Academic literature on the topic 'Action video games'

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Journal articles on the topic "Action video games"

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Gee, James Paul. "Stories, probes, and games." Narrative Inquiry 21, no. 2 (2011): 353–57. http://dx.doi.org/10.1075/ni.21.2.14gee.

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This paper is a reflection on the potential of narrative video games for human sense making and perspective taking. Such games are considered in the context of storytelling and reflective action as the two core foundations of human sense making. I propose that narrative video games allow a form of player storytelling at the intersection of the game’s grand narrative and reflective action in a virtual world. I further propose that such games have the potential to create empathy for other people’s situations and perspectives in life.
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Ciszek, Przemysław. "Polish Thematic Media on Video Games 1990–2020." Media Biznes Kultura, no. 1 (10) (2021): 103–14. http://dx.doi.org/10.4467/25442554.mbk.21.006.13972.

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This article presents the history and contemporary state of Polish media on the theme of video games. Media about video games emerged on the Polish market after the country’s political transformation of 1989 and quickly became very popular. The ever increasing multitude of players led to demand for information and reviews on games. During 1990’s there were many more or less significant magazines about video games in Poland. Almost all of them perished. Currently, there are only three of them on the Polish market. TV programmes about video games appeared during the 90s which effectively showcased them in action. The media landscape has changed as the internet has become widely available and largely overtaken the information and entertainment function of the press and television in regards to video games. Today thematic websites about games are still important but youtubers and Twitch streamers are taking advantage. Their broadcast is especially important for younger generation of gamers. Presenting video games in action and live commentary is a very popular way of communication. Many online content creators have built great audience and income doing so.
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Benoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.

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In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a professional level in the esports industry differ from amateur video game players in their cognitive and learning abilities. We assessed 14 video game players who play in a competitive league (Professional) and 16 casual video game players (Amateur) on set of standard neuropsychological tests evaluating processing speed, attention, memory, executive functions, and manual dexterity. We also examined participants’ ability to improve performance on a dynamic visual attention task that required tracking multiple objects in three-dimensions (3D-MOT) over five sessions. Professional players showed the largest performance advantage relative to Amateur players in a test of visual spatial memory (Spatial Span), with more modest benefits in a test of selective and sustained attention (d2 Test of Attention), and test of auditory working memory (Digit Span). Professional players also showed better speed thresholds in the 3D-MOT task overall, but the rate of improvement with training did not differ in the two groups. Future longitudinal studies of elite video game experts are required to determine whether the observed performance benefits of professional gamers may be due to their greater engagement in video game play, or due to pre-existing differences that promote achievement of high performance in action video games.
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Argilés, Marc, Laura Asensio Jurado, and Lluïsa Quevedo Junyent. "Gamification, serious games and action video games in optometry practice." Journal of Optometry 13, no. 3 (2020): 210–11. http://dx.doi.org/10.1016/j.optom.2019.10.003.

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Sarhan, Shahenda, Mohamed Abu ElSoud, and Hebatullah Rashed. "Enhancing Video Games Policy Based on Least-Squares Continuous Action Policy Iteration: Case Study on StarCraft Brood War and Glest RTS Games and the 8 Queens Board Game." International Journal of Computer Games Technology 2016 (2016): 1–14. http://dx.doi.org/10.1155/2016/7090757.

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With the rapid advent of video games recently and the increasing numbers of players and gamers, only a tough game with high policy, actions, and tactics survives. How the game responds to opponent actions is the key issue of popular games. Many algorithms were proposed to solve this problem such as Least-Squares Policy Iteration (LSPI) and State-Action-Reward-State-Action (SARSA) but they mainly depend on discrete actions, while agents in such a setting have to learn from the consequences of their continuous actions, in order to maximize the total reward over time. So in this paper we proposed a new algorithm based on LSPI called Least-Squares Continuous Action Policy Iteration (LSCAPI). The LSCAPI was implemented and tested on three different games: one board game, the 8 Queens, and two real-time strategy (RTS) games, StarCraft Brood War and Glest. The LSCAPI evaluation proved superiority over LSPI in time, policy learning ability, and effectiveness.
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Li, Li, Rongrong Chen, and Jing Chen. "Playing Action Video Games Improves Visuomotor Control." Psychological Science 27, no. 8 (2016): 1092–108. http://dx.doi.org/10.1177/0956797616650300.

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Li, R., U. Polat, and D. Bavelier. "Playing action video games enhance visual sensitivity." Journal of Vision 8, no. 6 (2010): 472. http://dx.doi.org/10.1167/8.6.472.

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Green, C. S., and D. Bavelier. "Learning, Attentional Control, and Action Video Games." Current Biology 22, no. 6 (2012): R197—R206. http://dx.doi.org/10.1016/j.cub.2012.02.012.

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West, Greg L., Kyoko Konishi, and Veronique D. Bohbot. "Video Games and Hippocampus-Dependent Learning." Current Directions in Psychological Science 26, no. 2 (2017): 152–58. http://dx.doi.org/10.1177/0963721416687342.

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Research examining the impact of video games on neural systems has largely focused on visual attention and motor control. Recent evidence now shows that video games can also impact the hippocampal memory system. Further, action and 3D-platform video-game genres are thought to have differential impacts on this system. In this review, we examine the specific design elements unique to either action or 3D-platform video games and break down how they could either favor or discourage use of the hippocampal memory system during gameplay. Analysis is based on well-established principles of hippocampus-dependent and non-hippocampus-dependent forms of learning from the human and rodent literature.
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Dye, Matthew W. G., C. Shawn Green, and Daphne Bavelier. "Increasing Speed of Processing With Action Video Games." Current Directions in Psychological Science 18, no. 6 (2009): 321–26. http://dx.doi.org/10.1111/j.1467-8721.2009.01660.x.

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Dissertations / Theses on the topic "Action video games"

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Bloom, Victoria. "Multiple Action Recognition for Video Games (MARViG)." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/37171/.

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Action recognition research historically has focused on increasing accuracy on datasets in highly controlled environments. Perfect or near perfect offline action recognition accuracy on scripted datasets has been achieved. The aim of this thesis is to deal with the more complex problem of online action recognition with low latency in real world scenarios. To fulfil this aim two new multi-modal gaming datasets were captured and three novel algorithms for online action recognition were proposed. Two new gaming datasets, G3D and G3Di for real-time action recognition with multiple actions and multi-modal data were captured and publicly released. Furthermore, G3Di was captured using a novel game-sourcing method so the actions are realistic. Three novel algorithms for online action recognition with low latency were proposed. Firstly, Dynamic Feature Selection, which combines the discriminative power of Random Forests for feature selection with an ensemble of AdaBoost classifiers for dynamic classification. Secondly, Clustered Spatio-Temporal Manifolds, which modelled the dynamics of human actions with style invariant action templates that were combined with Dynamic Time Warping for execution rate invariance. Finally, a Hierarchical Transfer Learning framework, comprised of a novel transfer learning algorithm to detect compound actions in addition to hierarchical interaction detection to recognise the actions and interactions of multiple subjects. The proposed algorithms run in real-time with low latency ensuring they are suitable for a wide range of natural user interface applications including gaming. State-of-the art results were achieved for online action recognition. Experimental results indicate higher complexity of the G3Di dataset in comparison to the existing gaming datasets, highlighting the importance of this dataset for designing algorithms suitable for realistic interactive applications. This thesis has advanced the study of realistic action recognition and is expected to serve as a basis for further study within the research community.
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Brown, Christopher Michael. "Specific effects of action video games on perception and attention." Diss., Wichita State University, 2012. http://hdl.handle.net/10057/5352.

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Many research studies have established that playing action video games can lead to visual attention and perception benefits for the player. This dissertation pioneers the use of custom designed video game levels to determine if a single aspect of action video game play has specific effects on the player. In the following studies, specific aspects of action video games can indeed be isolated and thus potentially used as training tools for targeted perceptual benefits. Experiment 1 demonstrates that just two hours of training in a custom designed video game world that emphasizes friend vs. foe discrimination benefits players’ ability to focus on relevant visual information, and leads to marginally decreased flanker interference and marginally improved filtering capacity. Experiment 2 examines the beneficial effects of dispersed vs. narrowly focused attention in a second custom designed video game world. After two hours of game play, players in the dispersed attention condition significantly increased their visual working memory capacity and ability to allocate attention to peripheral items.<br>Thesis (Ph.D.)--Wichita State University, College of Liberal Arts and Sciences, Dept. of Psychology
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Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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Vance, Brittany Nicole. ""This Action Will Have Consequences": How the Video Game Life Is Strange Balances Entertainment with Empathy." BYU ScholarsArchive, 2019. https://scholarsarchive.byu.edu/etd/8707.

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This paper examines how the video game Life Is Strange balances the aims of an entertainment game with themes that are more typically found in serious games. Drawing from scholars like Belman, Flanagan and Bogost, the paper explores the capability for entertainment games to foster empathy within players. Finally, the paper attempts to reinforce frameworks for analyzing entertainment games.
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Whitlock, Katherine Lynne. "Theatre and the video game beauty and the beast /." Columbus, Ohio : Ohio State University, 2004. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1086119742.

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Thesis (Ph. D.)--Ohio State University, 2004.<br>Title from first page of PDF file. Document formatted into pages; contains ix, 264 p.; also includes grafics (some col.). Includes abstract and vita. Advisor: Lesley K. Ferris, Dept. of Theatre. Includes bibliographical references (p. 246-264).
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Borghetti, Lorraine. "Closing the Gender Gap: Action Video Game Training, Cognitive Improvement, and Related Self-Efficacy." University of Dayton / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=dayton1418101534.

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Blacker, Kara J. "The Effects of Action Video Game Training on Visual Short-term Memory." Diss., Temple University Libraries, 2013. http://cdm16002.contentdm.oclc.org/cdm/ref/collection/p245801coll10/id/225466.

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Psychology<br>Ph.D.<br>The ability to hold visual information in mind over a brief delay is critical for acquiring information and navigating a complex visual world. Despite the ubiquitous nature of visual short-term memory (VSTM) in our everyday lives, this system is fundamentally limited in capacity. Therefore, the potential to improve VSTM through training is a growing area of research. An emerging body of literature suggests that extensive experience playing action video games yields a myriad of perceptual and attentional benefits. Several lines of converging work provide evidence that action video game play influences VSTM as well. The current study utilized a training paradigm to examine whether action video games cause improvements to the quantity and/or the quality of information stored in VSTM and whether these VSTM advantages extend visual working memory (VWM). The results suggest that VSTM capacity is increased after action video game training, as compared to training on a control game, and that some limited improvement to VSTM precision occurs with action game training as well. The VSTM improvements seen in individuals trained on an action video game are not better accounted for by differences in motivation or engagement, differential expectations, or baseline differences in demographics as compared to the control group used. However, these findings do not appear to extend to measures of VWM, nor to verbal working memory. In sum, action video game training represents a potentially unique and engaging platform by which this severely capacity-limited VSTM system might be enhanced.<br>Temple University--Theses
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Al, Gabbani Maha Fahad S. "Action video games enhance executive function in typically developing children and children with Hemiplegic Cerebral Palsy." Thesis, University of Newcastle upon Tyne, 2017. http://hdl.handle.net/10443/3869.

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Hypotheses: 1) Executive Function (EF) in children can be improved by action video games training. 2) Improvement of EF can enhance hand motor function. Aims: 1) To determine whether children who play Video Games (AVGPs) exhibit similar enhancement of EF as has been reported in adults; 2) To study the effect of action video game genre training on EF and hand motor function for Typically Developing (TD) children; 3) To study the effect of AVG training on EF and hand motor function for children with Hemiplegic Cerebral Palsy (HCP). Methods: Aim1:154 TD children aged 6-12 years participated in a cross-sectional study; Aim 2: 40 Non-Action Video Game players (NAVGPs) aged 8-12 years were randomized to training with AVG or NAVG, in a double blinded study of the effect of AVG training on EF; Aim 3:9 children with HCP aged 8-12 participated in a pilot study, open intervention study of the effect of AVG training on EF and hand function. EF was assessed using Cambridge Neuropsychological Test Automated Battery (CANTAB) and hand motor function was assessed using Tyneside 9 holes pegboard. In addition, Assisting Hand Assessment (AHA), Melbourne Assessment 2 (MA2), and Chedoke Arm and Hand Activity Inventory (CAHAI) were used for children with HCP. Results: EF and hand motor functions were superior in children playing AVGs compared to children who play NAVGs only. Action video game training for 50 hours over 8 weeks significantly improved EF in TD children compared to those training with NAVGs. AVG training was associated with significant improvement in EF in children with HCP. Hand motor function did not show significant improvement after training. Conclusion: Action video game training can enhance EF in TD and should be investigated further to assess if it has a therapeutic role in improving EF and dexterity in children with HCP.
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Dapra, Charles. "Action Video Game Skill Level Predicts Performance on Target Detection and Identification in a Simulated Combat Environment." Honors in the Major Thesis, University of Central Florida, 2006. http://digital.library.ucf.edu/cdm/ref/collection/ETH/id/1214.

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This item is only available in print in the UCF Libraries. If this is your Honors Thesis, you can help us make it available online for use by researchers around the world by following the instructions on the distribution consent form at http://library.ucf.edu/Systems/DigitalInitiatives/DigitalCollections/InternetDistributionConsentAgreementForm.pdf You may also contact the project coordinator, Kerri Bottorff, at kerri.bottorff@ucf.edu for more information.<br>Bachelors<br>Sciences<br>Psychology
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Rzicznek, Zachary J. "Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133.

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Books on the topic "Action video games"

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Lampton, Christopher. Nintendo action games. Millbrook Press, 1991.

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Lampton, Christopher. Nintendo action games. Millbrook Press, 1991.

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4-6, 1. Of 2. Nintendo Action Games. Millbrook Press, 1991.

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The electrifying, action-packed, unusual history of video games. Capstone Press, 2011.

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Zimmerman, S. Scott. Action games for the Apple: How to design computer games. Scott, Foresman, 1986.

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(Firm), BradyGames, ed. Act of War: Direct action : official strategy guide. BradyGames, 2005.

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Mantgem, Mike Van. 3D action gamer's bible: Strategies, secrets & cheats for the most popular 3D action games. Prima Pub., 1996.

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Female action heroes: A guide to women in comics, video games, film, and television. Greenwood, 2010.

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Development, Prima, and Prima Temp Authors. Banjo-Tooie. 6th ed. Prima Publishing, Prima Games, 2000.

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The Getaway: Official Strategy Guide. Prima Games, 2003.

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Book chapters on the topic "Action video games"

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Nae, Andrei. "Immersion in mainstream action games." In Immersion, Narrative, and Gender Crisis in Survival Horror Video Games. Routledge, 2021. http://dx.doi.org/10.4324/9781003019022-3.

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Feng, Jing, and Ian Spence. "Playing Action Video Games Boosts Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_8.

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Roque, Nelson A., and Walter R. Boot. "Action Video Games DO NOT Promote Visual Attention." In Video Game Influences on Aggression, Cognition, and Attention. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_9.

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Chen, XiaoLong, Kaustubha Mendhurwar, Sudhir Mudur, Thiruvengadam Radhakrishnan, and Prabir Bhattacharya. "Learning Human Action Sequence Style from Video for Transfer to 3D Game Characters." In Motion in Games. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-16958-8_39.

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Papagiannis, Tasos, Georgios Alexandridis, and Andreas Stafylopatis. "GAMER: A Genetic Algorithm with Motion Encoding Reuse for Action-Adventure Video Games." In Applications of Evolutionary Computation. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-16692-2_11.

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Mondada, Lorenza. "Coordinating action and talk-in-interaction in and out of video games." In The Appropriation of Media in Everyday Life. John Benjamins Publishing Company, 2012. http://dx.doi.org/10.1075/pbns.224.10mon.

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Hooks, Ed. "Video games." In Acting for Animators. Routledge, 2017. http://dx.doi.org/10.4324/9781315618272-6.

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Zhang, Xuemin, Bin Yang, and Yongna Li. "Impact of 3D/VR Action Video Games on Players’ Cognition, Problem Solving and Its Implications in Simulation Training." In Hybrid Learning. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-14657-2_40.

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Toh, Weimin. "Gameplay I—Players’ Actions and Mechanics." In A Multimodal Approach to Video Games and the Player Experience. Routledge, 2018. http://dx.doi.org/10.4324/9781351184779-10.

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Yu, Rita W. L., Wai Hung Yuen, Lu Peng, and Alan H. S. Chan. "Acceptance Level of Older Chinese People Towards Video Shooting Games." In Human Aspects of IT for the Aged Population. Healthy and Active Aging. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-50249-2_50.

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Conference papers on the topic "Action video games"

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Kosa, Mehmet. "Theory of Action Phases in Video Games." In CHI PLAY '16: The annual symposium on Computer-Human Interaction in Play. ACM, 2016. http://dx.doi.org/10.1145/2968120.2990467.

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Meng, Wang, Chen Yingfeng, Lv Tangjie, et al. "Reinforcement Learning with Action-Specific Focuses in Video Games." In 2020 IEEE Conference on Games (CoG). IEEE, 2020. http://dx.doi.org/10.1109/cog47356.2020.9231608.

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Novak, Elena, and Janet Tassell. "Video Games that Improve ‘Learning to Learn’: Focus on Action Video Game Play Elements." In 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT). IEEE, 2017. http://dx.doi.org/10.1109/icalt.2017.152.

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Al-Gabbani M., Morgan G., and Eyre J. A. "Positive relationship between duration of action video game play and visuospatial executive function in children." In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2014. http://dx.doi.org/10.1109/segah.2014.7067090.

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Zha, Daochen, Kwei-Herng Lai, Songyi Huang, et al. "RLCard: A Platform for Reinforcement Learning in Card Games." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/764.

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We present RLCard, a Python platform for reinforcement learning research and development in card games. RLCard supports various card environments and several baseline algorithms with unified easy-to-use interfaces, aiming at bridging reinforcement learning and imperfect information games. The platform provides flexible configurations of state representation, action encoding, and reward design. RLCard also supports visualizations for algorithm debugging. In this demo, we showcase two representative environments and their visualization results. We conclude this demo with challenges and research opportunities brought by RLCard. A video is available on YouTube.
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Serradilla, J., J. Shi, Y. Cheng, G. Morgan, C. Lambden, and J. Eyre. "Automatic assessment of upper limb function during play of the action video game, circus challenge: validity and sensitivity to change." In 2014 IEEE 3rd International Conference on Serious Games and Applications for Health (SeGAH). IEEE, 2014. http://dx.doi.org/10.1109/segah.2014.7067073.

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Hernandez, Carlos, Adi Botea, Jorge A. Baier, and Vadim Bulitko. "Online Bridged Pruning for Real-Time Search with Arbitrary Lookaheads." In Twenty-Sixth International Joint Conference on Artificial Intelligence. International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/72.

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Real-time search algorithms are relevant to time-sensitive decision-making domains such as video games and robotics. In such settings, the agent is required to decide on each action under a constant time bound, regardless of the search space size. Despite recent progress, poor-quality solutions can be produced mainly due to state re-visitation. Different techniques have been developed to reduce such a re-visitation with state pruning showing promise. In this paper, we propose a novel pruning approach applicable to the wide class of real-time search algorithms. Given a local search space of arbitrary size, our technique aggressively prunes away all states in its interior, possibly adding new edges to maintain the connectivity of the search space frontier. An experimental evaluation shows that our pruning often improves the performance of a base real-time search algorithm by over an order of magnitude. This allows our implemented system to outperform state-of-the-art real-time search algorithms used in the evaluation.
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Ribeiro, Elison, and Marcos Seruffo. "Proposal of quantitative and qualitative metrics to assess affective user-centered design of video games." In XVII Simpósio Brasileiro de Fatores Humanos em Sistemas Computacionais. Sociedade Brasileira de Computação (SBC), 2018. http://dx.doi.org/10.5753/ihc.2018.4197.

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The experience which emerges from digital games has, above all, an emotional nature, so evaluating the user experience only through objective factors does not seem to be sufficient for the analysis of a game as it is an entertainment product. This article intends to propose a set of metrics that allow evaluating affective, or roughly speaking, emotional aspects of the user experience from digital games. The metrics are applied to a list, found in a related work, of relevant game design components that affect the subjective experience of gaming. The intended experiment in the future is a gameplay session of a game especially designed to include a system that measures in background, through the proposed metrics, players’ actions in the gaming experience. The result in this paper is a set of quantitative and qualitative metrics that will assess players’ choices in the actual experiment and that yield numerical outcomes, even though the analyzed factors are subjective.
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Winn, Brian M., Wei Peng, and Karin Pfeiffer. "Player guiding in an active video game." In 2011 IEEE International Games Innovation Conference (IGIC). IEEE, 2011. http://dx.doi.org/10.1109/igic.2011.6115107.

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Xian, Jiajun, and Dan Yang. "The Evolution of People'S Interest in Video Games." In 2018 15th International Computer Conference on Wavelet Active Media Technology and Information Processing (ICCWAMTIP). IEEE, 2018. http://dx.doi.org/10.1109/iccwamtip.2018.8632566.

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Reports on the topic "Action video games"

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Thompson, Michael, and Cynthia Irvine. Active Learning with the CyberCIEGE Video Game. Defense Technical Information Center, 2011. http://dx.doi.org/10.21236/ada547670.

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