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Artykuły w czasopismach na temat "Computer games – Juvenile literature"

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Pabiś, Małgorzata, i Kinga Augustowska-Kruszyńska. "Suicide attempts at the age of 10-18 in Lublin". Pielegniarstwo XXI wieku / Nursing in the 21st Century 19, nr 4 (1.12.2020): 266–73. http://dx.doi.org/10.2478/pielxxiw-2020-0023.

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AbstractIntroduction. The number of children and adolescents hospitalized due to suicide attempts caused by stress, low self-esteem, lack of acceptance and peer violence, as well as family problems, increases every year. In addition, there may occur disturbed self-perception or depression. This is a very complex phenomenon, the scale of which should induce immediate multidimensional activities.Aim. Analysis of the occurrence of suicide attempts among minors on the example of the city of Lublin.Material and methods. The statistical data obtained from the Polish Police Headquarter and from the report of the Foundation We Give Children Strength – “Children count 2017” was analyzed and a review of the literature on the subject for the years 2014-2018 developed using the descriptive method was made.Results. The report of the Foundation We Give Children Strength shows a huge scale of the phenomenon. According to its data, as many as 72% of children aged 11-17 have experienced at least one form of abuse in their lives, 7% of respondents have attempted suicide, and 16% of teenagers have mutilated themselves. The statistics conducted in Poland in 2017-2018 recorded: in 2017 the number of 116, and in 2018 – 97 suicide attempts ended in death. There were 5 deaths in 2017 and 9 in 2018 in Lubelskie Voivodeship, what shows an increase by 80% in 12 months. In the 7-12 age group in 2017, only one suicide attempt ended up in death was reported, in 2018 the number increased to 5 – none of them concerned the Lublin Province.Conclusions. Suicide attempts ending up in death in 2018 accounted for 2.30% of suicide attempts undertaken in Lublin, while in Poland they constituted 1.87%. The main reasons for suicide attempts among minors are: the lack of acceptance, low self-esteem and peer violence, both physical and mental. Mass media have an influence on juvenile suicides. Belief in “multiple lives” perpetuated by computer games and films can have an impact on suicide attempts.
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Safin, Fyarit, i Alexandr Bazhenov. "The Destructive Impact of Computer Game Content on Juvenile Delinquency". Russian Journal of Criminology 16, nr 1 (11.03.2022): 39–46. http://dx.doi.org/10.17150/2500-4255.2022.16(1).39-46.

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The authors analyze the determinants of juvenile crime from the standpoint of the impact of violent computer games on their mental health and delinquent behavior in the modern Russian society. The study is based upon the achievements in psychology and juvenile criminology. The object of the study is students of senior classes of secondary schools from three districts of Saint Petersburg with the most unfavorable criminological situation in the sphere of youth crime (275 persons), and juveniles with delinquent behavior and at least one criminal conviction who study in a specialized educational establishment (225 persons). The goal of the study was to examine the correlation between violent game content consumed by teenagers and their aggressive behavioral reactions. The obtained results proved three hypotheses that were put forward: 1) adolescents with a criminal record use game gadgets more often than their law-abiding peers, and prefer «dangerous» genres of computer games; 2) game content influences the behavioral reactions of such adolescents more intensively than it influences the reactions of their peers; 3) violent computer games do not weaken the aggression of modern teenagers and do not help to ease emotional tension. The obtained results allowed the authors to conclude that there is an evident trend for a growing role of game gadgets for the modern generation of teenagers, and their active use of violent computer games can act as one of the causes of their criminalization and the spread of juvenile crime in the Russian society. The conducted study may contribute to solving the research task of analyzing the causal complex and finding the relevant determinants of criminal behavior of modern adolescents.
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Gao, Zitong. "The Analysis of Juvenile Game Addiction and Its Influence". Communications in Humanities Research 5, nr 1 (14.09.2023): 73–76. http://dx.doi.org/10.54254/2753-7064/5/20230072.

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With the development of the Internet, online games are becoming more and more popular. Boys, middle school students, and children have a higher percentage of minors playing online games, according to data from the 2020 National Research Report on Minors' Internet Use. The purpose of this paper is to study the reasons why minors are addicted to games and its impact on body and mind. Through literature reading and analysis, it is found that the important factors of teenagers addicted to the Internet are family factors and school factors. In the family, parents should try not to use mobile phones when they are with their children. In schools, schools should also teach students in accordance with their aptitude, pay attention to the all-round development of students, and enrich their cultural life.
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Mora-Cantallops, Marçal, i Miguel-Ángel Sicilia. "MOBA games: A literature review". Entertainment Computing 26 (maj 2018): 128–38. http://dx.doi.org/10.1016/j.entcom.2018.02.005.

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Schrier, Karen, i Matthew Farber. "A systematic literature review of ‘empathy’ and ‘games’". Journal of Gaming & Virtual Worlds 13, nr 2 (1.06.2021): 195–214. http://dx.doi.org/10.1386/jgvw_00036_1.

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Scholarship on the intersection of games and empathy is limited. However, over the past decade peer-reviewed articles have started to be published in this area. This study investigates this emerging scholarship on empathy and games to understand how researchers are describing, defining and communicating their work. For example, how are research articles about games defining empathy? From which disciplines are the researchers framing their studies? Which types of games are being used in the investigations? Forty-nine articles were found, coded and analysed by searching six different databases. For this investigation, each article was analysed based on the discipline, keyword(s) used to find the article, definition(s) of empathy used, types of games used in the article and the themes used in the article. Articles emerged from twelve different disciplines and described over thirteen different types of empathy. Findings were shared, as well as recommendations for researchers studying this area.
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Connolly, Thomas M., Elizabeth A. Boyle, Ewan MacArthur, Thomas Hainey i James M. Boyle. "A systematic literature review of empirical evidence on computer games and serious games". Computers & Education 59, nr 2 (wrzesień 2012): 661–86. http://dx.doi.org/10.1016/j.compedu.2012.03.004.

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Adaji, Ifeoma. "Serious Games for Healthy Nutrition. A Systematic Literature Review". International Journal of Serious Games 9, nr 1 (18.03.2022): 3–16. http://dx.doi.org/10.17083/ijsg.v9i1.466.

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Research indicates that the two main causes of being overweight and obese are living a sedentary lifestyle and unhealthy eating habits. Influencing people to be active and exercise is an active research area that has resulted in the development of several games both commercially available and for free. The area of influencing people to develop healthy eating habits, on the other hand, still has room for growth. In the current paper, I review existing serious games for healthy nutrition over the past five years and summarize the main findings based on three main themes: the design and development of the game, the evaluation of the game, and the findings from the evaluation. My results indicate that most games are designed in collaboration with a team of experts such as nutritionists, psychologists, HCI designers, and software developers. In addition, most of the games for kids are web-based while most of those for adults are mobile-based. Most games used a self-report approach to evaluation which was carried out over a range of period of 30 minutes to 90 days with between 10 to 531 participants. There were mixed results from the evaluations with most games partially achieving their aim. I conclude by suggesting guidelines for developing serious games for influencing healthy nutrition.
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Witzel, Andreas, Jonathan Zvesper i Ethan Kennerly. "Explicit Knowledge Programming for Computer Games". Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 4, nr 1 (27.09.2021): 138–43. http://dx.doi.org/10.1609/aiide.v4i1.18686.

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The main aim of this paper is to raise awareness of higher-order knowledge (knowledge about someone else's knowledge) as an issue for computer game AI. We argue that a number of existing game genres, especially those involving social interaction, are natural fields of application for an approach we call explicit knowledge programming. We motivate the use of this approach, and describe a simple implementation based upon it. A survey of recent literature and computer games illustrates its novelty.
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Zhonggen, Yu. "A Meta-Analysis of Use of Serious Games in Education over a Decade". International Journal of Computer Games Technology 2019 (3.02.2019): 1–8. http://dx.doi.org/10.1155/2019/4797032.

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It seems necessary to review the literature to explore the effectiveness of serious games in education, since the number of studies on serious games is surging up. This study systematically reviewed the literature within around a recent decade. The trend of the number of publications related to use of serious games in education was firstly clarified based on the data retrieved from major databases. Secondly, various factors were determined that influenced the effect of serious game assisted learning. The major section identified both advantages and disadvantages of use of serious games in education. Use of serious games in medical science has been rising in a recent decade, which is thus highlighted in this study. Attitudes toward use of serious games in education were explored, as well as the new development of use of serious games in education. Future theoretical and practical exploration might need interdisciplinary cooperation.
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Ullah, Mohib, Sareer Ul Amin, Muhammad Munsif, Utkurbek Safaev, Habib Khan, Salman Khan i Habib Ullah. "Serious Games in Science Education. A Systematic Literature Review". Virtual Reality & Intelligent Hardware 4, nr 3 (czerwiec 2022): 189–209. http://dx.doi.org/10.1016/j.vrih.2022.02.001.

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Rozprawy doktorskie na temat "Computer games – Juvenile literature"

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Gunder, Anna. "Hyperworks : on digital literature and computer games /". Uppsala : Avd. för litteratursociologi vid Litteraturvetenskapliga institutionen i Uppsala, 2004. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-4517.

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Johansson, Daniel. "Complex Systems in Video Games : a literature survey". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4990.

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The idea that emergent content generation for video games will add depth to the gameplay experience is something often mentioned. With this article I want to make a connection between the science of complex systems and emergence, and the area of video game research and development. Not only does emergent content generation add depth to gameplay experience, it would also reduce the stress on developers, if diverse content could be generated automatically. I have conducted a keyword search on 412 articles from renown conferences with the following keywords: complex system", "emerg", and "spontaneous". The results show that while emergence is quite popular in the fi eld of video game research, complex system as a term is not.
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Shamansky, Amy Helene. "Use of crafts, games, and children's literature to enhance environmental education". CSUSB ScholarWorks, 1997. https://scholarworks.lib.csusb.edu/etd-project/1335.

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Buckles, Mary Ann. "Interactive fiction : the computer storygame adventure /". Diss., Connect to 24 p. preview or request complete full text in PDF format. Access restricted to UC campuses, 1985. http://wwwlib.umi.com/cr/ucsd/fullcit?p8517895.

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Whitson, Robert Henry. "The interpretive spiral: an analytical rubric for videogame interpretation". Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44698.

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In this work, I propose an analytical rubric called the Interpretive Spiral designed to examine the process through which players create meaning in videogames, by examining their composition in three categories, across four levels of interaction. The most familiar of the categories I propose is the Mechanical, which refers to the rules, logic, software and hardware that composes the core of videogames. My second category, which I call the Thematic, is a combination of Arsenault and Perron's Narrative Spiral of gameplay, proposed in their Magic Cycle of Gameplay model (accounting for embedded text, videos, dialog and voiceovers) and Jason Begy's audio-visual level of his Tripartite Model of gameplay (accounting for graphics, sound effects, music and icons), though it also accounts for oft-neglected features such as interface and menu design. The third category, the Affective, refers to the emotional response and metaphorical parallels inspired by the combination of the other two levels. The first level of interaction I explore actually precedes gameplay, as it is common for players to begin interpreting games before playing them, and is called the Pre-Play Level of interpretation. Next I examine the Fundamental Level of interpretation, which entails the learning phase of gameplay. The Secondary Level of gameplay is the longest level of play and describes the shift from learning the game to informed, self-conscious play. The Third and final, elective level of interpretation, is where the player forms connections between his gameplay experience, and other concepts and experiences that exist outside of the game artifact. To put my model through its paces, I apply the model in its entirety to three influential and critically acclaimed videogames, and in part to several other titles.
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OGLIARI, ELENA. "NO SHONEEN: GAELIC GAMES AND THE ATHLETIC HERO IN THE IRISH PERIODICAL PRESS". Doctoral thesis, Università degli Studi di Milano, 2019. http://hdl.handle.net/2434/622981.

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Attraverso il filtro della letteratura periodica destinata ai ragazzi, questa tesi esamina alcuni aspetti della cultura sportiva irlandese per come venne a delinearsi durante la “Lunga Gestazione” dell’indipendenza dell’Irlanda, ovvero nel periodo precedente alla creazione dello Stato Libero d’Irlanda nel 1922. Un periodo, vale la pena ricordarlo, che vide il rinascimento della cultura gaelica, lo scoppio della Sollevazione della Settimana Santa nel 1916 e il trionfo del partito Sinn Féin sui Redmonditi nelle elezioni del 1918. Concentrandosi su questo tipo di genere editoriale, infatti, è possibile far affiorare una rete complessa di immagini, simboli e discorsi relativi alla cultura sportiva irlandese. La tesi è suddivisa in due parti. La prima è dedicata alla presentazione degli obiettivi di questo studio, dello stato dell’arte, del corpus preso in esame e della metodologia. L’analisi testuale, seppur in maggior parte rivolta ai testi di fiction e agli articoli dei periodici, si estende ad altri generi di scrittura, quali le corrispondenze private, i dibattiti parlamentari, i rapporti governativi. La giustapposizione di testi dalla natura così multiforme permette di cogliere gli atteggiamenti prevalenti e le usanze socioculturali dell’epoca, nonché le implicazioni politiche e culturali insite nell’ascesa del sistema sportivo in Irlanda. La seconda parte di No Shoneen: Gaelic Games e Athletic Hero nella Irish Periodical Press invece, descrive nel dettaglio le tappe che hanno portato all’emergere di un sistema sportivo irlandese e come i giochi di matrice gaelica divennero significanti culturali, segnalando la specificità dell’Irlanda in patria e all’estero. Questa sezione tratta altresì delle ragioni sottostanti la comparsa, all’inizio del Ventesimo secolo, di una figura che si potrebbe definire dell’“Atleta-Eroe”. Gli ultimi due capitoli di questo lavoro, infatti, espongono la connessione tra l’ascesa del sistema sportivo irlandese e l’investimento politico e culturale sui giovani irlandesi per dimostrare come i giochi gaelici aiutassero gli irlandesi nella formazione di un nuovo ideale di fanciullezza. Più specificamente, laddove il quarto capitolo si concentra sulla concezione del giovane atleta come artefice dell’indipendenza irlandese e pietra angolare di una nuova comunità – una concezione a sua volta imperniata sulla nozione di pratica sportiva come forma di preparazione militare –, l’ultimo capitolo delinea i contorni di tale mascolinità idealizzata e incarnata dal giovane atleta gaelico. L’obiettivo è mostrare come il corpo vigoroso dell’atleta sia stato opportunamente rappresentato ed esaltato in modo da neutralizzare le caratterizzazioni stereotipate degli irlandesi come inferiori e “bisognosi” del dominio anglosassone.
Through the filter of the periodical literature intended for juveniles, especially boys, this thesis examines some facets of the Irish sporting culture as it emerged during the “Long Gestation” of Ireland’s independence, i.e. the period prior to the establishment of the Irish Free State in 1922, which witnessed the Gaelic cultural revival, the outbreak of the Easter Rising in 1916 and Sinn Féin’s triumph over the Redmondites in the 1918 election. By focusing on this kind of publishing genre, indeed, it is possible to raise a complex network of images, symbols and discourses related to Irish sporting culture. The thesis is divided into two parts. The first is devoted to presenting the aims and objectives of this study, the literature review, the corpus being analysed, and the methodology. Textual analysis, if mostly focused on the fictional and non-fictional content of the story papers, extends to other bodies of writing: private correspondence, parliamentary debates, government reports, and periodical criticism. The juxtaposed analyses of texts of such a multifarious nature enabled me to understand the prevailing attitudes and socio-cultural mores of the time as well as the political and cultural implications of the rise of a sport system in Ireland. The second part of No Shoneen: Gaelic Games and the Athletic Hero in the Irish Periodical Press thus details the steps that led up to the emergence of an Irish sport system and how Gaelic games came to be cultural signifiers pointing to Ireland’s specificity at home and abroad. Moreover, in this section, I also discuss why the early twentieth century saw the emergence of what can be termed “Athletic Hero” as the last two chapters of this work expound the connection between the rise of the Irish sport system and the political and cultural investment on the youths of Ireland to demonstrate how Gaelic games assisted the Irish in the formation of a new ideal of boyhood. More specifically, whereas the fourth chapter focuses on the conception of the young athlete as the maker of Ireland’s independence and the cornerstone of a new community – a conception revolving around the notion of sporting practice as a form of military preparedness –, the last chapter traces the contours of the idealised masculinity embodied by the young Gaelic athlete. The objective is to show how the athlete’s vigorous body was aptly represented and extolled so as to counteract the stereotypical characterizations of the Irish as inferiors in need of Anglo-Saxon domination.
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Willander, Martin. "KOTOR- en narratologisk smältdegel : En analys av berättarstrukturen i datorspelet Star wars: Knights Of The Old Republic". Thesis, Växjö University, School of Humanities, 2008. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-2648.

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Feldman, Lee. "Player-Response on the Nature of Interactive Narratives as Literature". Thesis, Chapman University, 2018. http://pqdtopen.proquest.com/#viewpdf?dispub=10822281.

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In recent years, having evolved beyond solely play-based interactions, it is now possible to analyze video games alongside other narrative forms, such as novels and films. Video games now involve rich stories that require input and interaction on behalf of the player. This level of agency likens video games to a kind of modern hypertext, networking and weaving various narrative threads together, something which traditional modes of media lack. When examined from the lens of reader-response criticism, this interaction deepens even further, acknowledging the player’s experience as a valid interpretation of a video game’s plot. The wide freedom of choice available to players, in terms of both play and story, in 2007’s Mass Effect, along with its critical reception, represents a turning point in the study of video games as literature, exemplifying the necessity for player input in undergoing a narrative-filled journey. Active participation and non-linear storytelling, typified through gaming, are major steps in the next the evolution of narrative techniques, which requires the broadening of literary criticism to incorporate this new development.

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Nilsson, Christian. "Berättande simuleringar : Om datorspel och lärande i GY11:s litteraturundervisning". Thesis, Högskolan för lärande och kommunikation, Högskolan i Jönköping, Medie-, litteratur- och språkdidaktik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-15343.

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Uppsatsen försöker kartlägga hur och om datorspel kan användas i samma syfte som skönlitteratur i den litteraturundervisning som GY11 föreskriver. Fokus ligger på beröringsytor mellan skönlitteratur och datorspel gällande lärande; främst identitetsskapande, moral och etik men också stilistiska drag och litteraturvetenskapliga begrepp. Med två exempel, Fallout: New Vegas och Grand Theft Auto IV, visas hur berättandet i datorspel kan ge mediet en plats i gymnasieskolans litteraturundervisning, samt hur immersion, perspektiv och interaktivitet kan ge spelare något som inte skönlitteratur kan ge läsare.
The purpose of this thesis is to discuss whether and how computer games can be used as fiction in literature education in accordance with the new Swedish gymnasium curriculums, GY11. The focus is on the contact points between computer games and fiction regarding learning; foremost building identities, morality and ethics, but also stylistics and concepts in literary science. It is show that, using two examples (Fallout: New Vegas and Grand Theft Auto IV), the narrative elements in computer games can give them room and literary education, and also that immersion, perspective and interactivity can give players something that fiction can’t give its readers.
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Nilsson, Johan. "Intertextuella referensers möjligheter inom casual game narrativ : Hur nya narrativ skapas genom alludering till andra verk". Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-13871.

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Intertextualitet är begreppet som beskriver hur alla texter är sammankopplade, och om Mieke Bal definierar en text till en sluten samling av språkliga tecken är allt som någonsin skapats sammankopplat. Detta arbete har utförts för att undersöka möjligheterna intertextuella referenser har för att utveckla skrivmetoder för narrativt drivna Casual Games. En undersökning gjordes genom att en kopia av ett etablerat Casual spel fylldes med referenser som sedan spelades av två grupper med respondenter. Deltagarna fick besvara en enkät innan de spelade artefakten och fick delta i en intervju efteråt. Resultatet av undersökningen visade att spelare är fullt kapabla att uppfatta ett brett spektrum av olika former av referenser. Den visade dessutom att spelare med bred kunskap om andra texter har en större tendens att skapa kopplingar mellan två berättelser som delar på ett händelseförlopp. Undersökningen visade dessutom att inga spelare kunde uppfatta en komplett tolkning av två parallella historier. För att svara på hur detta kan uppnås måste mer ingående och långdragen forskning ta plats som kan påverka, många fler, spelare under en längre tid.
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Książki na temat "Computer games – Juvenile literature"

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Petty, Kate. Games. New York: Gloucester Press, 1985.

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Holland, Penny. Looking at computer games. New York: F. Watts, 1985.

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Milton, Stephanie. Minecraft: The Survivors' book of secrets. New York: Random House Publishing Group, 2016.

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Zeiger, James. Minecraft beginner's guide. Ann Arbor, Michigan: Cherry Lake Publishing, 2016.

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Jelley, Craig. Minecraft: Guide to : redstone. New York: Del Rey, 2017.

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Schepp, Debra. Computer club! New York: Windcrest/McGraw-Hill, 1994.

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Davey, Joey. On top of the world with Minecraft. New York: Gareth Stevens, 2018.

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Scott, Cavan. Master Eon's official guide. London: Puffin, 2014.

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Grosset & Dunlap. Skylanders, Spyro's adventure: Master Eon's official guide. New York: Grosset & Dunlap, 2012.

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ill, Ross Sam, i Mojang AB (Firm), red. Minecraft: Guide to : farming. New York: Del Rey, 2018.

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Części książek na temat "Computer games – Juvenile literature"

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Mukherjee, Souvik. "Machinic Stories: The Literature Machine, Technicity and the Computer Game". W Video Games and Storytelling, 25–47. London: Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055_2.

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Hainey, Thomas, i Gavin Baxter. "Performing a Literature Review". W Writing Successful Undergraduate Dissertations in Games Development and Computer Science, 87–97. London: Routledge, 2022. http://dx.doi.org/10.4324/9781003054887-8.

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Osborne O’Hagan, Ann, Gerry Coleman i Rory V. O’Connor. "Software Development Processes for Games: A Systematic Literature Review". W Communications in Computer and Information Science, 182–93. Berlin, Heidelberg: Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-662-43896-1_16.

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Zeiner-Fink, Susann, Angelika C. Bullinger i Silke Geithner. "Learning Effects and Acceptance in Business Games: A Systematic Literature Review". W Lecture Notes in Computer Science, 36–51. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-37171-4_3.

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de Araujo Pistono, Alvaro Marcos Antonio, Arnaldo Manuel Pinto Santos i Ricardo José Vieira Baptista. "An Initial Framework for Adaptive Serious Games Based on a Systematic Literature Review". W Communications in Computer and Information Science, 43–51. Cham: Springer Nature Switzerland, 2022. http://dx.doi.org/10.1007/978-3-031-22918-3_4.

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Guigon, Gaëlle, Mathieu Vermeulen, Mathieu Muratet i Thibault Carron. "Towards an Integration of the Multi-role Dimension in the Design of Learning Games: a Review of the Literature". W Lecture Notes in Computer Science, 258–64. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-92182-8_26.

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Camila Castiblanco, María, Leidy Viviana Cortés Carvajal, César Pardo i Laura Daniela Lasso Arciniegas. "Systematic Mapping of Literature About the Early Diagnosis of Alzheimer’s Disease Through the Use of Video Games". W Trends in Artificial Intelligence and Computer Engineering, 139–53. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-96147-3_12.

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Hui, Wendy, i Wai Kwong Lau. "Research in Progress: Explaining the Moderating Effect of Massively Multiplayer Online (MMO) Games on the Relationship Between Flow and Game Addiction Using Literature-Based Discovery (LBD)". W Lecture Notes in Computer Science, 20–29. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-60470-7_3.

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Faella, Marco, i Gennaro Parlato. "Reasoning About Data Trees Using CHCs". W Computer Aided Verification, 249–71. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-13188-2_13.

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AbstractReasoning about data structures requires powerful logics supporting the combination of structural and data properties. We define a new logic called Mso-D(Monadic Second-Order logic with Data) as an extension of standard Mso on trees with predicates of the desired data logic. We also define a new class of symbolic data tree automata (Sdtas) to deal with data trees using a simple machine. Mso-D and Sdtas are both Turing-powerful, and their high expressiveness is necessary to deal with interesting data structures. We cope with undecidability by encoding Sdta executions as a system of CHCs (Constrained Horn Clauses), and solving the resulting system using off-the-shelf solvers. We also identify a fragment of Mso-D whose satisfiability can be effectively reduced to the emptiness problem for Sdtas. This fragment is very expressive since it allows us to characterize a variety of data trees from the literature, solving certain infinite-state games, etc. We implement this reduction in a prototype tool that combines an Mso decision procedure over trees (Mona) with a CHC engine (Z3), and use this tool to conduct several experiments, demonstrating the effectiveness of our approach across different problem domains.
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Efstathiou, Kyriakos, Marianna Efstathiou, Alexandros Basiakoulis, Harriet Cliffen, Nenad Joncic i Rafaella Georgiou. "The Holistic Documentation of Movable Cultural Heritage Objects - The Case of the Antikythera Mechanism". W 3D Research Challenges in Cultural Heritage III, 103–30. Cham: Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-35593-6_6.

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AbstractThe Antikythera Mechanism is the oldest extant complex geared device, and an amazing example of an early analogue computer. It was built approximately 2150 years ago. The device was operated manually by a user, who would set a date on a dial. All necessary calculations were made using a set of gears (at least 39), while the results were displayed on several scientific scales. The Mechanism was used to calculate the diurnal and annual motion of the Sun, the Moon and probably the planets among the stars. It implemented the astronomical knowledge of ancient Greeks about the motion of these celestial bodies with astonishing accuracy, taking into account the anomalous orbit of the Moon using a system of eccentric gears. It could also predict eclipses of the Sun and the Moon from the Saros period, which was found in one of its scales. It calculated the dates of the major crown games that took place in ancient Greece (e.g. the Olympic Games). Finally, it was accompanied by an extended User’s Manual. More than 20 references to astronomical mechanisms can be found in classical literature from 50 BC to 500 AD. In this study, the first approach for a holistic documentation of the Antikythera Mechanism is presented.
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Streszczenia konferencji na temat "Computer games – Juvenile literature"

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Yasin, Sharifah Nurulhikmah Syed, Roslina Ibrahim i Rasimah Che Mohd Yusoff. "Mobile Educational Games User Experience Elements: A Systematic Literature Review". W 2022 International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA). IEEE, 2022. http://dx.doi.org/10.1109/hora55278.2022.9799876.

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Sutopo, Hadi, Siti Nurjanah i Ferryal Abadi. "Literature Review of Developing Mobile Games on Coffee Entrepreneurship using NVivo". W 2022 4th International Conference on Advances in Computer Technology, Information Science and Communications (CTISC). IEEE, 2022. http://dx.doi.org/10.1109/ctisc54888.2022.9849824.

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Yasin, Sharifah Nurulhikmah Syed, i Roslina Ibrahim. "Exploring User Experience Evaluation in Mobile Educational Games: A Systematic Literature Review". W 2024 IEEE 14th Symposium on Computer Applications & Industrial Electronics (ISCAIE). IEEE, 2024. http://dx.doi.org/10.1109/iscaie61308.2024.10576446.

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Marcelino, Nico, Samuel Kusuma, Tan Albertus Triwijaya Setiadi, Alexander Agung Santoso Gunawan i Karen Etania Saputra. "Playing Away the Rage: A Systematic Literature Review of Games in Anger Management Interventions". W 2023 International Conference on Networking, Electrical Engineering, Computer Science, and Technology (IConNECT). IEEE, 2023. http://dx.doi.org/10.1109/iconnect56593.2023.10327136.

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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.

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The technological and informational development of the last decades has also been an opportunity for the physical exercises field to benefit from the computer-based games effects, through the integration of functional indicators into a set of educational stimuli that aim to motivate and train people for a healthy and sustainable physical activity. Inspired by the characteristics of motor activities, both in structural terms and in physical and psychological demands, computer-based games are now widely used as specific learning tools as serious games and exergames. Nowadays both type of games contributes to the achievement of the specific objectives of different motor activities. The paper aims to present an analysis of the serious games and exergames used in the field by applying a series of scientific criteria and to highlight their contribution at the specific learning process and fitness development. On the other hand, literature review has enabled authors to highlight the main research directions of using computer-based games in motor activities, providing important milestones for expanding the research area. The conclusions of the paper are consistent methodological landmarks for specialists who want to modernize the training process through the use of computer-based games, as well as for the IT specialists who can develop new technologies and software products for this area. ++++++++ serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports serious game, exergame, computer-based games, physical exercises, sports
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Göbl, Barbara, Simone Kriglstein i Helmut Hlavacs. "Conversational Interfaces in Serious Games: Identifying Potentials and Future Research Directions based on a Systematic Literature Review". W 13th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2021. http://dx.doi.org/10.5220/0010447301080115.

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Da Silva de Paula, Amanda, Cauã Fabrício Auler, Sabrina Hahn Melo i Vinicius Hartmann Ferreira. "Uma Revisão Sistemática Sobre o Uso de Jogos para Fomentar a Participação de Meninas na Área de Computação: Uma Análise do Women in Information Technology (WIT)". W Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2024. http://dx.doi.org/10.14210/cotb.v15.p001-006.

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ABSTRACTThe presence of women in the field of computing is low due to alack of representation and appreciation, resulting in little interest inpursuing careers in these fields. However, the use of games tostimulate girls' interest in computing has shown positive results.This article presents the findings of a Systematic Literature Reviewfocused on works from Women in Information Technology.Successful initiatives were identified that used games to spark girls'interest in computing. However, the community's interest has notshown growth over the years.
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Henrique Marquetti Rondon, Luiz, i Ricardo Cherobin. "Examinando os Tipos de Feedbacks no Design de Jogos Digitais". W Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p081-088.

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ABSTRACTFeedback is intrinsic to games. However, its versatility, inside or outside game design, moved its definitions, to intertwining and, at times, to a clear complexity. Thus, the purpose of this work was to unravel the notions of the multifaceted feedback, based mainly on qualified literature in the area. In view of a possible dissemination of feedback techniques in the horizon of the development of digital games, and, to a lesser extent, seeks to redirect the discussion of feedback concepts to the Portuguese language.
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Nery Nascimento, Michelle, Renzo Santos Diniz, Sérgio Oliveira Macellani, Caroline Rhaian Jandre, Marcus Vinicius Bento Martins, Ronan Loschi Ferreira, Mônica Da Consolação Machado, Magna Carla Ribeiro, Roberlei Panasiewicz i Lucila Ishitani. "Recomendações para Projeto de Jogo Digital Educacional para o Ensino Fundamental com Foco em Valores Ético-Morais". W Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p073-080.

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ABSTRACTPrevious research shows that the involvement of games as an educationalresource can generate good results, and some studiesdemonstrate the use of games as an auxiliary tool in learning respectfor rules, tasks, and values. However, the ethical-moral valuesapproach in learning is not a simple task, but some works demonstratethat games embody human values. In the literature, there aretheoretical studies on the use of games in education, but there is aneed for more practical assessments to verify the validity of existingconcepts. This research aims to propose recommendations for developingan educational game for children aged 10 to 12 years withcontent that encourages ethical-moral values and the developmentand evaluation of a game prototype for the target audience. First,we conducted a semi-structured interview with elementary educationteachers. Later, these teachers also answered a questionnaireafter interacting with the first version of the game prototype. Fromthe results found, it was possible to draw up recommendationsfor a game that meets the specific research audience, such as: thegame should have different avatars for the player to choose from,the game should be collaborative, the game should address currentissues. The recommendations can help develop digital games thatencourage elementary education students to become interested ineducational games with a focus on ethical-moral values.
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Wijkstra, Michel, Katja Rogers, Regan L. Mandryk, Remco C. Veltkamp i Julian Frommel. "Help, My Game Is Toxic! First Insights from a Systematic Literature Review on Intervention Systems for Toxic Behaviors in Online Video Games". W CHI PLAY '23: The Annual Symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2023. http://dx.doi.org/10.1145/3573382.3616068.

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