Academic literature on the topic 'Arcade Video Games'

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Journal articles on the topic "Arcade Video Games"

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Skolnik, Michael Ryan, and Steven Conway. "Tusslers, Beatdowns, and Brothers: A Sociohistorical Overview of Video Game Arcades and theStreet FighterCommunity." Games and Culture 14, no. 7-8 (2017): 742–62. http://dx.doi.org/10.1177/1555412017727687.

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Alongside their material dimensions, video game arcades were simultaneously metaphysical spaces where participants negotiated social and cultural convention, thus contributing to identity formation and performance within game culture. While physical arcade spaces have receded in number, the metaphysical elements of the arcades persist. We examine the historical conditions around the establishment of so-called arcade culture, taking into account the history of public entertainment spaces, such as pool halls, coin-operated entertainment technologies, video games, and the demographic and economic conditions during the arcade’s peak popularity, which are historically connected to the advent of bachelor subculture. Drawing on these complementary histories, we examine the social and historical movement of arcades and arcade culture, focusing upon the Street Fighter series and the fighting game community (FGC). Through this case study, we argue that moral panics concerning arcades, processes of cultural norm selection, technological shifts, and the demographic peculiarities of arcade culture all contributed to its current decline and discuss how they affect the contemporary FGC.
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Braun, Claude M. J., and Josette Giroux. "Arcade Video Games: Proxemic, Cognitive and Content Analyses." Journal of Leisure Research 21, no. 2 (1989): 92–105. http://dx.doi.org/10.1080/00222216.1989.11969792.

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Brandt, Andrea M., Bryan L. Haddock, Linda D. Wilkin, and Hosung So. "Interactive Video/Arcade Games as a Form of Exercise." Medicine & Science in Sports & Exercise 39, Supplement (2007): S384. http://dx.doi.org/10.1249/01.mss.0000274509.78895.40.

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Dirgantara, Harya Bima, and Henri Septanto. "A Prototype of Web-based Picture Cards Matching Video Game for Memory Improvement Training." IJNMT (International Journal of New Media Technology) 8, no. 1 (2021): 1–9. http://dx.doi.org/10.31937/ijnmt.v8i1.1730.

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This study aims to design an action-arcade web-based picture card matching video game for memory improvement. Picture cards to be matched are animals that usually exist in zoos and farms, like monkey, cow, dog, pig, chicken, zebra, elephant, owl, and mouse. This research uses the prototyping process model with the communication stage, quick planning, modeling, construction, and launching. The results of this study are web-based video games for memory improvement training. From the results of the user experience testing, 68% of respondents informed that they felt it was easier to remember.
 Index Terms—video game; action-arcade; picture cards matching; prototyping; memory improvement training
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Makai, Péter. "Video Games as Objects and Vehicles of Nostalgia." Humanities 7, no. 4 (2018): 123. http://dx.doi.org/10.3390/h7040123.

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Barely 50 years old, video games are among the newest media today, and still a source of fascination and a site of anxiety for cultural critics and parents. Since the 1970s, a generation of video gamers have grown up and as they began to have children of their own, video games have become objects evoking fond memories of the past. Nostalgia for simpler times is evident in the aesthetic choices game designers make: pixelated graphics, 8-bit music, and frustratingly hard levels are all reminiscent of arcade-style and third-generation console games that have been etched into the memory of Generation X. At the same time, major AAA titles have become so photorealistic and full of cinematic ambition that video games can also serve as vehicles for nostalgia by “faithfully” recreating the past. From historical recreations of major cities in the Assassin’s Creed series and L. A. Noire, to the resurrection of old art styles in 80 Days, Firewatch or Cuphead all speak of the extent to which computer gaming is suffused with a longing for pasts that never were but might have been. This paper investigates the design of games to examine how nostalgia is used to manipulate affect and player experience, and how it contributes to the themes that these computer games explore. Far from ruining video games, nostalgia nonetheless exploits the associations the players have with certain historical eras, including earlier eras of video gaming. Even so, the juxtaposition of period media and dystopic rampages or difficult levels critically comment upon the futility of nostalgia.
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Raudenbush, Bryan, Jerrod Koon, Trevor Cessna, and Kristin McCombs. "Effects of Playing Video Games on Pain Response during a Cold Pressor Task." Perceptual and Motor Skills 108, no. 2 (2009): 439–48. http://dx.doi.org/10.2466/pms.108.2.439-448.

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Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age= 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age= 19.7 yr., SD= 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.
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Qaffas, Alaa A. "An Operational Study of Video Games’ Genres." International Journal of Interactive Mobile Technologies (iJIM) 14, no. 15 (2020): 175. http://dx.doi.org/10.3991/ijim.v14i15.16691.

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This paper presents a study of the most successful games during the last 34 last years (1986 – 2019). We observed that the 100 most ranked games are represented by 16 genres (adventure, role-playing, shooter, platform, puzzle, strategy, hack and slash/beat 'em up, real time strategy, turn-based strategy, point-and-click, indie, racing, sport, fighting, arcade and simulator). These genres are then compares to show which genres are more attractive for players. As a result, we observed that 6 genres among the 16 represent the most ranked games (adventure, RPG, shooter, platform, puzzle, and strategy). They represent 0.83 of the successful games. This allowed us to recommend to combining the others genres with the 6 selected genres. Also, we analyzed the evolution of the 16 games genres during the last 34 years. We observed that some genres have a great success until the past decades, but they haven’t a success in this decade. Game designers and researchers in the field of games may rethink about how to add attractive elements in the genres non-successful in this decade. Also, we observed that some genres like the indie games haven’t a great success in the past decades, but they have an important increased success in this decade. This may encourage the decision makers and the game designer to invest on these genres.
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Biercewicz, Konrad, Mariusz Borawski, and Jarosław Duda. "Method for Selecting an Engagement Index for a Specific Type of Game Using Cognitive Neuroscience." International Journal of Computer Games Technology 2020 (August 18, 2020): 1–19. http://dx.doi.org/10.1155/2020/2450651.

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The popularity of video games means that methods are needed to assess their content in terms of player satisfaction right from the production stage. For this purpose, the indicators used in EEG studies can be used. This publication presents a method that has been developed to determine whether a person likes an arcade game. To this end, six different indicators to measure consumer involvement in a video game using the EEG were compared, among others. The study was conducted using several different games created in Unity based on the observation (n=31) of the respondents. EEG has been used to select the most suitable indices studied.
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Droumeva, Milena. "Audible Efforts: Gender and Battle Cries in Classic Arcade Fighting Games." Media and Communication 7, no. 4 (2019): 186–97. http://dx.doi.org/10.17645/mac.v7i4.2300.

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Video games are demanding work indeed. So demanding that our screen heroes and heroines are constantly making sounds of strife, struggle, or victory while conducting surrogate labor for us running, fighting, saving worlds. These sounds also represent the very real demanding labor of voice actors, whose burnout and vocal strain have recently come to the fore in terms of the games industries’ labor standards (Cazden, 2017). But do heroes and she-roes sound the same? What are the demands—virtual, physical, and emotional—of maintaining sexist sonic tropes in popular media; demands that are required of the industry, the game program, and the player alike? Based on participatory observations of gameplay (i.e., the research team engaging with the material by playing the games we study), close reading of gendered sonic presence, and a historical content analysis of three iconic arcade fighting games, this article reports on a notable trend: As games self-purportedly and in the eyes of the wider community improve the visual representation of female playable leads important aspects of the vocal representation of women has not only lagged behind but become more exaggeratedly gendered with higher-fidelity bigger-budget game productions. In essence, femininity continues to be a disempowering design pattern in ways far more nuanced than sexualization alone. This media ecology implicates not only the history of best practices for the games industry itself, but also the culture of professional voice acting, and the role of games as trendsetters for industry conventions of media representation. Listening to battle cries is discussed here as a politics of embodiment and a form of emotionally demanding game labor that simultaneously affects the flow and immersion of playing, and carries over toxic attitudes about femininity outside the game context.
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Anna Sarapuk. "Réflexions sur la traduction du jeu vidéo en tant que nouveau média de représentation littéraire." Między Oryginałem a Przekładem 25, no. 46 (2019): 61–78. http://dx.doi.org/10.12797/moap.25.2019.46.04.

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Reflections on Video Games Translation as a Literary Representation in the New Media
 Large-scale development of video games can be considered as a somewhat new phenomena, even though video games have been gaining more and more adepts during the last few decades. Since the very beginning, videogames have sought for inspiration in literature, with games such as “The Hobbit” released in 1986 on Amstrad CPC. Back then, it was a raw media that didn’t offer much possibilities to the players as well as to the developers. Today, millions of people – not to say billions – play videogames in the entire world. Technologies related to videogames development are more and more complex. Now, the player doesn’t only have to complete simple objectives like with arcade cabinets back in the 1970’s. He can control complex characters and have them evolve in rich environments. Videogame universes are often based on literature, and thus become a representation of literature that has to consider every aspect of the works it interprets: graphisms (sets and characters), music, gameplay, but also language, the main area of interest for translators. We look into the games ABC Murders and The Witcher III in order to examine different aspects of books transcribed in videogames and their inter-semiotic and interlingual translation.
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Dissertations / Theses on the topic "Arcade Video Games"

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Meadows, Linda K. "Ethnography of a video arcade : a study of children's play behavior and the learning process /." Connect to resource, 1985. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1279566866.

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Lange, Andreas. "Der Computer schlägt zurück." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-139247.

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Lange, Andreas. "Der Computer schlägt zurück: Wege zum Heimvideospiel der 1970er Jahre." Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A27816.

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Zachariáš, Michal. "Vývoj "Indie Game"." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-235517.

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This master's thesis deals with development of indie game - independently-developed game. It describes important moments in computer games history. It clarifies terms like golden age of video arcade games and video game crash of 1983. Further it explains history and origin of indie game phenomenon. It describes some of the differences between independent and commercial game development. In next chapter it presents some game engines which are suitable for independent game development. And in the last chapter it describes the design and implementation of game engine and game running on it.
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Segars, Tara. "8-Bit Hunger." Kent State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=kent1619176909244462.

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DeLeon, Christopher L. "Arcade-style game design: postwar pinball and the golden age of coin-op videogames." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44699.

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Several major design elements that we often take for granted in early coin-op videogames-including rule automation, real-time button play, and fiction as static theme-originated decades prior as innovations within the pinball industry. These similarities occurred on account of a number of key personnel doing leading work in both industries, convergent evolution around the business model shared by both game forms, and an irreversible trend of coin-op games becoming more differentiated and having better contextualized objectives. Although echoes of these qualities exist in more modern videogames, the relatively pure combination of these traits in early coin-op games resulted in a type of game style unfamiliar, or even off-putting, to players whose gameplay experiences are limited primarily to newer games from the past two decades. Because the coin-op gameplay formula achieved high replay value with little content, and required only minimal instruction, aspects of it have been rediscovered within the modern casual games movement and indie mobile games. Patterns from the historical relationship between pinball and coin-op videogames can serve as a lens for gaining another perspective on more recent issues and trends in the game industry, from the inherent issues with motion control to the rapid industry-changing shift toward social games.
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Rogers, Katherine Linn. "The Sounds of "Pac-Man Fever": Intersections of Video Game Culture and Popular Music in America." Case Western Reserve University School of Graduate Studies / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=case1559848783170242.

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Kocurek, Carly Ann. "Masculinity at the video game arcade : 1972-1983." 2012. http://hdl.handle.net/2152/22133.

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As the United States shifted toward a service-based economy and an increasingly digital media environment, American youth -- particularly young men and boys -- found an opportunity to play with these values in the then-novel video game arcade. The video game industry first came of age between the successful commercialization of Pong in 1972 and the U.S. gaming industry crash of 1983. In the interim, economic and play practices in the arcade itself and media representations of the arcade and its habitués shaped and responded to the economic and cultural upheavals of the period. Arcade machines were the first computers many Americans confronted. Through public discourse about gaming and gamers, Americans engaged in a critical debate about computerization, the move to digital media culture, the restructuring of the U.S. labor economy, and the competitiveness of American youth -- particularly boys -- in a Cold War culture conceived as both hostile and technologically oriented. This study demonstrates that video gaming was an arena in which Americans grappled with larger tensions about masculinity, globalization, labor, and digitalization. By analyzing gaming as a practice of everyday life, this work not only offers a cultural history of this period of gaming, but critical insights into the crystallization of masculine identity in a postindustrial, postmodern economy.<br>text
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Mostert, Jeanette Lesley. "The gendered identity of South African video arcades, games and their users." Thesis, 2001. http://hdl.handle.net/10413/5787.

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This research investigates the gendered nature of video arcades and video games, in relation to the perceptions and attitudes of the users to them. Video arcades are relatively recent sites of leisure and engagement with electronic games. Very little research (if any) in this area has been done in South Africa. This research is concerned with both media and gender and draws on a theoretical framework informed by poststructural understandings of gender construction and discourse. The research also examines users' habits and attitudes to and perceptions of the video arcades, the games and their narrative scenarios, in relation to gendered behaviours. As a Media Educator, these findings reinforce the researcher's belief in an urgent need for Media Education in South African schools.<br>Thesis (M.Ed.)-University of Natal, Durban, 2001.
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Hladky, Théophile. "Entre deux mondes : perspectives émergentes dans la conception d’expériences vidéoludiques en réalité virtuelle." Thèse, 2018. http://hdl.handle.net/1866/21958.

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Books on the topic "Arcade Video Games"

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Bueschel, Richard M. Arcade sport games. Coin-op Classics, 1996.

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Clair, John St. Project arcade: Build your own arcade machine. 2nd ed. Wiley Pub., 2011.

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Jean, Snow, ed. Arcade Mania. Kodansha America, 2008.

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Rice, Chris. Ultimate Mortal Kombat 3: Official arcade secrets. Prima Pub., 1996.

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Clair, John St. Project Arcade. John Wiley & Sons, Ltd., 2004.

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Farber, Erica. Showdown at the arcade. Western Pub., 1994.

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Farber, Erica. Showdown at the arcade. Western Pub., 1994.

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Kent, Steven L. The First Quarter: A 25-Year History of Video Games. BWD Press, 2001.

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McMurtry, Ken. Risk Your Life Arcade. Gareth Stevens Pub., 1996.

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The Ultimate History of Video Games: From Pong to Pokémon and Beyond. Prima Publishing, 2001.

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Book chapters on the topic "Arcade Video Games"

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Márquez, Israel. "Video Game Screens: From Arcades to Nintendo DS." In Advances in Intelligent Systems and Computing. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-46068-0_10.

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Kocurek, Carly A. "Against the Arcade." In Video Game Policy. Routledge, 2015. http://dx.doi.org/10.4324/9781315748825-15.

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Greenfield, Patricia M. "Video Games Revisited." In Gaming and Cognition. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-717-6.ch001.

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When Greenfield wrote her chapter on video games in her 1994 landmark book Mind and Media, video games were played primarily in arcades, and popular opinion held that they were at best a waste of time and at worst dangerous technology sure to lead to increased aggression. As a cognitive psychologist and media scholar, she was interested in what was really going on in these games and brought the theoretical rigor and research tools of her discipline to bear on games and their cognitive effects on game players. Part anthropologist and part stranger in a strange land, she studied games and game players and played games herself. Her conclusions at the time were both surprising and prescient; research failed to support the common sense connection of games and violent behavior, and games in fact appeared to have cognitive benefits unseen by those who did not play them. Her conclusions both provided a glimpse of then-current research and laid the foundation for a rigorous empirical study of games and cognition. What is shocking upon rereading this chapter today is how relevant it remains and how many of the research possibilities remain largely unexplored. Her chapter is reprinted here along with her current analysis and thoughts about her original ideas, 25 years later. Its placement as the first chapter in a book dedicated to cognitive perspectives on games is appropriate, both as a reminder of where we come from and how far we have yet to go.
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Weihl, Harrington. "The Game Space of Dear Esther and Beyond." In Examining the Evolution of Gaming and Its Impact on Social, Cultural, and Political Perspectives. IGI Global, 2016. http://dx.doi.org/10.4018/978-1-5225-0261-6.ch004.

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This chapter argues that the spaces created by video games are central to the formulation of player agency in the game. More precisely, this chapter analyzes several recent independent and experimental games—Dear Esther, Menagerie, and the work of games collective Arcane Kids—to argue that the dislocation or alienation of player agency through the formal category of game space has political and aesthetic significance. The dislocation of player agency sees ‘agency' taken away from the player and granted instead to the game space itself; players are placed at the mercy of the game space in such a way that their lack of agency is emphasized. The effect of this emphasis is to enable these games to critique the atomized, neoliberal undercurrents of contemporary cultural production.
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Debbabi, Sana, and Serge Baile. "Creating Telepresence in Virtual Mediated Environments." In Virtual Technologies. IGI Global, 2008. http://dx.doi.org/10.4018/978-1-59904-955-7.ch102.

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Why examine the concept of telepresence? A number of emerging technologies, including virtual reality, simulation, home theater, state-of-the-art video conferencing and virtual three-dimensional (3-D) environment, are designed to give the user a type of mediated experience that has never been possible before. This new experience seems to be “real,” “direct” and “immediate.” The term telepresence has been used to describe this compelling sense of being present in these mediated virtual environments (Held &amp; Durlach, 1992; Steuer, 1992). On the empirical side, the use of this new revolution in media technologies has expanded to telemedicine, telepsychiatry, distance learning, legal testimony from remote locations, arcade games and more (see Lombard &amp; Ditton, 1997). An enhanced sense of telepresence is central to the usefulness and profitability of the new technologies mentioned above, and others such as the World Wide Web and high-definition television. As underlined by Zhang, Benbasat, Carey, Davis, Galletta and Strong (2002) in the management information systems field, the concept of telepresence has become an important component of our understanding of how people experience computer-mediated environments. On the theoretical side, researchers in communication, psychology and other fields are interested in particular in how people are influenced by media presentations. An understanding of telepresence can enhance our theories here, too. Despite the centrality and importance of telepresence, it has not yet been carefully defined and explicated. In fact, researchers, especially those working on human performance in virtual reality, have noted the need to conceptualize and measure telepresence more effectively (e.g., Held &amp; Durlach, 1992; Sheridan, 1992). In the remainder of this article, we (a) review several conceptualizations of telepresence and presence in literature, (b) review telepresence determinants, (c) outline the main methods commonly used for measuring telepresence and (d) recommend attributes of future research concerning this concept.
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Conference papers on the topic "Arcade Video Games"

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Vargas, Alvaro Jose Ortega, Jairo E. Serrano C., Leonardo Castellanos Acuna, and Juan Carlos Martinez-Santos. "Path Planning for Non-Playable Characters in Arcade Video Games using the Wavefront Algorithm." In 2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX). IEEE, 2020. http://dx.doi.org/10.1109/gmax49668.2020.9256835.

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Merchan-Garcia, Domenica A., Alejandro S. Enriquez-Mancheno, Victor H. Uguna-Uguna, Paola F. Suquilanda-Cuesta, and Vladimir E. Robles-Bykbaev. "Development of an arcade controller for children with intellectual disabilities to improve fine motor skills through video games." In 2020 IEEE Games, Multimedia, Animation and Multiple Realities Conference (GMAX). IEEE, 2020. http://dx.doi.org/10.1109/gmax49668.2020.9256830.

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Juliani, Arthur, Ahmed Khalifa, Vincent-Pierre Berges, et al. "Obstacle Tower: A Generalization Challenge in Vision, Control, and Planning." In Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/373.

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The rapid pace of recent research in AI has been driven in part by the presence of fast and challenging simulation environments. These environments often take the form of games; with tasks ranging from simple board games, to competitive video games. We propose a new benchmark - Obstacle Tower: a high fidelity, 3D, 3rd person, procedurally generated environment. An agent in Obstacle Tower must learn to solve both low-level control and high-level planning problems in tandem while learning from pixels and a sparse reward signal. Unlike other benchmarks such as the Arcade Learning Environment, evaluation of agent performance in Obstacle Tower is based on an agent's ability to perform well on unseen instances of the environment. In this paper we outline the environment and provide a set of baseline results produced by current state-of-the-art Deep RL methods as well as human players. These algorithms fail to produce agents capable of performing near human level.
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Lee, Hyoil, Heekwon Jeong, and JungHyun Han. "Arcade video game platform built upon multiple sensors." In 2008 IEEE International Conference on Multisensor Fusion and Integration for Intelligent Systems (MFI 2008). IEEE, 2008. http://dx.doi.org/10.1109/mfi.2008.4648118.

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