Academic literature on the topic 'Games'
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Journal articles on the topic "Games"
Tseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (January 2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.
Full textĆwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (August 24, 2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Full textLaurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.
Full textArgento, Amanda, Devin Mill, Victoria Carmichael, Jessica Mettler, and Nancy Heath. "Gamers and Video Games Users: What’s the Difference?" Journal of Interpersonal Relations, Intergroup Relations and Identity 10 (2017): 59–69. http://dx.doi.org/10.33921/cnsq2631.
Full textGergely Orbán, Szabolcs, Norbert György Szabados, Éva Bácsné Bába, Veronika Fenyves, Zoltán Bács, Anikó Molnár, Gergely Ráthonyi, and Hussain Rizwan. "Roguelike games: The way we play." International Journal of Engineering and Management Sciences 7, no. 4 (December 29, 2022): 80–92. http://dx.doi.org/10.21791/ijems.2022.4.7.
Full textLiao, 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.
Full textCosta, 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.
Full textAlshhre, Ali. "World Literature Representation via Video Games." Arab World English Journal For Translation and Literary Studies 7, no. 1 (February 24, 2023): 101–14. http://dx.doi.org/10.24093/awejtls/vol7no1.7.
Full textEt al., ChePa. "The Influence of Rewards on Games Flow, Challenge, and Its Effects Towards the Engagement of Malaysian Digital Traditional Games." Baghdad Science Journal 16, no. 2(SI) (June 20, 2019): 0534. http://dx.doi.org/10.21123/bsj.2019.16.2(si).0534.
Full textMastrocola, Vicente Martin, and Felipe Correa Mello. "IDENTIFICANDO PERFIS DE GAMERS NA ESPM: UM ESTUDO DE CARÁTER QUANTITATVO UTILIZANDO COMO BASE A PESQUISA NEWZOO’S GAMER SEGMENTATION™." Revista GEMInIS 14, no. 2 (October 2023): 192–206. http://dx.doi.org/10.53450/2179-1465.rg.2023v14i2p192-206.
Full textDissertations / Theses on the topic "Games"
Jensen, Remy. "Video Games: Game AI." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-11994.
Full textJohnsen, Andreas Lyngstad, and Georgy Ushakov. "[Lecture Games] Python programming game." Thesis, Norges teknisk-naturvitenskapelige universitet, Institutt for datateknikk og informasjonsvitenskap, 2011. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-13582.
Full textRuffino, Paolo. "Gamers' games : narratives of conflict, independence and engagement in video game culture." Thesis, Goldsmiths College (University of London), 2015. http://research.gold.ac.uk/16594/.
Full textAreizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.
Full textMarques, Rodrigo Dorta. "Games e arte : processos em games alternativos /." São Paulo, 2019. http://hdl.handle.net/11449/191080.
Full textResumo: Nesta pesquisa de caráter teórico-pratica, procuramos discutir os processos do desenvolvimento de games, mais especificamente aqueles que existem em paralelo da grande indústria de games. Para contextualizar sua linguagem construímos um breve panorama da sua história e suas manifestações no campo da Arte. Refletimos sobre processos utilizados na produção de games alternativos através da modificação, subversão e apropriação de ferramentas, valores e tecnologias dos games comerciais, através de exemplos e reflexões sobre a Game Art e games independentes. Nossa prática utiliza esses processos e abordagens para desenvolver uma produção de games experimentais. Foram produzidos 4 jogos, entre 2 projetos individuais e 2 coletivos.
Abstract: In this theoretical-practical research, we seek to discuss the processes of game development, more specifically those that exist in parallel to the game industry. To contextualize its language we build a brief overview of its history and its manifestations in the field of Art. We reflect on processes used in the production of alternative games through modification, subversion, and appropriation of commercial game tools, values and technologies in tandem with examples and reflection on Game Art and independent games. Our practice uses these processes and approaches to develop an experimental game production. Four games were made, between 2 individual and 2 collaborative projects.
Mestre
Marián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games." Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.
Full textMalczyk, Anna. "Games, copyright, piracy : South African gamers' perspectives." Master's thesis, University of Cape Town, 2010. http://hdl.handle.net/11427/14315.
Full textThis thesis examines video games, copyright law and gamers' attitudes to copyright infringement, with particular reference to South Africa. The work provides an overview of the debates about copyright law and digital media, and offers an analysis of attitudes expressed by South African gamers about copyright infringement, popularly termed 'piracy'. The thesis reveals that, while about 70% of the gamers in this study share content illegally, they express complex and varying motivations for doing so, and have various and conflicting means of understanding the supposed illegality of the act. Some of the issues raised by participants in this study relate to contested perspectives on Digital Rights Management (DRM). In this work, I argue that DRM erodes civil liberties and does not necessarily extend the interests of gaming corporations. In this regard, the thesis explores alternative strategies to the restrictive approaches adopted by advocates of DRM as well as prohibitive copyright laws and multilateral agreements on intellectual property. In essence, this work intends to establish middle ground between gamers, who place a high premium on usability and affordability of gaming products, and the gaming corporations, who are interested in extending market share as well as protecting what they deem to be their intellectual property.
Karlén, Jonathan, and Oscar Sandell. "Visualization in games: How is health and health-changes visualized in games? : An analysis of game graphics in current games." Thesis, Södertörns högskola, Medieteknik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-40599.
Full textFöljande studie ämnar att undersöka hur spel från senaste tiden (2014 - 2018) visualiserar hälsa och hälsoförändringar, med ett fokus på spelarkaraktärens hälsa, när spelarkaraktären tar skada och GUI. 50 spel kodades via s.k. “gameplay” videor på YouTube och har sedan blivit analyserade. Koderna var sedan grupperade baserad på mönster och teori. Dessa grupper var sedan undersökta med andra studier och speldesign sedvänjor.
LEITE, LEONARDO CARDARELLI. "MULTI-PLATFORM ELECTRONIC GAMES: UNDERSTANDING THE GAME PLATFORMS AND THEIR GAMES THROUGH A DESIGN ANALYSIS." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2006. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=8600@1.
Full textGame Design é o processo de criação de um jogo, que engloba a definição de seu funcionamento, a descrição dos elementos que o compõe, bem como a transmissão destas informações à equipe que irá desenvolve- lo. O presente trabalho aborda o estudo do Game Design de jogos eletrônicos multi-plataforma, analisando criticamente como esta classe de jogos está sendo projetada. Por ser uma mídia em estágio de amadurecimento, a formação acadêmica necessária aos profissionais que atuam na área de jogos eletrônicos ainda não está claramente definida, e sua linguagem e potencialidades estão longe de serem enxergadas em sua totalidade. O exorbitante retorno financeiro da indústria a tornou conservadora e esta tendência está ofuscando a criação de um conteúdo significativo e exploratório. Com o objetivo de identificar e justificar as decisões de Game Design recorrentes em jogos eletrônicos multi-plataforma, questiona-se quais são as características presentes nestes jogos que influenciam a maneira em que são percebidos e jogados quando em diferentes plataformas e situações de uso, e quais as qualidades destas situações que devem ser relevadas durante o processo de sua criação e desenvolvimento. A pesquisa analisa o Game Design de quatro títulos, comparando suas diferentes versões de acordo com seus usos em contextos público, privado e móvel, adotando uma abordagem que compreende as percepções de um jogador e também as de um designer.
Game Design is the process of creating a game, which includes defining its functionality, describing its composing elements, as well as transmiting these informations to the development team. The current work approaches the study of the Game Design present on multi-platform electronic games, analysing how they´re being designed. Being a maturing medium, the academic profile needed for its professionals still isn´t clearly defined, and its language and potencials haven´t been fully explored. The industry´s exorbitant financial return has made it conservative, blinding the creation of meaningful content. With the objective of identifying and justifying the Game Design decisions recurrent on multi-platform electronic games, it is questioned what characteristics affect the way theses games are percepted and played when in different platforms and situations, and which qualities of these situations must be considered during the creative and development processes. The study analyses the Game Design of four titles, comparing their different versions according to their uses on public, private and mobile contexts, through a point-of-view that corresponds to both player and designer.
Kew, Francis Christopher. "Constituting games : an analysis of game rules and game-processes." Thesis, University of Leeds, 1990. http://etheses.whiterose.ac.uk/474/.
Full textBooks on the topic "Games"
Gable, Starla. Games, games, games. Durham, NC: Great Activities Pub. Co., 1988.
Find full textDewar, Rachel. Games games games II: A co-operative games book. London: The Woodcraft Folk, 1989.
Find full textWhitaker, David L. Games, games, games: Creating hundreds of group games & sports. Nashville, Tenn: School-Age Notes, 1996.
Find full textBryant-Mole, Karen. Games. Crystal Lake, IL: Rigby Interactive Library, 1997.
Find full textGriffiths, Rose. Games. Milwaukee: G. Stevens Pub., 1994.
Find full textCowie, Vera. Games. Garden City, N.Y: Doubleday, 1986.
Find full textEasterling, Lisa. Games. Chicago: Heinemann Library, 2007.
Find full textMargaret, Hall. Games. Oxford: Heinemann Library, 2002.
Find full textname, No. Games. Saint-Nicolas, QC: ditions Doberman-Yppan, 2003.
Find full textBulloch, Ivan. Games. New York: Ipicturebooks.com, 2005.
Find full textBook chapters on the topic "Games"
Dillon, Roberto. "Games, Games and More Games!" In Ready, 27–85. Singapore: Springer Singapore, 2014. http://dx.doi.org/10.1007/978-981-287-341-5_4.
Full textKrzywinska, Tanya, and Douglas Brown. "Games, Gamers and Posthumanism." In The Palgrave Handbook of Posthumanism in Film and Television, 192–201. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137430328_20.
Full textMukherjee, Souvik. "The Cartography of Virtual Empires." In Paratextualizing Games, 75–96. Bielefeld, Germany: transcript Verlag, 2021. http://dx.doi.org/10.14361/9783839454213-004.
Full textSeiwald, Regina. "Games Within Games." In Communications in Computer and Information Science, 18–31. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4_2.
Full textHalpern, Jared. "Games and Game Engines." In Developing 2D Games with Unity, 1–12. Berkeley, CA: Apress, 2018. http://dx.doi.org/10.1007/978-1-4842-3772-4_1.
Full textFujiwara-Greve, Takako. "Games in Game Theory." In Non-Cooperative Game Theory, 1–5. Tokyo: Springer Japan, 2015. http://dx.doi.org/10.1007/978-4-431-55645-9_1.
Full textElkins, Evan. "Console Games." In Locked Out, 47–72. NYU Press, 2019. http://dx.doi.org/10.18574/nyu/9781479830572.003.0003.
Full textTang, Stephen, and Martin Hanneghan. "Designing Educational Games." In Gamification for Human Factors Integration, 181–98. IGI Global, 2014. http://dx.doi.org/10.4018/978-1-4666-5071-8.ch011.
Full textTang, Stephen, and Martin Hanneghan. "Designing Educational Games." In Gamification, 576–94. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch028.
Full textPhillips, Amanda. "Of Dickwolves and Killjoys." In Gamer Trouble, 27–65. NYU Press, 2020. http://dx.doi.org/10.18574/nyu/9781479870103.003.0002.
Full textConference papers on the topic "Games"
Constantin, Valentinadaniela, Roxana denisa Stoenescu, and Manoela Popescu. "THE STEREOTYPES' ROLE IN CREATING AN IMAGE: PORTRAYING THE ROMANIAN VIDEO GAMER." In eLSE 2014. Editura Universitatii Nationale de Aparare "Carol I", 2014. http://dx.doi.org/10.12753/2066-026x-14-047.
Full textBjörk, Staffan. "Games, gamers, and gaming." In the 12th international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1457199.1457213.
Full textStanescu, Monica, Jurate Stanislovaitiene, and Doina Croitoru. "PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.
Full textCalinoiu (ion), Nicoleta. "LEARNING ENHANCEMENT THROUGH VIDEO GAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-008.
Full textШатиришвили, Медея, Medeya Shatirishvili, Ксения Элизбарова, and Kseniya Elizbarova. "Matrix games." In Mathematics in Economics. AUS PUBLISHERS, 2018. http://dx.doi.org/10.26526/conferencearticle_5c24b1d3312414.62254553.
Full textDos Santos, Wilk Oliveira, and Clovis Gomes Da Silva Junior. "Challenges of Games Virtualization Applied to Educational." In V Workshop de Desafios da Computação aplicada à Educação. Sociedade Brasileira de Computação - SBC, 2020. http://dx.doi.org/10.5753/desafie.2016.9160.
Full textRedder, Benjamin Dorrington. "Revitalising of History through Historical Games in the Digital Era: An opening provocation into teaching history through multimodality." In Te Puna Aurei LearnFest 2022. Cardiff University Press, 2024. http://dx.doi.org/10.18573/conf2.i.
Full textSun, Wenhui, Wei Huang, Lan Chen, and Hua Yang. "Advancing Inclusive Gaming: A Framework for the Visually Impaired." In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004800.
Full textKultima, Annakaisa, Johannes Niemelä, Janne Paavilainen, and Hannamari Saarenpää. "Designing game idea generation games." In the 2008 Conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1496984.1497007.
Full textKukhorenko, Natalia Vyacheslavovna. "Pedagogical games and game technology." In IX International Research-to-practice conference. TSNS Interaktiv Plus, 2016. http://dx.doi.org/10.21661/r-113868.
Full textReports on the topic "Games"
Keogh, Brendan, Dan Golding, and Taylor Hardwick. Australian Music and Games 2023 Benchmark. Queensland University of Technology and Swinburne University of Technology, 2023. http://dx.doi.org/10.5204/rep.eprints.243139.
Full textPlatzer, Andre. Differential Game Logic for Hybrid Games. Fort Belvoir, VA: Defense Technical Information Center, March 2012. http://dx.doi.org/10.21236/ada561153.
Full textAleksandrov, Pavlo. NEWS GAMES IN THE UKRAINIAN MEDIA SPACE DURING THE FULL-SCALE RUSSIAN INVASION. Ivan Franko National University of Lviv, March 2024. http://dx.doi.org/10.30970/vjo.2024.54-55.12140.
Full textLambert, Nicolas, Giorgio Martini, and Michael Ostrovsky. Quadratic Games. Cambridge, MA: National Bureau of Economic Research, August 2018. http://dx.doi.org/10.3386/w24914.
Full textHarstad, Bård, and Matti Liski. Games and Resources. Cambridge, MA: National Bureau of Economic Research, November 2012. http://dx.doi.org/10.3386/w18519.
Full textSpina, Michelle, and Kerry Moffitt. PROOF BY GAMES. Fort Belvoir, VA: Defense Technical Information Center, March 2016. http://dx.doi.org/10.21236/ad1006449.
Full textTokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha, and Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3242.
Full textPavarini, Gabriela, Emma Reay, and Lindsay Smith. Ethical implications of applied digital gaming interventions for mental health: a systematic review and critical appraisal. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, March 2023. http://dx.doi.org/10.37766/inplasy2023.3.0035.
Full textHuang, Houqiang, Min Huang, Qi Chen, Mark Hayter, and Roger Hayter. Health-related Serious Games on the Rehabilitation for Patients with COPD: Systematic Review Protocol. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, December 2022. http://dx.doi.org/10.37766/inplasy2022.12.0062.
Full textTritten, James J. Scenarios, Simulations, and Games. Fort Belvoir, VA: Defense Technical Information Center, October 1988. http://dx.doi.org/10.21236/ada201633.
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