Gotowa bibliografia na temat „Computer games”
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Artykuły w czasopismach na temat "Computer games"
Tseng, Fan-Chen, i Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms". International Journal of E-Business Research 11, nr 1 (styczeń 2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.
Pełny tekst źródłaAbrudan, Mirela, Andreea Voina i Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior". Studia Universitatis Babeș-Bolyai Ephemerides 66, nr 2 (30.12.2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.
Pełny tekst źródłaLaurence, Asep Hermawan, Innocentius Bernarto i 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 (29.04.2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.
Pełny tekst źródłaĆwil, Małgorzata, i William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland". Simulation & Gaming 51, nr 6 (24.08.2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.
Pełny tekst źródłaMaddock, S. "Computer games". Virtual Reality 5, nr 4 (grudzień 2000): 183–84. http://dx.doi.org/10.1007/bf01408516.
Pełny tekst źródłaSchmalzer, Matthew. "The Ontology of Incremental Games: Thinking Like the Computer in Frank Lantz’s Universal Paperclips". Eludamos: Journal for Computer Game Culture 10, nr 1 (21.04.2020): 91–108. http://dx.doi.org/10.7557/23.6174.
Pełny tekst źródłaTeng, Ching-I., Shih-Ping Jeng, Henry Ker-Chang Chang i Soushan Wu. "Who Plays Games Online?" International Journal of E-Business Research 8, nr 4 (październik 2012): 1–14. http://dx.doi.org/10.4018/jebr.2012100101.
Pełny tekst źródłaLiu, Xiongyi, Patrick Wachira, Selma Koc i 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, nr 1 (15.12.2021): 145–61. http://dx.doi.org/10.46328/ijemst.1827.
Pełny tekst źródłaMileham, R. "Let the games begin [computer games]". Engineering & Technology 3, nr 14 (9.08.2008): 20–23. http://dx.doi.org/10.1049/et:20081403.
Pełny tekst źródłaBychkova, Olga Anatol'evna, i Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games". Человек и культура, nr 6 (czerwiec 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.
Pełny tekst źródłaRozprawy doktorskie na temat "Computer games"
Nordvall, Mathias. "SIGHTLENCE : Haptics for Computer Games". Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73873.
Pełny tekst źródłaHu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games". Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.
Pełny tekst źródłaVedrashko, Ilya. "Advertising in computer games". Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39144.
Pełny tekst źródłaIncludes bibliographical references (leaves [67]-[74]).
This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to offer recommendations on the relative advantages of in-game advertising. The paper also contains a brief historical review of in-game advertising, and descriptions of currently available and emerging advertising formats. Keywords: Advertising, marketing, branding, product placement, branded entertainment, networks, computer games, video games, virtual worlds.
by Ilya Vedrashko.
S.M.
Плохута, Тетяна Миколаївна, Татьяна Николаевна Плохута, Tetiana Mykolaivna Plokhuta i B. S. Ilchyshyn. "Computer games and reality". Thesis, Вид-во СумДУ, 2007. http://essuir.sumdu.edu.ua/handle/123456789/17551.
Pełny tekst źródłaRihan, Jonathan. "Computer vision based interfaces for computer games". Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.
Pełny tekst źródłaDjordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES". Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.
Pełny tekst źródłaThe knowledge of computer- and video game abuse and addiction among young people is very limited today. The sedentary lifestyle and physical inactivity that computer- and video games often involve can have negative consequences, and are becoming more common. A semi-structured interview was conducted on seven men between the ages of 17-29 in order to examine the driving forces behind men’s gaming behavior in their adolescence. In addition, information about game abuse among young people was gathered from professionals in the area of computer- and video games. This and links between computer- and video games and gambling have been made due to the lack of research on video and computer games. The former video game addicts have been categorized as recreational players, game problematics (who by themselves managed to stop abusing games) and game addicts, who have completely abstained from gaming to put an end to their addiction, while the others still play moderately and very little today. Actual and perceived control over themselves and their environment has been important determinants for the player’s former addiction. The reason why they stopped/decreased the gaming is essentially because they lost interest in games (not completely though), got other priorities and/or did not want to relapse and return to old problematic behavior. Gaming as an escape from a problematic life situation was a common feature among the addicts. The situation for the game addicts only worsened with time along with their game abuse. Although the experience of direct, incidental satisfaction has been a major driving force, it simultaneously led to game abuse. The time-consuming leisure activity had consequences on the mental and physical health, behavior and social development, as well as on the relationships to relatives, family situation, school attendance, social establishment and socioeconomic situation. To sum up, the informants developed an unhealthy and often destructive lifestyle because of the game habits.
Yan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation". Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.
Pełny tekst źródłaThe topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is established by summarizing factors mentioned and discussed in those two books. The main purpose consists of two comparisons under Gender Differences: one comparison is between the current data with the previous one, in order to check whether there are any changes during the past 10 years. The other one compares the young people in two regions, Sweden and China, in computer games perspective.Model designing, test, questionnaire and interview methods are used in this paper aiming to collect and categorize the data, which facilitates to analyze the results of the comparisons. The results reflect that although computer becomes a familiar “friend” in modern daily life, there are not obvious changes of girls‟ perspectives in computer game industry. Certainly, there are some differences between the young people coming from two regions which will be expounded in the thesis.
Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games". Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.
Pełny tekst źródłaAreizaga, 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.
Pełny tekst źródłaLøland, Karl Syvert. "Intelligent agents in computer games". Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9759.
Pełny tekst źródłaIn this project we examine whether or not a intelligent agent can learn how to play a computer game using the same inputs and outputs as a human. An agent architecture is chosen, implemented, and tested on a standard first person shooter game to see if it can learn how to play that game and find a goal in that game. We conclude the report by discussing potential improvements to the current implementation.
Książki na temat "Computer games"
Cazenave, Tristan, Mark H. M. Winands i Hiroyuki Iida, red. Computer Games. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05428-5.
Pełny tekst źródłaCazenave, Tristan, Mark H. M. Winands i Abdallah Saffidine, red. Computer Games. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75931-9.
Pełny tekst źródłaCazenave, Tristan, Mark H. M. Winands i Yngvi Björnsson, red. Computer Games. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-14923-3.
Pełny tekst źródłaCazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher i Julian Togelius, red. Computer Games. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57969-6.
Pełny tekst źródłaCazenave, Tristan, Abdallah Saffidine i Nathan Sturtevant, red. Computer Games. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24337-1.
Pełny tekst źródłaCazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher i Julian Togelius, red. Computer Games. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39402-2.
Pełny tekst źródłaL, Levy David N., red. Computer games. New York: Springer-Verlag, 1988.
Znajdź pełny tekst źródłaMarcus, Milton, Betts Robin i Waldock Henry, red. Games. New York: Gloucester Press, 1985.
Znajdź pełny tekst źródłaLevy, David N. L., red. Computer Games I. New York, NY: Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4613-8716-9.
Pełny tekst źródłaLevy, David N. L., red. Computer Games II. New York, NY: Springer US, 1988. http://dx.doi.org/10.1007/978-1-4613-8754-1.
Pełny tekst źródłaCzęści książek na temat "Computer games"
Drumwright, Evan. "Games, Computer". W Encyclopedia of Sciences and Religions, 924–26. Dordrecht: Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-1-4020-8265-8_1221.
Pełny tekst źródłaWatkiss, Stewart. "Creating Computer Games". W Beginning Game Programming with Pygame Zero, 1–10. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5650-3_1.
Pełny tekst źródłaWalsh, Vincent. "Games on Computers". W Computer Literacy, 135–38. London: Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-07674-1_25.
Pełny tekst źródłaSeiwald, Regina. "Games Within Games". W 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.
Pełny tekst źródłaClosa, Daniel, Alex Gardiner, Falk Giemsa i Jörg Machek. "Games". W Patent Law for Computer Scientists, 129–42. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-05078-7_9.
Pełny tekst źródłaLittman, Michael L. "Review: Computer Language Games". W Computers and Games, 396–404. Berlin, Heidelberg: Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45579-5_26.
Pełny tekst źródłaSchmuck, Anne-Kathrin, Philippe Heim, Rayna Dimitrova i Satya Prakash Nayak. "Localized Attractor Computations for Infinite-State Games". W Computer Aided Verification, 135–58. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65633-0_7.
Pełny tekst źródłaBaillot, Patrick, Vincent Danos, Thomas Ehrhard i Laurent Regnier. "Timeless games". W Computer Science Logic, 56–77. Berlin, Heidelberg: Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/bfb0028007.
Pełny tekst źródłaCarvalho, Luiz Paulo, Flávia Maria Santoro, Jonice Oliveira i Rosa Maria M. Costa. "Ethics and Games, Ethical Games and Ethics in Game". W Communications in Computer and Information Science, 134–58. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-27639-2_7.
Pełny tekst źródłaHogg, Chad, Stephen Lee-Urban, Héctor Muñoz-Avila, Bryan Auslander i Megan Smith. "Game AI for Domination Games". W Artificial Intelligence for Computer Games, 83–101. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-8188-2_4.
Pełny tekst źródłaStreszczenia konferencji na temat "Computer games"
Stanescu, Monica, Jurate Stanislovaitiene i Doina Croitoru. "PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES". W eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.
Pełny tekst źródłaStoffova, Veronika. "EDUCATIONAL COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING". W eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-004.
Pełny tekst źródłaHartley, Thomas P., i Qasim H. Mehdi. "In-game tactic adaptation for interactive computer games". W Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000358.
Pełny tekst źródłaCirnu, Carmen elena, Zlatko Nedelko, Ioana andreea Stefan, Antoniu Stefan i Daniela Militaru. "THE EDUCATIONAL POTENTIAL OF COMMERCIAL COMPUTER GAMES". W eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-143.
Pełny tekst źródłaStoffova, Veronika. "COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING". W eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-009.
Pełny tekst źródłaTomsons, Dzintars, i Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM". W 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.
Pełny tekst źródłaSabo, Helena maria. "COMPUTER GAMES USED IN TEACHING OF GEOGRAPHY". W eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-135.
Pełny tekst źródłaMeimaris, Michael. "Computer games-based learning". W the 3rd international conference. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1413634.1413639.
Pełny tekst źródłaCaffry, Liz, Elisabeth Cameron, Carla Roth i Bill Zullo. "Museums and computer games". W ACM SIGGRAPH 99 Conference abstracts and applications. New York, New York, USA: ACM Press, 1999. http://dx.doi.org/10.1145/311625.311707.
Pełny tekst źródłaLopetegui, Eneko, Begona Garcia Zapirain i Amaia Mendez. "Tennis computer game with brain control using EEG signals". W Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000344.
Pełny tekst źródłaRaporty organizacyjne na temat "Computer games"
Lily Gullion, Lily Gullion. Understanding Teamwork Using Computer Games. Experiment, marzec 2015. http://dx.doi.org/10.18258/4913.
Pełny tekst źródłaJane Hornickel, Jane Hornickel. Educational computer games: How long do benefits last? Experiment, czerwiec 2014. http://dx.doi.org/10.18258/2780.
Pełny tekst źródłaRuchotzke, Ethan. Building Computer Literacy Through Games: A Game Design Resource Compendium for the Innovate-IT Program. Ames (Iowa): Iowa State University, maj 2024. http://dx.doi.org/10.31274/cc-20240624-327.
Pełny tekst źródłaMay, John W., i Jr. Computer Simulations and the Army War College, Where Are the Games. Fort Belvoir, VA: Defense Technical Information Center, kwiecień 1990. http://dx.doi.org/10.21236/ada223289.
Pełny tekst źródłaZimmerman, Daniel M., Brian Rothstein, Yevgeniy Kaganovich i Khai Pahm. Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model. Fort Belvoir, VA: Defense Technical Information Center, sierpień 1997. http://dx.doi.org/10.21236/ada446104.
Pełny tekst źródłaLewis, Jeremy R. Using Commercial-off-the-Shelf Computer Games to Train and Educate Complexity and Complex Decision-Making. Fort Belvoir, VA: Defense Technical Information Center, wrzesień 2008. http://dx.doi.org/10.21236/ada510008.
Pełny tekst źródłaHaylock, Stuart. Limbs Alive: Use of computer games to provide motivating, child centred therapy to improve bimanual skills for children with hemiplegic cerebral palsy. National Institute for Health Research, lipiec 2021. http://dx.doi.org/10.3310/nihropenres.1115160.1.
Pełny tekst źródłaIsmailova, L. Yu, O. O. Zhuravleva, O. I. Bazhenova, V. S. Zaytsev i I. O. Sleptsov. educational computer game "family meeting" (version 1.0). SIB-Expertise, lipiec 2022. http://dx.doi.org/10.12731/er0578.04072022.
Pełny tekst źródłaGautier-Downes, Catherine. Final Report: Computer Games to Teach Geography: El Nino: Mysteries of the Pacific and Mysteries of the Antarctic, August 15, 1994 - June 20, 1998. Office of Scientific and Technical Information (OSTI), wrzesień 1998. http://dx.doi.org/10.2172/765700.
Pełny tekst źródłaСоловйов, Володимир Миколайович, Наталя Володимирівна Моісеєнко i Олена Юріївна Тарасова. Complexity theory and dynamic characteristics of cognitive processes. Springer, styczeń 2020. http://dx.doi.org/10.31812/123456789/4143.
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