Literatura científica selecionada sobre o tema "Internet game"

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Artigos de revistas sobre o assunto "Internet game"

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Md Shahidullah. "Internet Game Addiction". Community Based Medical Journal 6, n.º 1 (14 de março de 2017): 1–2. http://dx.doi.org/10.3329/cbmj.v6i1.54659.

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Pinem, Belli Susandro, Bahagia Loebis e Vita Camellia. "Factors Associated with Games Addiction among Internet Game Players Visiting Internet Gaming Cafes in Northern Sumatera". Open Access Macedonian Journal of Medical Sciences 10, T7 (25 de março de 2022): 155–58. http://dx.doi.org/10.3889/oamjms.2022.9256.

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BACKGROUND: The prevalence of teenagers experiencing addiction game Indonesia continued to increase. AIM: Study aimed to investigate factors associated with game addiction among internet game players visiting internet gaming cafes using Indonesian version the Game Addiction Scale (GAS) score. METHODS: Cross-sectional was conducted from November to December 2020 at an internet gaming cafe in the Tanjung Sari village, Medan city. The study subjects were online game players at four internet gaming cafes. A structured interview was conducted on online game players before being assigned to fill out identity and answer the Indonesian version of the GAS questionnaire. RESULTS AND CONCLUSION: Age, number of playing game mates, daily duration of sleep, weekly duration of playing online games, online game group membership, and parental monthly income were found to be associated with gaming addiction as measured by GAS scores. Meanwhile, educational background and monthly cost of playing games were found to be not associated with game addiction as measured by the GAS score.
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Gorry, G. Anthony, e Robert A. Westbrook. "Winning the Internet Confidence Game". Corporate Reputation Review 12, n.º 3 (setembro de 2009): 195–203. http://dx.doi.org/10.1057/crr.2009.16.

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Sussman, Clifford J., James M. Harper, Jessica L. Stahl e Paul Weigle. "Internet and Video Game Addictions". Child and Adolescent Psychiatric Clinics of North America 27, n.º 2 (abril de 2018): 307–26. http://dx.doi.org/10.1016/j.chc.2017.11.015.

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Han, Doug Hyun, e Young Sik Lee. "The Effect Internet Video Game on the Aggression in Individuals with Internet Game Play". Journal of Korean Neuropsychiatric Association 52, n.º 2 (2013): 57. http://dx.doi.org/10.4306/jknpa.2013.52.2.57.

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Chung, Sulki, e Jaekyoung Lee. "Exposure to internet game advertisements and the risk of internet game addiction among youths". Korean Journal of Health Education and Promotion 34, n.º 3 (30 de setembro de 2017): 47–57. http://dx.doi.org/10.14367/kjhep.2017.34.3.47.

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Laksono, Devina Ngeksi Hari, Heru Subekti e Ema Madyaningrum. "Hubungan antara Kecanduan Game Internet dengan Keterampilan Sosial pada Remaja di Kota Yogyakarta". Jurnal Keperawatan Klinis dan Komunitas (Clinical and Community Nursing Journal) 6, n.º 3 (30 de novembro de 2022): 138. http://dx.doi.org/10.22146/jkkk.68450.

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Background: Most Indonesians are internet users. Adolescents, who are active internet users and use internet for playing game too often, have the risk of experiencing online gaming addiction. Internet game addict may possess poor social skills.Objective: To find out the correlation between internet game addiction and social skills among adolescents in Yogyakarta.Method: This was an analytical study using cross sectional design. Participants of this study were 429 respondents from 8th grade of Junior High School students and 11th grade of Senior High School students in Yogyakarta. This research used “Indonesian Online Game Addiction” and “Social Skill Inventory” questionnaires. Data analysis used Somers’ D.Results: There were only few adolescents who were addicted to internet game (1,2%) and those who had mild internet game addiction (16,3%). Meanwhile, most of the adolescents had a moderate level of social skills (83,2%) and only 0,5% of adolescents with inferior social skills. The result of bivariate analysis of internet game addiction and social skills among adolescents in Yogyakarta showed a weak negative correlation (p<0,05, r= -0,124).Conclusion: Adolescents without internet game addiction will have high social skills.ABSTRAKLatar belakang: Sebagian besar penduduk Indonesia merupakan pengguna internet. Remaja yang terlalu sering bermain game internet memiliki risiko untuk mengalami kecanduan game online. Seseorang yang kecanduan bermain game internet dapat memiliki keterampilan sosial yang buruk. Tujuan: Mengetahui hubungan antara kecanduan game internet dengan keterampilan sosial pada remaja di Kota Yogyakarta.Metode: Penelitian ini merupakan penelitian korelasi analitik dengan rancangan cross sectional. Responden penelitian ini adalah siswa kelas VIII SMP dan kelas XI SMA, yang berjumlah 429 responden. Pemilihan subjek penelitian menggunakan metode purposive sampling. Penelitian ini menggunakan kuesioner Indonesian Online Game Addiction dan Social Skill Inventory. Analisis data menggunakan Somers’ D.Hasil: Hanya sedikit dari responden yang mengalami kecanduan game internet (1,2%) dan mayoritas mengalami kecanduan game internet kategori ringan (16,3%). Sementara itu, sebagian besar remaja memiliki tingkat keterampilan sosial sedang (83,2%) dan hanya 0,5% remaja yang memiliki keterampilan sosial rendah. Hasil analisis bivariat terhadap kecanduan game internet dengan keterampilan sosial pada remaja di Kota Yogyakarta menunjukkan adanya hubungan (p<0,05, r=-0,124) yang lemah dengan arah negatif.Simpulan: Remaja yang tidak kecanduan game internet akan memiliki keterampilan sosial yang tinggi.
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Chung, Sungah, Sol I. Kim, Hyunchan Hwang e Doug Hyun Han. "The Effectiveness of Game Coding Education on Problematic Internet Gaming". Psychiatry Investigation 20, n.º 6 (25 de junho de 2023): 531–40. http://dx.doi.org/10.30773/pi.2022.0218.

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Objective Problematic internet gaming in adolescents is associated with various negative outcomes, such as low self-esteem, depression, anxiety, and attention problems. We hypothesized that game coding education, by improving adolescents’ self-esteem, would be more effective than game literacy education in mitigating problematic internet gaming.Methods A total of 126 adolescents who voluntarily applied for the game coding education and game literacy education program of the “Visiting Game Class” project operated by the Game Cultural Foundation participated in this study. We collected data on demographics, gaming patterns, and psychological status, including positive or negative perceptions of online games, depression, and anxiety. We designated those with scores higher than 40 on Young’s Internet Addiction Scale as the “problematic internet gaming” group.Results Only game coding education was significantly effective in decreasing internet use, lowering depressive symptoms, and improving self-esteem. In the hierarchical logistic regression analysis, more frequent education time, coding education, stronger negative perceptions of gaming, and high self-esteem predicted decreased internet gaming among participants exhibiting problematic internet gameplay.Conclusion Game coding education effectively mitigates problematic gaming by improving adolescents’ self-esteem. Thus, it may be beneficial to increase education time and devise game education programs tailored to adolescents’ psychological status.
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黄, 鑫. "Cue Reactivity in Internet Game Addicts". Advances in Psychology 14, n.º 07 (2024): 514–20. http://dx.doi.org/10.12677/ap.2024.147508.

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Cho, Eun-Joung, e Ji-Hyun Kim. "Preschoolers' Usage of Internet-game in a Family Context and Their Level of Internet-game Addiction". Korean Journal of Human Ecology 19, n.º 6 (31 de dezembro de 2010): 967–80. http://dx.doi.org/10.5934/kjhe.2010.19.6.967.

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Teses / dissertações sobre o assunto "Internet game"

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Nypadymka, Anna. "Language game application in psychological Internet-discourse". Thesis, Київський національний університет технологій та дизайну, 2021. https://er.knutd.edu.ua/handle/123456789/18285.

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Saberi, Amin. "Algorithmic Aspects of the Internet". Diss., Georgia Institute of Technology, 2004. http://hdl.handle.net/1853/6427.

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The goal of this thesis is to use and advance the techniques developed in the field of exact and approximation algorithms for many of the problems arising in the context of the Internet. We will formalize the method of dual fitting and the idea of factor-revealing LP. We use this combination to design and analyze two greedy algorithms for the metric uncapacitated facility location problem. Their approximation factors are 1.861 and 1.61 respectively. We also provide the first polynomial time algorithm for the linear version of a market equilibrium model defined by Irving Fisher in 1891. Our algorithm is modeled after Kuhn's primal-dual algorithm for bipartite matching. We also study the connectivity properties of the Internet graph and its impact on its structure. In particular, we consider the model of growth with preferential attachment for modeling the graph of the Internet and prove that under some reasonable assumptions, this graph has a constant conductance.
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Badasyan, Narine. "Game Theoretic Models of Connectivity Among Internet Access Providers". Diss., Virginia Tech, 2004. http://hdl.handle.net/10919/11193.

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The Internet has a loosely hierarchical structure. At the top of the hierarchy are the backbones, also called Internet Access Providers (hereafter IAPs). The second layer of the hierarchy is comprised of Internet Service Providers (hereafter ISPs). At the bottom of the hierarchy are the end users, consumers, who browse the web, and websites. To provide access to the whole Internet, the providers must interconnect with each other and share their network infrastructure. Two main forms of interconnection have emerged â peering under which the providers carry each otherâ s traffic without any payments and transit under which the downstream provider pays the upstream provider a certain settlement payment for carrying its traffic. This dissertation develops three game theoretical models to describe the interconnection agreements among the providers, and analysis of those models from two alternative modeling perspectives: a purely non-cooperative game and a network perspective. There are two original contributions of the dissertation. First, we model the formation of peering/transit contracts explicitly as a decision variable in a non-cooperative game, while the current literature does not employ such modeling techniques. Second, we apply network analysis to examine interconnection decisions of the providers, which yields much realistic results. Chapter 1 provides a brief description of the Internet history, architecture and infrastructure as well as the economic literature. In Chapter 2 we develop a model, in which IAPs decide on private peering agreements, comparing the benefits of private peering relative to being connected only through National Access Points (hereafter NAPs). The model is formulated as a multistage game. Private peering agreements reduce congestion in the Internet, and so improve the quality of IAPs. The results show that even though the profits are lower with private peerings, due to large investments, the network where all the providers privately peer is the stable network. Chapter 3 discusses the interconnection arrangements among ISPs. Intra-backbone peering refers to peering between ISPs connected to the same backbone, whereas inter-backbone peering refers to peering between ISPs connected to different backbones. We formulate the model as a two-stage game. Peering affects profits through two channels - reduction of backbone congestion and ability to send traffic circumventing congested backbones. The relative magnitude of these factors helps or hinders peering. In Chapter 4 we develop a game theoretic model to examine how providers decide who they want to peer with and who has to pay transit. There is no regulation with regard to interconnection policies of providers, though there is a general convention that the providers peer if they perceive equal benefits from peering, and have transit arrangements otherwise. The model discusses a set of conditions, which determine the formation of peering and transit agreements. We argue that market forces determine the terms of interconnection, and there is no need for regulation to encourage peering. Moreover, Pareto optimum is achieved under the transit arrangements.
Ph. D.
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McBroom, Evan S. "An Examination of Correlates of Video Game and Internet Addiction". University of Toledo / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=toledo1365086721.

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Bolzan, Regina de Fátima Fructuoso de Andrade. "O aprendizado na internet utilizando estratégias de Roleplaying Game (RPG)". Florianópolis, SC, 2003. http://repositorio.ufsc.br/xmlui/handle/123456789/84979.

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Tese (doutorado) - Universidade Federal de Santa Catarina, Centro Tecnológico. Programa de Pós-Graduação em Engenharia de Produção.
Made available in DSpace on 2012-10-20T14:15:07Z (GMT). No. of bitstreams: 1 193599.pdf: 2382220 bytes, checksum: ac27400fcfc35d971706aab3d6b4bc08 (MD5)
Este trabalho estuda uma proposta de melhoria do processo de ensino-aprendizagem utilizando estratégias de Roleplaying Game (RPG). Para isso relata o desenvolvimento da disciplina "Teorias Contemporâneas de Aprendizagem Aplicadas a Tecnologia" no ano de 1999 a 2001 e a análise de resultados da pesquisa realizada com os alunos do Programa de Pós-Graduação em Engenharia de Produção da área de Mídia e Conhecimento da Universidade Federal de Santa Catarina que utilizaram RPG. A disciplina foi ministrada na modalidade de videoconferência e no ensino presencial e a aula convencional de repassar conteúdos foi substituída pela metodologia de Roleplaying Game. O estudo pretende também apresentar o design instrucional para cursos e-Learning, fundamentado nas teorias de aprendizagem e em RPG.
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Yu, Shu. "Internet gaming disorder :its assessment and interplay with need satisfaction, maladaptive cognitions, and cognitive-behavioral skills". Thesis, University of Macau, 2018. http://umaclib3.umac.mo/record=b3953562.

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Johansson, Emil, e Johan Kindmark. "Att spela ett yrke : En kvantitativ studie om svenska speljournalister och deras professionalisering". Thesis, Linnéuniversitetet, Institutionen för samhällsvetenskaper, SV, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10584.

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This work aims to improve our knowledge about Swedish video game journalists, a new occupation in a quickly expanding business. Through a survey sent out to over 50 Swedish video game journalists, the result indicate some unexpected facts. Men largely dominate the profession; just 10 % of the work forces are females. This relation was notable in our survey, as well as in earlier studies. Video game journalists between 26 and 35 years old seems to be the largest age group, which we think is a bit surprising considering how new this form of journalism is, and the fact the internet provides opportunities for every enthusiastic video game writer. The professionalism of video game journalists has been debated over a long time, with many people arguing that this type of work has little to do with traditional journalism. In our survey, a large part of the respondents made clear that they consider themselves to be writers rather than journalists. The majority of the Swedish video game journalists don't have a journalistic education, whether it's from high school or university. Most of them don't value education as much as writing skill, talent, passion and knowledge about video games. The minority arguing about the importance of education motivates their standpoint with arguments of classical journalistic ethics and values. One respondent told us that the whole industry would benefit from more highly educated journalists, another one pointed out that a lot of ground has been covered in the last 5-6 years, although there ́s still a great distance compared to traditional journalism.
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Riahi, Sfar Arbia. "Privacy preservation in internet of things : a game theory based approach". Thesis, Compiègne, 2017. http://www.theses.fr/2017COMP2384.

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La question de sécurité a toujours constitué un défi pour les chercheurs dans le domaine des réseaux de communication. L’apparition de nouveaux paradigmes, applications et des technologies d’un côté ; l’ubiquité et l’hétérogénéité des entités communicantes d’un autre côté, ont induit des problèmes de sécurité très complexes. Les préjudices engendrés sur la vie privée des utilisateurs peuvent être irréparables. D’abord, nous avons proposé une approche systémique et cognitive permettant d’inclure les aspects de sécurité d’Internet des Objets (IdO) dans un cadre cohérent. Comparé à l’approche analytique, elle peut manquer de rigueur théorique, mais reste flexible et utilisable dans la prise de décision dans l’environnement ubiquitaire d’IdO. Ensuite, nous avons défini des questions liées aux menaces accidentelles ou intentionnelles, pouvant arriver en cas de compromission de données privées échangées. La caractérisation du problème a eu lieu en étudiant les concepts fondamentaux dans IdO et les travaux de recherche effectués dans le contexte de la sécurité. En examinant les différents travaux de recherche, nous avons constaté que plusieurs solutions classiques restent applicables de point de vue sécurité mais sont limitées par des contraintes d’énergie, de mémoire et de capacité de calcul. Pour y remédier, nous avons visé à construire une réponse pragmatique en utilisant la théorie des jeux. L’avantage de cette approche réside dans ses bases mathématiques et formelles solides permettant d’atteindre les meilleurs équilibres. Après, nous avons justifié analytiquement nos choix portant sur des éléments essentiels de notre système, leurs interactions et leurs objectifs. Nous avons utilisé un calcul probabiliste basé sur un processus Markovien. Dans notre approche, nous avons défini trois scénarios différents (e-santé, commerce et transport intelligent), deux acteurs principaux (DH : Data Holder, et DR : Data Requester), ayant des comportements de types différents (trusted-regular, trusted-curious, untrusted-curious et untrusted-malicious), et un ensemble de stratégies dépendant de quatre paramètres (moyens de communication, détection d’attaque, motivation financière, et concession sur les données privées). Enfin, nous avons montré l’existence d’un équilibre du jeu avec une valeur de motivation financière et un niveau de protection des données privées satisfaisants, et en calculant les probabilités correspondantes. Nous avons validé notre modèle en obtenant des résultats numériques conformes à ceux tirés du modèle théorique
Security questions have always constituted a research challenge in the field of communication networks. The appearance of new paradigms, concepts, applications and technologies from one hand, and the ubiquity and the heterogeneity of the communicating entities from another hand, led to new complex problems of security. In some cases, the damages caused to the private life of every user can be irreparable. First, we propose a systemic and cognitive approach to include all Internet of Things (henceforth IoT) security aspects in a coherent framework. Compared to the analytic approach, our vision may lack theoretical rigor, but remains a flexible approach that may be required during decision making in ubiquitous environment. Next, we identify precise questions related to accidental or intentional threats, which may lead to private data breach during their exchange over networks. Then, we characterize the privacy problem by studying the fundamental concepts of IoT and the research activities related to security. By examining the related research work, it has been noticed that several classical solutions remain applicable but are limited by energy constraints, memory space, and calculation capacities. To overcome this problem, we propose a logical and controllable solution based on game theory approach. The advantage of this choice resides in its solid mathematical and formal basis. Then, we analytically explain the choice of the main system components, their interactions and their objectives. We used a probabilistic approach using a Markovian process, where we define three different application scenarios (e-health, trade and intelligent transport), two main actors (private data owner and requester) with different player’s types (trusted-regular, trusted-curious, untrusted-curious and untrusted-malicious), and a set of strategies depending on communication facilities, attack detection, incentive motivation and privacy concession. Finally, we evaluate the model by demonstrating the existence of an equilibrium solution with a satisfactory value of incentive motivation and data privacy concession, and by calculating the final state probabilities. We validate the proposed model through numerical results obtained from the theoretical model
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Calka, Michelle. "Beyond newbie : immersion in virtual game worlds". Virtual Press, 2006. http://liblink.bsu.edu/uhtbin/catkey/1337190.

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The purpose of this thesis is to explore the following research question: How does immersion occur in a virtual game environment? Specifically, this study will focus on the Massively Multiplayer Online Role Playing Game (MMORPG) World of Warcraft. Approaching the question using a grounded theory methodology, the study finds that immersion takes place in two primary areas: Environmental and Social. Environmental immersion concerns technical aspects of the game including aesthetic detail, sensory stimulation, and narratives. Social immersion evolves as a paradigmatic opposition of cooperation and intimidation. Players are not fully immersed in the world until they have accepted cooperation as their dominant paradigm for play.
Department of Telecommunications
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Oliveira, Atol Fortin de. "Leilões para publicidade na Internet". Universidade de São Paulo, 2012. http://www.teses.usp.br/teses/disponiveis/45/45134/tde-23012013-011946/.

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Neste projeto apresentamos três modelos para publicidade na Internet, e mecanismos associados a cada modelo, analisando suas propriedades como estabilidade, otimalidade, prova de estratégia, e consumo de tempo. Primeiramente apresentamos um dos primeiros artigos publicados sobre o problema de leilões para publicidade na Internet, que descreve essencialmente o funcionamento dos atuais leilões para publidade na Internet. Em seguida, apresentamos outros dois modelos. O primeiro deles permite publicidade com exclusividade. O segundo modelo permite mais opções ao leiloeiro e aos anunciantes, ao permitir preços mínimos de venda e preços máximos de compra.
In this project we present three Internet sponsored search advertising models, and mechanisms related to each model, analyzing properties such as stability, optimality, strategy-proof, and time consumption. We start presenting one of the first articles on the problem of sponsored search advertising. Next, we present other two models. The first one allows exclusivity advertising. The second model allows a wider variety of options for both the auctioneer and the bidders, including minimum selling prices and maximum buying prices.
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Livros sobre o assunto "Internet game"

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Bell, Joseph Grant. Games and game resources on the Internet. Indianapolis, Ind: BradyGAMES, 1995.

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Orland, Kyle. CityVille for dummies. Hoboken, NJ: Wiley Pub., 2011.

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Hall, Rick. Game Development Essentials: Online Game Development. Clifton Park, NY: Delmar/Cengage Learning, 2008.

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Lang, Christoph. Panda3D 1. 7 Game Developer's Cookbook. Birmingham: Packt Publishing, Limited, 2011.

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McQuade, Samuel C. Internet addiction and online gaming. Editado por Gentry Sarah, Colt James P e Rogers Marcus K. New York: Chelsea House, 2011.

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Antoniou, Josephina. Game Theory, the Internet of Things and 5G Networks. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-16844-5.

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Ken, Leebow, ed. 300 incredible things for game players on the Internet. Marietta, Ga: 300Incredible.Com, LLC, 2001.

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Romo, Lucia. La dépendance aux jeux vidéo et à Internet. Paris: Dunod, 2012.

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Inc, ebrary, ed. Flash 10 multiplayer game essentials: Create exciting real-time multiplayer games using Flash. Birmingham [England]: Packt Pub., 2010.

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Gradecki, Joe. The game developer's guide to online resources. New York: Wiley Computer Pub., 1996.

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Capítulos de livros sobre o assunto "Internet game"

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Kuboň, David, Eleni Metheniti e Barbora Hladká. "Politician – An Imitation Game". In Internet Science, 201–12. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-77547-0_15.

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Kuleshov, Volodymyr, e Okke Schrijvers. "Inverse Game Theory: Learning Utilities in Succinct Games". In Web and Internet Economics, 413–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-662-48995-6_30.

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Engelberg, Roee, e Michael Schapira. "Weakly-Acyclic (Internet) Routing Games". In Algorithmic Game Theory, 290–301. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-24829-0_26.

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Chung, Christine, e Evangelia Pyrga. "Stochastic Stability in Internet Router Congestion Games". In Algorithmic Game Theory, 183–95. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-04645-2_17.

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Klastrup, Lisbeth. "Understanding Online (Game)worlds". In International Handbook of Internet Research, 309–23. Dordrecht: Springer Netherlands, 2009. http://dx.doi.org/10.1007/978-1-4020-9789-8_19.

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Wirtz, Bernd W. "Video and computer game management". In Media and Internet Management, 383–426. Wiesbaden: Gabler, 2011. http://dx.doi.org/10.1007/978-3-8349-6843-2_8.

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Wu, Bin. "The Computational Intelligence of the Game Pac-Man". In Internet of Things, 646–51. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32427-7_92.

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Angenendt, Moritz. "Virtual Rollercoaster – In-Game-Konzerte und medienkulturelle Metaprozesse". In Musik und Internet, 153–72. Wiesbaden: Springer Fachmedien Wiesbaden, 2023. http://dx.doi.org/10.1007/978-3-658-39145-4_9.

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Bujari, Armir, Matteo Ciman, Ombretta Gaggi e Claudio E. Palazzi. "Can a Game Improve People’s Lives? The Case of Serious Games". In Internet of Things. IoT Infrastructures, 270–75. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-47063-4_27.

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Ioannidis, Stratis, e Patrick Loiseau. "Linear Regression as a Non-cooperative Game". In Web and Internet Economics, 277–90. Berlin, Heidelberg: Springer Berlin Heidelberg, 2013. http://dx.doi.org/10.1007/978-3-642-45046-4_23.

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Trabalhos de conferências sobre o assunto "Internet game"

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Sahibgareeva, Gulnara Faritovna, e Vlada Vladimirovna Kugurakova. "Branched Structure Component for a Video Game Scenario Prototype Generator". In 23rd Scientific Conference “Scientific Services & Internet – 2021”. Keldysh Institute of Applied Mathematics, 2021. http://dx.doi.org/10.20948/abrau-2021-10-ceur.

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The task of automating the routine work of computer game writers, narrative designers, set forth in earlier works, has been continued in the presented work. The issues of visualization of branching narrative structures of computer games are considered, the analysis of various approaches to visualization of the plot and other important components of a video game, such as, for example, automatic balancing of quantitative parameters, is carried out. The paper presents the chosen technological stack and gives specific solutions for storage in the form of a structured scenario, allowing the generation of continuing story branches and testing the narrative prototyping stage using the automatically generated text novel.
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Sahibgareeva, Gulnara Faritovna, Vlada Vladimirovna Kugurakova e Edward Sergeevich Bolshakov. "Video Game's Mechanics Generation and Balancing". In 24th Scientific Conference “Scientific Services & Internet – 2022”. Keldysh Institute of Applied Mathematics, 2022. http://dx.doi.org/10.20948/abrau-2022-6.

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. This article is a continuation of the idea about developing a gaming prototype generator from natural language text. Game balance theme, which mentioned in previous authors' papers, fully opens up from theoretical and practice standpoints. Many expert opinions and definitions were analyzed to understand the identity of that problem. As a result, a full understanding of the problem was formed and challenges were listed, which exists in this direction. The purpose of the research is automation of game-designers routine in the prototyping stage. For this, the problem of generation of game balance from text documents is solved, so a number of scientific papers are considered, which offer algorithms, optimizing and automating approaches and computer games balance. The functionality of the dynamic balance editor Machinations is presented in detail, and the principle of operations is illustrated. To check the availability of approaches in the overall collection of the prototype generator work, a number of experiments were provided. They prove effective work with exhaustive diagrams and saves important development team resources. In addition, a particular problem of formalization and visualizing connection between gameplay and plot was solved, which is justified by the context dependence of the game balance. In conclusion, plans for the further development of a full-featured tool for the game scriptwriters and designers are given. As a conclusion, we state that automatic correction of the game balance is possible as well as its generation based on text.
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Gama, Kiev, Rafael Wanderley, Daniel Maranhão e Vinicius Garcia. "TagHunt: Uma plataforma Combinando a Internet das Coisas com Scavenger Hunt Games". In VII Simpósio Brasileiro de Computação Ubíqua e Pervasiva. Sociedade Brasileira de Computação - SBC, 2015. http://dx.doi.org/10.5753/sbcup.2015.10177.

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The “Internet of Things” (IoT) brings the notion of heterogeneous objects using ubiquitous technologies to interact among them and with the physical environment through technologies such as Bluetooth, ZigBee, GPRS, NFC, QR code, among others. Based on the possibility of linking ordinary objects from the physical world to the Internet, this paper proposes and details a platform called TagHunt, for creating and playing scavenger hunt games. This platform leverages on smartphones’ capability to interact with ordinary objects using IoT-based technologies such as NFC and QR Code, stimulating the player to interact with physical environments looking for “clues” in the game.
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"TOWARDS A CONCEPT FOR STREAMLINING GAME DESIGN OF AN EXISTING SERIOUS GAME AND PRELIMINARY EVALUATION". In 19th International Conference on WWW/Internet. IADIS Press, 2020. http://dx.doi.org/10.33965/icwi2020_202012c021.

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Qiang Song e Gang Li. "Game Analysis on China's Internet Content Regulation". In 2008 International Seminar on Business and Information Management (ISBIM 2008). IEEE, 2008. http://dx.doi.org/10.1109/isbim.2008.45.

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He, Yerong, Huizong Li e Xiangqian Wang. "An Internet transaction integrity risk game model". In 2013 International Conference on Services Science and Services Information Technology. Southampton, UK: WIT Press, 2014. http://dx.doi.org/10.2495/sssit130361.

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Cotton, Tia, e Lynsay Shepherd. "Practising Safe Sex(t): Developing a Serious Game to Tackle Technology-Facilitated Sexual Violence". In 15th International Conference on Applied Human Factors and Ergonomics (AHFE 2024). AHFE International, 2024. http://dx.doi.org/10.54941/ahfe1004777.

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Modern society relies on the Internet for socialisation, entertainment, and business, whilst the COVID-19 pandemic has expedited the digitalisation of many services. Heightened incidences of cybercrime have accompanied increased Internet usage, including acts of technology-facilitated sexual violence (TFSV). Measures to prevent further TFSV victims are limited, and growing pressures on law enforcement mean few support resources are available. This paper presents an innovative game-based mitigation for TFSV education. We developed a serious game in the form of an online visual novel, with each chapter revolving around an aspect of TFSV. Pre and post-game surveys were conducted with 45 participants to explore their experience with the game and understanding of TFSV. The findings highlight that games-based interventions have the potential to act as an effective tool against TFSV. The broader implications of the work focus on suggestions for law enforcement and the role of games-based mitigations to reduce victimisation.
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Rullo, Antonino, Daniele Midi, Edoardo Serra e Elisa Bertino. "A Game of Things". In IoTDI '17: International Conference on Internet-of-Things Design and Implementation. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3054977.3055001.

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Qian, Wang. "Game Research on Internet Finance Innovation and Supervision". In Proceedings of the 4th International Conference on Economics, Management, Law and Education (EMLE 2018). Paris, France: Atlantis Press, 2018. http://dx.doi.org/10.2991/emle-18.2018.21.

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Chen, Lijun, Tao Cui, Steven H. Low e John C. Doyle. "A Game-Theoretic Model for Medium Access Control". In 3rd International ICSTConference on Wireless Internet. ICST, 2007. http://dx.doi.org/10.4108/wicon.2007.2281.

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Relatórios de organizações sobre o assunto "Internet game"

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VEDESHKINA, NATALIA A., e VALENTINA A. MAXIMENKO. COMPUTER GAME "THE WAY TO A SECURE INTERNET". SIB-Expertise, novembro de 2023. http://dx.doi.org/10.12731/er0743.18112023.

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The computer game "The Way to a secure Internet" was created by teachers of the MDOU "D/ s № 73" of Magnitogorsk on the cross-platform environment for the development of Unity computer programs. The game is aimed at older preschool children. It is aimed at the formation of life skills of students in the information society in order to ensure the information security of children. The main educational material is the selection of rules for safe behavior when using the Internet information network by students, taking into account the peculiarities of children's perception of information. The plot of the game situation and the algorithm of sequential actions of the user in order to move from one level to another suggest the following stages of the educational course and, accordingly, game tasks for the player: get and assimilate information about the dangers on the Internet, listen (read) the rule about safe behavior on the Internet, get acquainted with the game situation, choose the right solution, applying the rule about safe behavior on the Internet. The introductory information contains options for dangerous situations in which a child may find himself in the real world with incorrect communication on the Internet. The information included in the training information introduces preschoolers to the rules of safe behavior on the Internet. The control of the assimilation of educational material is presented at the game level of solving a problem situation. When choosing an answer, the game reality is realized in one of two directions: the correct answer - the training material is learned – the player moves to the next level; the wrong answer – the training material is not learned – the player returns to the level of familiarity with the rule. The system of criteria for evaluating user behavior during the implementation of an interactive game is expressed in the accumulation of bonuses (presented in the form of stars that appear on the playing field in the process of solving game problems).
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Styugina, Anastasia. Internet game "Sign me up as an astronaut" for the formation of the social and psychological experience of younger adolescents with disabilities by means of game psychocorrection. Science and Innovation Center Publishing House, dezembro de 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.

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In the practice of a teacher-psychologist at the School of Distance Education, the game “Sign me up as an astronaut”, developed by the author, was tested, aimed at developing the skills of social and psychological interaction in younger adolescents with disabilities through the awareness and strengthening of personal resources by means of game psychocorrection. The specifics of the work of a psychologist at the School of Distance Education are determined by the following circumstances: - students have a severe disability and the corresponding psychophysical characteristics: instability of the emotional-volitional sphere, lack of motivation, severe physical and mental fatigue, low level of social skills, etc. - the use of distance educational technologies in psychocorrectional work; - lack of methodological recommendations for psychocorrectional work in conditions of distance technologies with school-age children. Such recommendations are available mainly for adults, they relate to the educational process, but they do not cover the correctional process. There is enough scientific and methodological literature on psychological and pedagogical correction, which is the basis for ensuring the work of a practicing psychologist, but there are difficulties in transferring these techniques, games, etc. - to the remote mode of correctional and developmental work, especially in the form of group work. During the game, various social and psychological situations are solved, which are selected strictly according to the characteristics of the social experience of the participants.
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Williams, Thomas. Cell Biology Board Game: Cell Survival Drive. University of Dundee, 2023. http://dx.doi.org/10.20933/100001276.

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When dangers strike a cell, they are detected by sensors. Sensors tell messengers about the danger. Messengers tell the organiser. The organiser plans the cell defence, using responders and recyclers. Researchers in the MRC-PPU are figuring out how these different parts interact with each other.
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Galland, Martin. COMTOG Report on ‘Bury Me My Love’. European Center for Populism Studies (ECPS), abril de 2023. http://dx.doi.org/10.55271/rp0036.

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Bury Me My Love is a game about distance. It is a game which places front and center relationships between humans, how they interact, and what drives people to take a leap into the unknown and risk their lives in the hope of reaching safety. The eponymous phrase, ‘Bury Me My Love,’ is an Arabic expression to take care roughly meant to signify, “don’t think about dying before I do.” The game is inspired by but does not tell, the real-life story of Dana, a Syrian woman having left her country in September 2015. Both the journalist who wrote the article on Dana’s story and Dana herself working as part of the game’s editorial team
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TETINA, S. V., Yu V. GUTROVA, I. E. ZHIDKOVA, Yu G. MAKOVETSKAYA, E. S. KRASNITSKAYA, E. G. KOLIKOVA e N. O. NIKOLOV. BUSINESS DIDACTIC GAME "INDIVIDUAL METHODOLOGICAL STYLE OF TEACHER'S ACTIVITY". SIB-Expertise, março de 2022. http://dx.doi.org/10.12731/er0543.17032022.

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Abstract: the proposed business didactic game is aimed at developing the creative attitude of the teacher to his own professional activity. The motivational material of a business didactic game allows the teacher to understand that his activity has sometimes elusive pedagogical algorithms and strategies, the totality of which can be called such a concept as an individual methodological style of activity. In addition to pedagogical strategies, this concept reflects the unique psychological qualities of the individual, which allow the teacher to influence the quality of the acquired knowledge. It is also emphasized that the concept of an individual style of activity is the result of the teacher's internal hard work, the result of a long search, value. On this basis, the individual style of activity rejects the concept of "charisma", since it is self-sufficient and does not need to be theatrically announced to any audience. All the value bases of an individual methodological style of activity are aimed not at narcissism, but at helping students in mastering the internal content of a particular academic subject. The leading sign of the formation of an individual methodological style of activity is the ability to correctly combine one's original author's position on the content principles of the taught subject with the guiding and prescriptive lines of the work program. The author's position of the teacher, which combines the emotional and rational components, is also reflected in external behavioral mechanisms. At the same time, expressive forms of behavior are not a mandatory feature of the individual style of methodological activity. A special style of preparing educational material, a list of methods and forms of teaching is structured on the basis of a situational understanding of the subtle mechanisms of teaching, educating and developing schoolchildren
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Yatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, fevereiro de 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.

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The article investigates functional techniques of extralinguistic expression in multimedia texts; the effectiveness of figurative expressions as a reaction to modern events in Ukraine and their influence on the formation of public opinion is shown. Publications of journalists, broadcasts of media resonators, experts, public figures, politicians, readers are analyzed. The language of the media plays a key role in shaping the worldview of the young political elite in the first place. The essence of each statement is a focused thought that reacts to events in the world or in one’s own country. The most popular platform for mass information and social interaction is, first of all, network journalism, which is characterized by mobility and unlimited time and space. Authors have complete freedom to express their views in direct language, including their own word formation. Phonetic, lexical, phraseological and stylistic means of speech create expression of the text. A figurative word, a good aphorism or proverb, a paraphrased expression, etc. enhance the effectiveness of a multimedia text. This is especially important for headlines that simultaneously inform and influence the views of millions of readers. Given the wide range of issues raised by the Internet as a medium, research in this area is interdisciplinary. The science of information, combining language and social communication, is at the forefront of global interactions. The Internet is an effective source of knowledge and a forum for free thought. Nonlinear texts (hypertexts) – «branching texts or texts that perform actions on request», multimedia texts change the principles of information collection, storage and dissemination, involving billions of readers in the discussion of global issues. Mastering the word is not an easy task if the author of the publication is not well-read, is not deep in the topic, does not know the psychology of the audience for which he writes. Therefore, the study of media broadcasting is an important component of the professional training of future journalists. The functions of the language of the media require the authors to make the right statements and convincing arguments in the text. Journalism education is not only knowledge of imperative and dispositive norms, but also apodictic ones. In practice, this means that there are rules in media creativity that are based on logical necessity. Apodicticity is the first sign of impressive language on the platform of print or electronic media. Social expression is a combination of creative abilities and linguistic competencies that a journalist realizes in his activity. Creative self-expression is realized in a set of many important factors in the media: the choice of topic, convincing arguments, logical presentation of ideas and deep philological education. Linguistic art, in contrast to painting, music, sculpture, accumulates all visual, auditory, tactile and empathic sensations in a universal sign – the word. The choice of the word for the reproduction of sensory and semantic meanings, its competent use in the appropriate context distinguishes the journalist-intellectual from other participants in forums, round tables, analytical or entertainment programs. Expressive speech in the media is a product of the intellect (ability to think) of all those who write on socio-political or economic topics. In the same plane with him – intelligence (awareness, prudence), the first sign of which (according to Ivan Ogienko) is a good knowledge of the language. Intellectual language is an important means of organizing a journalistic text. It, on the one hand, logically conveys the author’s thoughts, and on the other – encourages the reader to reflect and comprehend what is read. The richness of language is accumulated through continuous self-education and interesting communication. Studies of social expression as an important factor influencing the formation of public consciousness should open up new facets of rational and emotional media broadcasting; to trace physical and psychological reactions to communicative mimicry in the media. Speech mimicry as one of the methods of disguise is increasingly becoming a dangerous factor in manipulating the media. Mimicry is an unprincipled adaptation to the surrounding social conditions; one of the most famous examples of an animal characterized by mimicry (change of protective color and shape) is a chameleon. In a figurative sense, chameleons are called adaptive journalists. Observations show that mimicry in politics is to some extent a kind of game that, like every game, is always conditional and artificial.
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Muñoz González, JM, e B. Segovia Aguilar. How do teenagers interact with video games? Preferences and performative skills. Revista Latina de Comunicación Social, janeiro de 2019. http://dx.doi.org/10.4185/rlcs-2019-1335en.

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Wolff, Laurence, e Claudio de Moura Castro. Public or Private Education for Latin America?: That is the (False) Question. Inter-American Development Bank, agosto de 2001. http://dx.doi.org/10.18235/0008794.

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This paper seeks to enlighten a complex and often polemical debate about public and private education. It argues that the distinction between private and public is less important than the rules of the game to which critical actors of the system respond. Based on a review of a wide range of literature, the paper argues for public policies which can make public institutions more market oriented and private institutions more likely to serve the public interest, including providing systematic information on learning, giving increased power to students, parents, and other stakeholders involved in public education, providing more effective oversight of private schools, and establishing funding mechanisms for both public and private education which encourage quality, efficiency, and equity.
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Smerecka, Honorata. ANALYSIS OF PRESS HEADLINES FROM KROSNOCITY.PL AND KROSNO24.PL WEB PORTALS IN KROSNO. Ivan Franko National University of Lviv, março de 2021. http://dx.doi.org/10.30970/vjo.2021.50.11108.

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The analysis of press headlines from the krosnocity.pl and krosno24.pl news portals in Krosno allowed to distinguish features and ways of creating headlines in the local press: from schematic constructions to metaphors, word games, hyperbolization of events and quoting statements. During the linguistic research, several key functions of local Internet portals also emerged: it is primarily to inform about the most important events from the region, but also to support the development of the city, promote local products and businesses, take care of the good name and the interests of its inhabitants and make their achievements and passions known.
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Mueller, Bernardo, Carlos Pereira, Lee J. Alston e Marcus André Melo. Who Decides on Public Expenditures?: A Political Economy Analysis of the Budget Process: The Case of Brazil. Inter-American Development Bank, setembro de 2005. http://dx.doi.org/10.18235/0009170.

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In this project, the authors analyze the budgetary process to determine who decides on public expenditures in Brazil. The focus is not so much on the actual fiscal outcomes that emerge from the budgetary process, but rather on the policy making process that generates those outcomes. This involves looking not only at the budgetary rules and institutions but also at the political institutions that determine the players involved, their motivations, their incentives, and their power. In essence: who can initiate proposals that affect the budget and spending, who can vote, who can veto, and what is the sequence in which these actions take place? The political institutions set the formal and informal rules under which these players interact, that is, the policy making game. The final outcomes from this game will vary over time as they are affected as well by economic and political shocks. Representative outcomes are those that mirror the preferences of society rather than those of specific groups. Outcomes are sustainable when they can be replicated over time without resulting in economic crises. In this project we describe the characteristics of budgetary outcomes in Brazil in terms of these criteria by showing how those outcomes map into the country's political institutions. The paper concludes by examining several reforms to the budgetary process in Brazil that have been proposed by politicians and academics and the authors' own policy recommendations.
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