has emerged, or is emerging, from the use of computer networks for communication, entertainment, and business. It is also the study of various social phenomena associated with the Internet and other new forms of the network communication, such as online communities, online multi-player gaming, wearable computing, social gaming, social media, mobile apps, augmented reality, and texting, and includes issues related to identity, privacy, and network formation. With the era of cyberculture, ideological issues are prominent increasingly at all levels of society in cyberculture.
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Loi(Connie), Kim-Ieng. "Gaming and Entertainment Tourist Destinations: A World of Similarities and Differences." Tourism Recreation Research 33, no. 2 (January 2008): 165–83. http://dx.doi.org/10.1080/02508281.2008.11081303.

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Shields, Peggy O. "Coming of Age: The College Market and the Gaming Entertainment Industry." Journal of Hospitality Marketing & Management 18, no. 1 (January 2009): 68–88. http://dx.doi.org/10.1080/19368620801989220.

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Suh, Eunju, and Sarah Tanford. "The Impact of Paid Versus Complimentary Showroom Entertainment on Gaming Volumes." Journal of Hospitality Marketing & Management 21, no. 4 (May 2012): 374–94. http://dx.doi.org/10.1080/19368623.2011.615024.

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Nicoll, Benjamin. "Bridging the Gap." Games and Culture 12, no. 2 (May 22, 2016): 200–221. http://dx.doi.org/10.1177/1555412015590048.

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This article recovers the popular imaginaries surrounding an obsolete video game platform, the Neo Geo Advanced Entertainment System (AES), through a thematic discourse analysis of British and North American gaming magazines from the 1990s. Released in Japan in 1990, the Neo Geo AES was marketed as a home video game system capable of bridging the gap between the public space of the gaming arcade and the domestic environment of the home. “Imaginaries” in this context refer to the dreams and fantasies that accompanied the Neo Geo AES’s negotiation of arcade and home spaces as well as the discourses, images, ideas, and beliefs that helped mold its identity as a cultural object. Gaming magazines, I argue, help articulate how the system’s failure was tied to its unsuccessful navigation of cultural tensions during a period when gaming culture underwent a rapid relocation from the arcade to the home.
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Di Paola, F., L. Inzerillo, and Y. Alognaa. "A GAMING APPROACH FOR CULTURAL HERITAGE KNOWLEDGE AND DISSEMINATION." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W15 (August 22, 2019): 421–28. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w15-421-2019.

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<p><strong>Abstract.</strong> In these last years, video games have become one of the most popular entertainment for children/teenagers/adults thanks to their appealing and seductive features and, in this context, the Serious Games (SG) have become an important research field. The most popular SGs in Cultural Heritage (CH) used the historical building like scenario where the game is playing. In this paper we show the procedure to achieve a CH video game where the Cultural Heritage is the main actor and not the scenario of the game. Furthermore, the game is not a SG but an Action-Adventure Game (AAG) or Survival Game (SuG), in a largest heading it can be classified as Entertainment Games (EGs). The novelty of this study is not only in the original application of the CH within the AAG sector but also consists of the experimentation of the Virtual Reality (VR) algorithm and of the application of Augmented Reality (AR) within the VR scenario used in the form of an avatar. Furthermore, in this paper we overcome the technical problems due to the different size of the environment and the work art.</p>
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Lopez-Gonzalez, Hibai, and Mark D. Griffiths. "Understanding the convergence of markets in online sports betting." International Review for the Sociology of Sport 53, no. 7 (December 14, 2016): 807–23. http://dx.doi.org/10.1177/1012690216680602.

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Betting on sports via online platforms has rapidly become a popular form of gambling in many countries. Despite the growing body of research investigating the psychosocial and individual psychological factors determining gambling behaviour, much less attention has been devoted to understanding the market characteristics of online sports betting and its intersection with products from adjacent industries. From an economic convergence perspective, the present paper explores the integration of online sports betting within the digital, sporting and gambling sectors, examining how data markets, eSports, virtual sports, social gaming, immersive reality tools, sports media, sport sponsorship, fantasy sports, in-venue and in-stadium betting, poker and trading are all converging around betting activity. Through this convergence process, it is argued that internet-based sports gambling is colonizing different forms of entertainment, and expanding marketing opportunities, as well as raising psychosocial concerns about the influence of such an integration process.
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Subu, M. Arsyad, Peni Rahmawati, Imam Waluyo, and Rinto Agustino. "Kecanduan Internet Gaming dan Status Body Mass Index (BMI) Pada Remaja Tingkat Sekolah Menengah Pertama Tahun 2018." Jurnal Ilmu dan Teknologi Kesehatan 6, no. 2 (March 30, 2019): 167–74. http://dx.doi.org/10.32668/jitek.v6i2.182.

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The development of electronic media, especially gadgets that are increasingly sophisticated in recent years such as the use of the internet, playing games online or offline is a popular activity in teenagers. Generally teenagers make several reasons to use the internet or play games as entertainment, reduce emotions, escape from reality, seek challenges and happiness. This study was to determine the relationship between internet gaming addiction and body mass index in adolescents aged 12-15 years of junior high school at kramat jati district, east jakarta,2018. This research is a further analysis of previous study conducted two weeks in July 2018. Sample were 315 adolescent aged 12-15 years old in KramatJati, East Jakarta were include in this study. Internet Gaming Disorder Scale-Short Form (IGDS9-SF) were used to measure internet gaming addiction and measurement of Body Mass Index. From the result of research, adolescent with low internet gaming addiction 177 students (70.8%) and normal body mass index 126 students (50.4%), with the results of the correlation r = -0.036 and p = 0.566. The results of internet gaming addiction with body mass index in adolescent has a weak relationship, and inversely proportional.
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Dubey, Ayur, and Dr Amit Kumar. "Review on the online gaming industry in India." Journal of University of Shanghai for Science and Technology 23, no. 07 (July 20, 2021): 1006–13. http://dx.doi.org/10.51201/jusst/21/07252.

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The objective of this research is to determine the status of the Indian Gaming industry in India, the platform on which it prevails the most, and the factors that affect the growth of this Industry. To get answers to my objective, I carried out a sample survey with a sample size of 40. The data was collected unbiasedly from individuals of different age groups, however, on average the majority of the Indian gaming population, comprised of youth with ages between 21 to 23 years. The study also shows that the availability of smartphones at affordable price margins as well as the uproar of a massive internet consumer base, by the availability of free internet by the use of “Jio” sim, introduced people to this new genre of entertainment and made online gaming industry a major hit.
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Lindridge, Andrew, Sharon E. Beatty, and William Magnus Northington. "Do gambling game choices reflect a recreational gambler’s motivations?" Qualitative Market Research: An International Journal 21, no. 3 (June 11, 2018): 296–315. http://dx.doi.org/10.1108/qmr-10-2016-0093.

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Purpose Gambling is increasingly a global phenomenon, derided by some as exploitative and viewed by others as entertainment. Despite extensive research into gambling motivations, previous research has not assessed whether gaming choice is a function of one’s personal motivations or simply a desire to gamble in general, regardless of game choice among recreational gamblers. The purpose of this study is to explore this theme by considering “illusion of control” where luck and skill may moderate gambling motivation. Design/methodology/approach This study applies two motivation theories, hedonic consumption theory and motivation disposition theory, and examines heuristic perspectives related to gambling. Three stages of qualitative data collection were undertaken. Findings The findings indicate that for recreational gamblers, gaming choice is a function of personal motives. Hence, gamblers chose games that reflect their needs or motives, focusing on the game or games that best allow them to achieve their goals and desires. Research limitations/implications These findings shed light on an important topic and include an in-depth examination of recreational gamblers’ motivations. Further quantitative examinations should be considered. Practical implications This research could be used by practitioners or researchers in better segmenting the casino recreational gambling market. Originality/value While many researchers have examined gambling motivations and even gambling motivations by venue (e.g. casino versus online), few researchers have focused on gamblers’ choice of games and even fewer have studied recreational gamblers’ motivations with a qualitatively rich approach, resulting in some useful perspectives on drivers of recreational gamblers by personal motives.
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Willett, Rebekah. "Online Gaming Practices of Preteens: Independent Entertainment Time and Transmedia Game Play." Children & Society 30, no. 6 (March 10, 2016): 467–77. http://dx.doi.org/10.1111/chso.12155.

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Lam, Desmond, and Bernadete Ozorio. "Duplication of Purchase Law in the gaming entertainment industry—A transnational investigation." International Journal of Hospitality Management 33 (June 2013): 203–7. http://dx.doi.org/10.1016/j.ijhm.2012.08.004.

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Schatto-Eckrodt, Tim, Robin Janzik, Felix Reer, Svenja Boberg, and Thorsten Quandt. "A Computational Approach to Analyzing the Twitter Debate on Gaming Disorder." Media and Communication 8, no. 3 (August 13, 2020): 205–18. http://dx.doi.org/10.17645/mac.v8i3.3128.

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The recognition of excessive forms of media entertainment use (such as uncontrolled video gaming or the use of social networking sites) as a disorder is a topic widely discussed among scientists and therapists, but also among politicians, journalists, users, and the industry. In 2018, when the World Health Organization (WHO) decided to include the addictive use of digital games (gaming disorder) as a diagnosis in the International Classification of Diseases, the debate reached a new peak. In the current article, we aim to provide insights into the public debate on gaming disorder by examining data from Twitter for 11 months prior to and 8 months after the WHO decision, analyzing the (change in) topics, actors, and sentiment over time. Automated content analysis revealed that the debate is organic and not driven by spam accounts or other overly active ‘power users.’ The WHO announcement had a major impact on the debate, moving it away from the topics of parenting and child welfare, largely by activating actors from gaming culture. The WHO decision also resulted in a major backlash, increasing negative sentiments within the debate.
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Bhatti, Zeeshan, and Naila Shabbir. "Serious Game model for dyslexic children." Sukkur IBA Journal of Computing and Mathematical Sciences 6, no. 1 (July 21, 2022): 72–78. http://dx.doi.org/10.30537/sjcms.v6i1.864.

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Dyslexia is a hidden neurological disorder in which children suffering with weak phonological awareness and that affects his/her poor academic records. A dyslexic child is quit intellectual and interestingly good in different fields of life but weak in language-based learning. They feel difficult to identify similar face letters which led them to misspell and wrong pronunciation. Serious gaming and cognitive learning through assistive applications emerged in the 21st century. Numerous serious gaming applications are developed to combat the issue for effective cognitive learning for dyslexic children and the degree of success is vary due to the lack of standard postulates to design and develop a novel system for such young hearts with pure entertainment that cure their cognitive weakness. It‟s quite difficult to claim that a serious game meets the standard learning pedagogy for a special group of users. This research paper proposed a serious gaming model for dyslexic children to pursue the issue of standard rules for serious gaming applications for developers to achieve effective learning outcomes.
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Stevanovic, Dejan, Ana Djoric, Yatan Balhara, Nikola Cirovic, Sidharth Arya, Ramdas Ransing, Tuong-Vi Thi, et al. "Assessing the symptoms of Internet Gaming Disorder among college/university students: An international validation study of a self-report." Psihologija 53, no. 1 (2020): 43–63. http://dx.doi.org/10.2298/psi190421015s.

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The present study evaluated the psychometric properties of a self-report scale for assessing Internet Gaming Disorder (IGD) symptoms according to the DSM?5 and ICD?11 among 3270 college/university students (2095 [64.1%] females; age mean 21.6 [3.1] years) from different countries worldwide. Croatian, English, Polish, Portuguese, Serbian, Turkish, and Vietnamese versions of the scale were tested. The study showed that symptoms of IGD could be measured as a single underlying factor among college/university students. A nine item symptom scale following DSM?5, and a short four-item scale representing the main ICD?11 symptoms, had sound internal consistency and construct validity. Three symptom-items were found non-invariant across the language samples (i.e., preoccupation with on-line gaming, loss of interests in previous hobbies and entertainment, and the use of gaming to relieve negative moods). This study provides initial evidence for assessing IGD symptoms among college/university students and will hopefully foster further research into gaming addiction in this population worldwide especially with taking into account language/cultural differences.
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Zeng, Yilei. "How Human Centered AI Will Contribute Towards Intelligent Gaming Systems." Proceedings of the AAAI Conference on Artificial Intelligence 35, no. 18 (May 18, 2021): 15742–43. http://dx.doi.org/10.1609/aaai.v35i18.17868.

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A paradigm shift towards human-centered intelligent gaming systems is gradually setting in. Such intelligent gaming systems with embedded machine learning algorithms would explain player motivations, help design more personalized single and collaborative player experiences, transfer and generalize the learning from game to game. The multi-modal user behavior trajectories, both in-game and across various platforms, incorporate heterogeneous information and graph structures. These gaming modalities range from text, audios, video demos, activity replays, and social networks to psychological questionnaires. Identifying decision-making patterns and strategies by observing in-game behavior actions and mining heterogeneous sources could construct a more holistic representation of the gaming community. Human priors publicly available on the World Wide Web would inspire the modeling for human-like non-player characters, adaptive recommendation systems, automatic game design, testing, and human-AI collaborations. My doctoral research goal is to mine, represent, and learn from human priors existing in the interactive entertainment community's heterogeneous sources and introduce ways to model single and multi-agent interactive behavior patterns.
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Pilkevych, Andrii. "US popular culture in the mirror of video game industry conventions." Ethnic History of European Nations, no. 64 (2021): 97–101. http://dx.doi.org/10.17721/2518-1270.2021.64.13.

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Video game culture is one of the most dynamically developed forms of modern popular culture. Over the past 10 years, the number of communities that represent certain areas has grown rapidly. Being in direct connection with film industry, literature and music the video game culture has occupied a new segment that requires detailed research. New opportunities of online communication have transformed the traditional understanding of gaming culture. Social segment identifies as gamers. This kind of culture can be used to spread a social message using human interactions. It should be noted that in a comprehensive sense, this problem covers the interaction with computer and algorithm art, artmedia, demoscene, cybernetic and digital art, evolutionary and generative art, new media, systems art and other areas which are represented in PC, VR, Console, Handheld, Tabletop. Communities of gamers, as well as game developers have created and promoting quite recognizable festivals and conventions which are described in this article. Games and game-related merchandise by Sony Interactive Entertainment – PlayStation Experience; BlizzCon by Blizzard Entertainment with their major franchises: Overwatch, Warcraft, StarCraft, Heroes of the Storm et al; general video gaming and video game streaming – TwitchCon convention; RTX conventions by Rooster Teeth; Penny Arcade Expo as gaming culture festivals with their PAX Arena, LAN Party, eSports tournament and Omegathon. This article does not describe the US comic con conventions that carry much more content than the focus on video games, such as San Diego Comic-Con International, New York Comic Con et al. Gamers have developed specific communication languages and rituals, they spread their culture on gaming conventions and discussion websites that create a distinct virtual space. An important part of video game culture is the activity of gamers on YouTube, gaming channels are very popular, this is confirmed by millions of subscribers. Post-dynamic structure of changes was formed in all streams of public life during the growth of the pandemic. COVID-19 is accelerating existing trends and indicate future transformations in the video game industry.
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Li, Jun (Justin), IpKin Anthony Wong, and Woo Gon Kim. "Re-segmenting a gaming destination market." Journal of Vacation Marketing 23, no. 3 (May 11, 2016): 205–16. http://dx.doi.org/10.1177/1356766716647438.

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The so-called ‘Monte Carlo of the Orient’, Macau, has an economy that relies heavily on gambling. By 2006, Macau’s gambling revenue had exceeded that of Las Vegas. Mainland Chinese gamblers are a major source of customers for many Macau casinos. However, the nationwide crackdown on corruption in China has resulted in a tremendous revenue decrease in Macau. As a result, tourist managers need to learn how to adapt to these new changes and begin to segment tourists markets and address the different market segments more systematically by providing a varied range of services. This study aims to gain insight into Mainland Chinese travelers and to categorize these travelers according to their motivations. Three clusters of tourists emerged: ‘freedom seekers’, ‘multipurpose seekers,’ and ‘entertainment and gambling seekers’. Each cluster had a different sociodemographic profile and assessment regarding the gambling destination attributes. To attract tourists from these heterogeneous categories, managers should incorporate the corresponding responses into their marketing strategies.
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41

Muzhdaba, A. D., and A. O. Tsarev. "Nurture by Tetris: On the Ideological Foundations of the Soviet Computer Game." Sociology of Power 32, no. 3 (October 2020): 114–41. http://dx.doi.org/10.22394/2074-0492-2020-3-114-141.

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The authors attempt to speculatively reconstruct the concept of the “So­viet computer game”. They propose to consider gaming practices associ­ated with computers as a derivative of the accepted ideological guidelines that accompany the Soviet project of machine modernization. Within this framework, the concept of the Soviet computer game appears as an unre­alized historical alternative to the normative game design that has devel­oped in countries with market economies. Despite the industry — or the electronic entertainment market — not having had the time to be properly established in the USSR, there were a number of discursive attitudes re­garding the game as such, and the gaming function of computing devices in particular. Even early Soviet pedagogical theories assumed that “playing like a Soviet” involves performing activities structurally similar to labor, where the player becomes part of production. Later, cybernetic discourse, through game theory, indicated the possibility of formalizing any prag­matic activity as a game model; with the advancement of programming, the pragmatics of digital gaming as a way of educating and solving utili­tarian tasks was developed. Based on the memoir archive of Soviet cyber­netics, and publications in the late-Soviet press, the authors demonstrate that the Soviet computer game was not seen an entertainment product, but a representative model for solving problems in an algorithmic form. Thus, the article is not about specific games that could be called Soviet, but about the logic that guided and set the tone for the interpretation of certain computer-game phenomena in the USSR.
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42

Board, Editorial. "Application of Gaming in New Media Marketing." Global Journal of Enterprise Information System 9, no. 3 (September 27, 2017): 116. http://dx.doi.org/10.18311/gjeis/2017/17986.

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In the recent past, a trend was observed in which some professionals from the entertainment industry took up the new advertising tool called Advergames and focused on it the most an reaped benefits. (Barnes, 2012) reported that the success of the movie “The Hunger Games” lied in its advertising strategy which had launched an online game by the same name nearly a year before the launch of the movie and that time was what kicked in the necessary curiosity as well as craze for the movie. The advent of internet largely changed the landscape of marketing. It is the precursor of a wide variety of marketing communication techniques and creative selling in the virtual platform. One such technique which is the corner stone of this study is the technique of Advergaming.
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Halbrook, Yemaya J., Aisling T. O’Donnell, and Rachel M. Msetfi. "When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being." Perspectives on Psychological Science 14, no. 6 (November 2019): 1096–104. http://dx.doi.org/10.1177/1745691619863807.

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Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an “optimal gaming profile” that can be used in the future for both academic- and industry-related research.
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Hutama, Nurizky Adhi, and Budi Irawanto. "“Menjadi Sesuatu Yang Berbeda”: Studi Gamer Perempuan Di Yogyakarta." Jurnal Media dan Komunikasi Indonesia 3, no. 1 (March 29, 2022): 66. http://dx.doi.org/10.22146/jmki.66967.

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Research on female gamers is still rarely found in studies of women. Considering that currently the activity of playing games can be enjoyed by anyone, it is not limited to men. Research on women in the gaming world is still rarely touched on due to the lack of researchers/researchers who have a fairly broad/established gaming perspective. This research was conducted because the world of games, especially e-sports, has a wide impact, especially in the entertainment, advertising, and technology industries. The results of what has been done in this research can be obtained that gamers are indirectly struggling to get recognition in the game world. They also strive to show more potential and can beat male gamers in general. Because the gaming world is patriarchal, female gamers feel disadvantaged by the lack of support for them both professionally (e-sports) and casually. Because some female gamers give male gaze satisfaction to male gamers in terms of entertainment, this has an unpleasant effect on other female gamers. As well as the lack of support from women who do not create certain games in terms of fraternity. Female gamers feel that their habits or hobbies are accepted from the community side, especially from fellow non-gamers/non-gamers. This research has several limitations, including the COVID-19 pandemic in mid- 2020. And it is hoped that this research will be able to contribute to research related to games and gamers. That there is still a lot that can be explored in this discussion considering that the game will never run over time.
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45

Frazier, Spencer, Alex Newnan, Rajiv Maheswaran, Yu-Han Chang, and Fotos Frangoudes. "TEAM-IT : Location-Based Gaming in Real and Virtual Environments." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 8, no. 1 (June 30, 2021): 142–47. http://dx.doi.org/10.1609/aiide.v8i1.12525.

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Location-based games are an emerging paradigm fortraining, simulation, entertainment, health and many other domains. In this paper, we consider the role of artificialagents in such games. We also examine how human teams perform when given the same game, playedin both a real environment with mobile devices and alsoin a virtual environment that replicates the real environment.We perform the first direct comparison of real andvirtual instantiations of the same location-based game.We show the similarities and differences in game playand then investigate how adding an advice-giving agentchanges the experience.
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46

Carvalho, Vitor Marques, and Elizabeth Sucupira Furtado. "A Framework Used for Analysis of User Experience in Games." Journal on Interactive Systems 11, no. 1 (December 9, 2020): 66–73. http://dx.doi.org/10.5753/jis.2020.759.

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The gaming industry has grown considerably in the last decades, designing experiences and interactive platforms through games, a popular culture entertainment medium. With the advancement of technologies and user experience design methods, a challenge is faced for the constant improvement of game characteristics aiming to improve pleasurability and immersion perceived by its users. To face this challenge, we designed a conceptual framework named GLIMPSE based on constructs used to evaluate user experiences with games. Its applicability was tested through a questionnaire that collected 241 valid responses from users of gaming forums and communities. An analysis was drawn to identify correlations between the data collected from the questionnaire, and its results revealed significant statistical data highlighting age and gender-wise differences from participants’ opinions.
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47

Buletsa, S., and A. Tegza. "Protection of virtual gaming property: national and foreign experience." Uzhhorod National University Herald. Series: Law, no. 69 (April 15, 2022): 89–93. http://dx.doi.org/10.24144/2307-3322.2021.69.14.

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Today, we live in a world surrounded by virtual reality. Virtual reality is commonly used in advertising, video games, cinema, entertainment, education, training, simulations, architecture, engineering and the defense industry. Applications of virtual reality in the entertainment industry can give rise to several legal questions that need to be addressed when determining the relationship between stakeholders, especially when the transaction volume in the virtual world and virtual market trades are considered. In a digital world, digital contents can be illegally copied, communicated to the public or otherwise distributed with several clicks of a mouse within seconds from anywhere in the world. Fighting piracy and infringement of rights, including copyright, on the Internet becomes more and more important for right holders each day. Enforcement of rights on the internet, where huge amount of data are exchanged across the world every second, is another challenging subject. This is also the case for virtual environments. The scientific article analyzed domestic and foreign jurisprudence in the field of protection of virtual gaming property, conducted research on barriers to protection of virtual property, and proposed a way to overcome the problem by developing a law on virtual service providers, which would regulate relations on registration of service providers. virtual facilities, monitoring their activities, determining the rights and obligations of persons using such facilities, the risks associated with the use of virtual asset services and resolving disputes arising from contracts and agreements between the virtual asset service provider and his customers. In addition, the authors propose to create blockchain games as decentralized applications that will not only make the user a full owner of virtual gaming property, but also eliminate intermediaries in the relationship between user and game developer and in turn significantly reduce server maintenance costs.
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48

Vai, Fong Tou, Leanda Lee, and Joao Negreiros. "Implementation of Enterprise Resource Planning for the Supply Chain Management of the Food and Beverage Department at Macao Entertainment Corp." Information Resources Management Journal 27, no. 1 (January 2014): 36–52. http://dx.doi.org/10.4018/irmj.2014010103.

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One of the six gaming concession holders in Macao, Macao Entertainment Corp (MEC)1, undertook to centralize three casino/entertainment properties through utilization of a centralized Enterprise Resource Planning (ERP) in April 2010. The Supply Chain (SC) department was the first to apply the ERP in this centralization process. After rolling-out the new ERP system, a number of problems arose due to the organizational changes required. To identify the problems, information was collected through questionnaires and interviews in order to determine the level of agreement by staff regarding the existence of issues typical to such organizational change. The present paper aims to determine what problems and challenges occurred in this initial implementation to assist in developing recommendations to mitigate those effects in subsequent rollouts.
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黃書瑋, 黃書瑋. "穿梭虛實之間:上班族玩家在線上遊戲的社會資本運作之探討." 中華傳播學刊 41, no. 41 (June 2022): 237–74. http://dx.doi.org/10.53106/172635812022060041007.

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<p>線上遊戲已成為人們重要的休閒娛樂選擇,其中上班族更是最主要的遊戲族群。爬梳以往研究,強調人際關係是上班族玩家參與線上遊戲的主要原因之一,但卻鮮少有研究或專文探析原是娛樂取向的線上遊戲,是如何轉變成上班族經營人際關係的重要工具?據此,本研究以線上遊戲、第三空間與社會資本理論為核心,探討上班族玩家在虛實空間中社會資本的運作。研究採取民族誌對玩家所處空間與社會資本間的關聯性做深入討論。本研究提出線上遊戲對於企業、個人在社會資本上有著正面與負面兩種影響,線上遊戲若使用得宜,有助於上班族玩家轉換社會資本與創造協作的可能性;若玩家彼此間對於遊戲的認知與價值產生差異,就有可能導致衝突的發生,造成社會資本的消逝。</p> <p>&nbsp;</p><p>Online gaming has become a common form of leisure and entertainment, and office workers are a key target group. Studies have revealed that interpersonal relationships are a strong motivation for office workers to participate in online gaming, but few studies have analyzed how online gaming, which was originally entertainment oriented, has transformed into a tool for office workers to manage their interpersonal relationships. This study explored theories of online gaming, the notion the third place, and how office workers use the social capital of online gaming in both virtual spaces and reality from an ethnographic perspective. In addition, this study analyzed the correlation between players&rsquo; online, offline and social capital. Finally, this study proposed that online gaming has both positive and negative effects on the social capital of enterprises and individuals. When used effectively, online gaming can help office workers convert social capital and create opportunities for cooperation. However, differences among players&rsquo; understanding and evaluation of online gaming may lead to conflict, reduce group trust, and cause the loss of social capital.</p> <p>&nbsp;</p>
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Voštinár, Patrik, Dana Horváthová, Martin Mitter, and Martin Bako. "The look at the various uses of VR." Open Computer Science 11, no. 1 (January 1, 2021): 241–50. http://dx.doi.org/10.1515/comp-2020-0123.

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Abstract Virtual, augmented and mixed reality (VR, AR and MR) infiltrated not only gaming, industry, engineering, live events, entertainment, real estate, retail, military, etc., but as surveys indicate, also healthcare and education. In all these areas there is a lack of software development experts for VR, AR and MR to meet the needs of practice. Therefore, our intention at the Department of Computer Science, Faculty of Natural Sciences, Matej Bel University in Banská Bystrica, Slovakia, is to focus on the education and enlightenment of these areas. The aim of this article is to show the role of interactivity in different VR applications and its impact on users in three different areas: gaming, healthcare and education. In the case of one application of Arachnophobia, we also present the results of the research using a questionnaire.
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