Academic literature on the topic 'Android games'
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Journal articles on the topic "Android games"
Kim, Nam-su, Seong-ho Kim, Min-su Pack, and Seong-je Cho. "Detecting Android Emulators for Mobile Games." Journal of Software Assessment and Valuation 17, no. 1 (June 30, 2021): 41–50. http://dx.doi.org/10.29056/jsav.2021.06.06.
Full textSaragih, Doni Indra Sazaly, Risko Liza, and TM Diansyah. "RANCANG BANGUN SISTEM E-SPORT CYBERCAFE FINDER MENGGUNAKAN METODE LBS (LOCATION BASED SERVICE) BERBASIS ANDROID." JURNAL TEKNOLOGI INFORMASI 2, no. 2 (February 1, 2019): 158. http://dx.doi.org/10.36294/jurti.v2i2.431.
Full textHerzamzam, Dyah Anungrat. "THE EFFECTIVENESS OF EDUCATIONAL GAMES IN MATH LEARNING IN ELEMENTARY SCHOOL." DWIJA CENDEKIA: Jurnal Riset Pedagogik 2, no. 2 (December 31, 2018): 21. http://dx.doi.org/10.20961/jdc.v2i2.26274.
Full textSuryani, Ela, and Kartika Yuni Purwanti. "Pengenalan Game Edukasi Android Sebagai Penunjang Perkembangan Kognitif Anak." Aksiologiya: Jurnal Pengabdian Kepada Masyarakat 3, no. 2 (June 4, 2019): 148. http://dx.doi.org/10.30651/aks.v3i2.1486.
Full textAbidin, Muhammad Zainal, and Tri Listyorini. "Game Edukatif Membaca Al-Qur’an (Ilmu Tajwid) Berbasis Android." SINTECH (Science and Information Technology) Journal 1, no. 1 (January 26, 2018): 1–6. http://dx.doi.org/10.31598/sintechjournal.v1i1.153.
Full textDebnath, Oliva, Saptarshi Debnath, Diptashree Paul, Aneesh Kar, and Mousumi Paul. "GAMES ON ANDRIOD APP IS SUPPORTING THE STUDENT'S ENGLISH LANGUAGE." International Journal of English Learning & Teaching Skills 3, no. 1 (October 1, 2020): 1703–16. http://dx.doi.org/10.15864/ijelts.3105.
Full textSukanto, Petrus Sokibi, and I. Ketut Widhi Adnyana. "GAME EDUKASI RPG SEAL BREAKER MENGGUNAKAN RPG MAKER MV BERBASIS ANDROID." Jurnal Bahasa Rupa 2, no. 1 (October 28, 2018): 68–79. http://dx.doi.org/10.31598/bahasarupa.v2i1.240.
Full textErfan, Muhammad, and Mohammad Archi Maulyda. "Meningkatkan Pemahaman Konsep Bangun Ruang Mahasiswa Calon Guru Sekolah Dasar Menggunakan Game Android." PALAPA 8, no. 2 (November 21, 2020): 418–27. http://dx.doi.org/10.36088/palapa.v8i2.925.
Full text杨, 曼. "Development of IMMORTAL Games Based on Android Platform." Computer Science and Application 08, no. 04 (2018): 559–64. http://dx.doi.org/10.12677/csa.2018.84063.
Full textMarpaung, Franky Hadinata, Rhio Sutoyo, Daniel Daniel, Yonas Yonas, and Vedro Vedro. "Pegembangan Game dengan Menggunakan Teknologi Voice Recognition Berbasis Android." ComTech: Computer, Mathematics and Engineering Applications 5, no. 1 (June 30, 2014): 191. http://dx.doi.org/10.21512/comtech.v5i1.2608.
Full textDissertations / Theses on the topic "Android games"
Marián, Santos Javier. "Monkey Gamer : Automatic Profiling of Android Games." Thesis, Linköpings universitet, Programvara och system, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-96923.
Full textFekolkin, Roman. "Analysis of Augmented Reality Games on Android platform." Thesis, Högskolan i Gävle, Avdelningen för Industriell utveckling, IT och Samhällsbyggnad, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hig:diva-14431.
Full textLöwgren, Martin. "Immersion in Location-Based Games." Thesis, Högskolan i Skövde, Institutionen för kommunikation och information, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-5119.
Full textAlmquist, Mathias, and Viktor Almquist. "A study on Android games : 3G energy consumption, CPU-utilization and system calls." Thesis, Linköpings universitet, Programvara och system, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-115247.
Full textMagnuson, Bill. "Building Blocks for Mobile Games : A multiplayer framework for App Inventor for Android." Thesis, Massachusetts Institute of Technology, 2010. http://hdl.handle.net/1721.1/61253.
Full textCataloged from PDF version of thesis.
Includes bibliographical references (p. 219-220).
Building Blocks for Mobile Games is a client-server multiplayer game-building-framework for the App Inventor for Android platform. The Building Blocks for Mobile Games multiplayer framework includes an App Inventor component and a Game Server running on Google App Engine. The client-side-component packages the complexity of web service calls, data transfer and game state management into a set of graphical code blocks that allow users without programming experience to create Android applications that can access the Game Server API. The Game Server provides basic functionality that can be used to create simple multiplayer games and message-passing applications, such as a multiuser bulletin board. The Game Server is also extensible and can be enhanced with custom modules which provide server commands that implement game logic, perform database operations, access third-party web services, and read RSS feeds. Custom modules were used with Building Blocks to develop a multiplayer card game, a variant of Bulls and Cows with a shared scoreboard, an application that accesses Amazon's book search API and a pair of applications for creating, managing and voting in polls. The clients for these applications are built entirely with the App Inventor graphical blocks language, which can be assembled into Android Applications. The custom modules that support the client programs average less than 50 lines of Python code.
by Bill Magnuson.
M.Eng.
Nieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.
Full textMalm, Tobias, and Johan Lindström. "Development of a real-time multiplayer gamefor the computer tablet." Thesis, Linköpings universitet, Interaktiva och kognitiva system, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-84557.
Full textGomes, Leonardo Augusto de Figueiredo. "Aplicativos do Sistema Operacional Android na aprendizagem de Matemática: Aplicativos e jogos digitais." Universidade Estadual da Paraíba, 2017. http://tede.bc.uepb.edu.br/jspui/handle/tede/3010.
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The constant presence of technologies in the social and academic life of each of us is perceptible. Our schools are full of mobile devices that can connect the entire school community with the world's knowledge. There are millions of people using a mobile platform such as the Android operating system, which have endless applications with diverse specificity for the various tasks faced by the human being in their day to day life. Considering the presence of this material, in our schools and in the social life of our student, the objective was to analyze the potential of Android applications and digital games in Mathematics teaching in two public schools in the cities of Catingueira-PB and Patos -PB. This study begins at the State School Inácio da Catingueira, in the municipality of Catingueira-PB. In this first stage of the project, the students' opinion about the use of the Matrix application, in Matrix and Determinants teaching, was analyzed through an online questionnaire. After analyzing the results, we considered the use of other applications and digital games, in a public school in the city of Patos-PB: state school of elementary and middle school José Gomes Alves. After the research, in this school, which is qualitative, with a case study technique, through the Likert scale, we seek to understand the students' opinion after using some games and applications in exponential function classes, in a middle grade. After the analysis, we conclude, through the students' answers, that the use of the applications in the classes of exponential function was significantly characterized as instruments, in the process of mathematical learning.
É perceptível a presença constante das tecnologias na vida social e acadêmica de cada um de nós. As nossas escolas estão repletas de dispositivos móveis capazes de conectar toda a comunidade escolar com o conhecimento existente no mundo. São milhões de pessoas utilizando uma plataforma móvel como o sistema operacional Android, que dispõem de infinitas aplicações com diversificada especificidade para as diversas tarefas enfrentadas pelo ser humano, no seu dia-a-dia. Tendo em vista a presença desse material, nas nossas escolas e na vida social do nosso educando, objetivou-se analisar as potencialidades das aplicações e jogos digitais do sistema Android, no ensino de Matemática em duas escolas públicas das cidades de Catingueira-PB e Patos-PB. Tal estudo se inicia na Escola Estadual Inácio da Catingueira, no município de Catingueira-PB. Nessa primeira etapa do projeto, foi analisada a opinião dos alunos sobre a utilização do aplicativo Matrix, no ensino de Matrizes e Determinantes, coletada por meio de um questionário online. Após analisarmos os resultados, pensou-se na utilização de outros aplicativos e jogos digitais, numa escola pública na cidade de Patos-PB: Escola Estadual de ensino fundamental e médio José Gomes Alves. Após a realização da pesquisa, nessa escola, a qual é de cunho qualitativo, com técnica de estudo de caso, através da escala de Likert, buscamos compreender a opinião dos educandos após a utilização de alguns jogos e aplicativos nas aulas de função exponencial, numa turma de 1º ano médio. Após a análise, concluímos, por meio das respostas dos educandos, que a utilização dos aplicativos nas aulas de função exponencial caracterizou-se de forma significativa como instrumentos, no processo de aprendizagem matemática.
Leissner, Lotta, and Henrik Augustsson. "Spelmotor och spellogik för androidspel." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-37792.
Full textThis report concerns the development of the game engine and game logic that are used within the game Steam Tale, which during the development process was known as Project Steam Age, by the group StormBound. The game was developed targeting mobile devices, and within this report is included a short perspective on the history of mobile gaming. The game’s genre, JRPG, short for Japanese Role Playing Game, and peripheral concepts in regards to it are explained as well, and in relation to other genres and games available. The game was made for Android v2.3 and later and as such coded in Java. Amongst the difficulties encountered, as detailed within this report, were the task of ensuring that the game runs on a wide range of phone hardware, including aspects such as both with and without hardware-based graphical acceleration, varying amounts of storage space and CPU-cores, as well as differing screen sizes. Furthermore, at the creation of applications such as this one should consider resource handling, especially concerning graphics and sounds, a topic discussed in this report.
Fekete, Lorand. "Guidelines for creating tablet based learning games of compound kanji for non native learners." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20929.
Full textBooks on the topic "Android games"
Zechner, Mario, and Robert Green. Beginning Android Games. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4678-7.
Full textSilva, Vladimir. Pro Android Games. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4798-2.
Full textZechner, Mario, J. F. DiMarzio, and Robert Green. Beginning Android Games. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-0472-6.
Full textNardone, Massimo, and Vladimir Silva. Pro Android Games. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-0587-7.
Full textSilva, Vladimir. Pro Android Games. Berkeley, CA: Apress, 2009. http://dx.doi.org/10.1007/978-1-4302-2648-2.
Full textZechner, Mario. Beginning Android Games. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4.
Full textHagos, Ted, Mario Zechner, J. F. DiMarzio, and Robert Green. Beginning Android Games Development. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7.
Full textBook chapters on the topic "Android games"
Hagos, Ted, Mario Zechner, J. F. DiMarzio, and Robert Green. "Android Studio." In Beginning Android Games Development, 29–44. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7_3.
Full textNardone, Massimo, and Vladimir Silva. "Discovering Android Wear." In Pro Android Games, 339–68. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-0587-7_11.
Full textZechner, Mario, and Robert Green. "Publishing Your Game." In Beginning Android Games, 659–74. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4678-7_15.
Full textZechner, Mario. "Android, the New Kid on the Block." In Beginning Android Games, 1–23. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_1.
Full textZechner, Mario. "OpenGL ES: Going 3D." In Beginning Android Games, 489–524. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_10.
Full textZechner, Mario. "3D Programming Tricks." In Beginning Android Games, 525–76. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_11.
Full textZechner, Mario. "Droid Invaders: the Grand Finale." In Beginning Android Games, 577–623. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_12.
Full textZechner, Mario. "Publishing Your Game." In Beginning Android Games, 625–36. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_13.
Full textZechner, Mario. "What’s Next?" In Beginning Android Games, 637–40. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_14.
Full textZechner, Mario. "First Steps with the Android SDK." In Beginning Android Games, 25–50. Berkeley, CA: Apress, 2011. http://dx.doi.org/10.1007/978-1-4302-3043-4_2.
Full textConference papers on the topic "Android games"
Santos, Javier, Simin Nadjm-Tehrani, and Aruna Bianzino. "Monkey Gamer: Automatic Profiling of Android Games." In 6th International Conference on Mobile Computing, Applications and Services. ICST, 2014. http://dx.doi.org/10.4108/icst.mobicase.2014.257771.
Full textGadia, Davide, Dario Maggiorini, Davide Puopolo, Laura Anna Ripamonti, and Luca Ziliani. "A Distributed Game Engine for Mobile Games on the Android Platform." In International Conference on Computer-Human Interaction Research and Applications. SCITEPRESS - Science and Technology Publications, 2017. http://dx.doi.org/10.5220/0006508601420149.
Full textde Urturi, Zelai Saenz, Amaia Mendez Zorrilla, and Begona Garcia Zapirain. "Serious Game based on first aid education for individuals with Autism Spectrum Disorder (ASD) using android mobile devices." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000343.
Full textKartiko, Dwi C., Dwi L. Juniarisca, Abdul R. S. Tuasikal, Bayu B. Prakoso, and Faridha Nurhayati. "Android - Based Sport Board Games for Intellectual Disabilities." In International Joint Conference on Arts and Humanities (IJCAH 2020). Paris, France: Atlantis Press, 2020. http://dx.doi.org/10.2991/assehr.k.201201.191.
Full textAndrade, Cassiano, Ismael Silva, Glivia Barbosa, and Flavio Coutinho. "Real-Time Motion Detection for Android Smartphones." In 2019 18th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames). IEEE, 2019. http://dx.doi.org/10.1109/sbgames.2019.00029.
Full textSlivar, Ivan, Zvonimir Dragozet, and Lea Skorin-Kapov. "User customization of the GamingAnywhere Android mobile client interface." In 2015 International Workshop on Network and Systems Support for Games (NetGames). IEEE, 2015. http://dx.doi.org/10.1109/netgames.2015.7383003.
Full textNo, Hae-Sun, Kang-Ho Kim, Yong-Gyun Lim, Sung-Hyun Lee, and Dae-Woong Rhee. "A Study on the Automation Function of the Image Resizing in Android Development Environment." In Proceedings of the Serious Games Conference 2014. Singapore: Research Publishing Services, 2014. http://dx.doi.org/10.3850/978-981-09-0463-0_045.
Full text"Design and Development of Mobile Games Based on Android Platform." In 2018 2nd International Conference on Systems, Computing, and Applications. Francis Academic Press, 2018. http://dx.doi.org/10.25236/systca.18.031.
Full textShieh, Ming-Yuan, Juing-Shian Chiou, and Chun-I. Ko. "Adaptive classification and strategy making system for android soccer games." In 2012 4th International Conference on Intelligent & Advanced Systems (ICIAS). IEEE, 2012. http://dx.doi.org/10.1109/icias.2012.6306153.
Full textSephton, Nick, Peter I. Cowling, Sam Devlin, Victoria J. Hodge, and Nicholas H. Slaven. "Using association rule mining to predict opponent deck content in android: Netrunner." In 2016 IEEE Conference on Computational Intelligence and Games (CIG). IEEE, 2016. http://dx.doi.org/10.1109/cig.2016.7860399.
Full text