Academic literature on the topic 'Authors (Game)'
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Journal articles on the topic "Authors (Game)"
Weiss, Alfred, and Sharon Tettegah. "World of Race War." International Journal of Gaming and Computer-Mediated Simulations 4, no. 4 (2012): 33–44. http://dx.doi.org/10.4018/jgcms.2012100103.
Full textPreston, Jon A., Jeff Chastine, Casey O’Donnell, Tony Tseng, and Blair MacIntyre. "Game Jams." International Journal of Game-Based Learning 2, no. 3 (2012): 51–70. http://dx.doi.org/10.4018/ijgbl.2012070104.
Full textChess, Shira, Nathaniel J. Evans, and Joyya JaDawn Baines. "What Does a Gamer Look Like? Video Games, Advertising, and Diversity." Television & New Media 18, no. 1 (2016): 37–57. http://dx.doi.org/10.1177/1527476416643765.
Full textKang, SeonJun, and Sang-Yong Tom Lee. "Korean Online Game's Platform Competition under Two-Sided Market Characteristic." Journal of Global Information Management 22, no. 4 (2014): 21–33. http://dx.doi.org/10.4018/jgim.2014100102.
Full textCosta, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.
Full textBeckman, Elise M., Wenqiang Cai, Rebecca M. Esrock, and Robert J. Lemke. "Explaining Game-to-Game Ticket Sales for Major League Baseball Games Over Time." Journal of Sports Economics 13, no. 5 (2011): 536–53. http://dx.doi.org/10.1177/1527002511410980.
Full textSchmitz, Birgit, Roland Klemke, and Marcus Specht. "A Learning Outcome-Oriented Approach towards Classifying Pervasive Games for Learning using Game Design Patterns and Contextual Information." International Journal of Mobile and Blended Learning 5, no. 4 (2013): 59–71. http://dx.doi.org/10.4018/ijmbl.2013100104.
Full textYap, Christopher Michael, Youki Kadobayashi, and Suguru Yamaguchi. "Conceptualizing Player-Side Emergence in Interactive Games." International Journal of Gaming and Computer-Mediated Simulations 7, no. 3 (2015): 1–21. http://dx.doi.org/10.4018/ijgcms.2015070101.
Full textFrapolli, Fulvio, Amos Brocco, Apostolos Malatras, and Béat Hirsbrunner. "Decoupling Aspects in Board Game Modeling." International Journal of Gaming and Computer-Mediated Simulations 2, no. 2 (2010): 18–35. http://dx.doi.org/10.4018/jgcms.2010040102.
Full textStrååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" International Journal of Gaming and Computer-Mediated Simulations 6, no. 4 (2014): 45–58. http://dx.doi.org/10.4018/ijgcms.2014100104.
Full textDissertations / Theses on the topic "Authors (Game)"
McBride, Barbara L. "Joseph Knecht's pattern of awakening in Hermann Hesse's The glass bead game." Scholarly Commons, 1995. https://scholarlycommons.pacific.edu/uop_etds/2284.
Full textWhittemore, Rhys Duncan. "Tabletop Role-Playing Games and the Actual Play Show: Author, Audience, and Adaptation." Thesis, Virginia Tech, 2021. http://hdl.handle.net/10919/103882.
Full textMeyers, Rachel Elizabeth. "In Search of an Author: From Participatory Culture to Participatory Authorship." BYU ScholarsArchive, 2014. https://scholarsarchive.byu.edu/etd/4140.
Full textAndersson, Ola. "Bargaining and communication in games /." Lund: Univ., Dep. of Economics, 2008. http://www.gbv.de/dms/zbw/56139136X.pdf.
Full textMamelouk, Douja. "Redirecting al-nazar contemporary Tunisian women novelists return the gaze /." Connect to Electronic Thesis (ProQuest) Connect to Electronic Thesis (CONTENTdm), 2010. http://worldcat.org/oclc/649823780/viewonline.
Full textWengström, Erik. "Communication in games and decision making under risk /." Lund: Univ., Dep. of Economics, 2007. http://www.gbv.de/dms/zbw/561390584.pdf.
Full textHammad, Hayssam Mohammed Saber Abdallah. "Ownership and authorship in copyright law : a proposal to re-categorise works and a digital implementation." Thesis, University of Exeter, 2015. http://hdl.handle.net/10871/17636.
Full textGuezmir, Asma. "La question du lecteur dans l'oeuvre romanesque de Retif de la Bretonne : Le Pornographe, Le Paysan perverti, Le Ménage parisien." Thesis, Paris 4, 2012. http://www.theses.fr/2012PA040144.
Full textWood, Hannah. "Video game 'Underland', and, thesis 'Playable stories : writing and design methods for negotiating narrative and player agency'." Thesis, University of Exeter, 2016. http://hdl.handle.net/10871/29281.
Full textJonsson, Linda. "Handikappad eller frisk? : - två tidskrifters perspektiv på idrott." Thesis, Uppsala University, Department of Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-6039.
Full textBooks on the topic "Authors (Game)"
Sotamaa, Olli, and Jan Svelch, eds. Game Production Studies. Amsterdam University Press, 2021. http://dx.doi.org/10.5117/9789463725439.
Full textBook chapters on the topic "Authors (Game)"
"Authors." In Architectonics of Game Spaces. transcript-Verlag, 2019. http://dx.doi.org/10.14361/9783839448021-023.
Full text"About the Authors." In Social Game Design. Elsevier, 2012. http://dx.doi.org/10.1016/b978-0-240-81766-8.00012-9.
Full text"About the Authors." In Cultures of Computer Game Concerns. transcript-Verlag, 2018. http://dx.doi.org/10.14361/9783839439340-020.
Full text"A Call for Authors." In The Crime Numbers Game. CRC Press, 2012. http://dx.doi.org/10.1201/b11477-13.
Full textBurrow, Colin. "Posthuman Postscript." In Imitating Authors. Oxford University Press, 2019. http://dx.doi.org/10.1093/oso/9780198838081.003.0012.
Full textAdcock, Amy B., Ginger S. Watson, Gary R. Morrison, and Lee A. Belfore. "Effective Knowledge Development in Game-Based Learning Environments." In Gaming and Cognition. IGI Global, 2010. http://dx.doi.org/10.4018/978-1-61520-717-6.ch007.
Full textStrååt, Björn, Fredrik Rutz, and Magnus Johansson. "Does Game Quality Reflect Heuristic Evaluation?" In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch101.
Full textAhern, Terence C., and Angela Dowling. "Games, Models, and Simulations in the Classroom." In Cases on Digital Game-Based Learning. IGI Global, 2013. http://dx.doi.org/10.4018/978-1-4666-2848-9.ch019.
Full textXu, Yingxiao, Jay Ramanathan, and Rajiv Ramnath. "Serious Game Framework for Design of Medical Applications." In Handbook of Research on Serious Games as Educational, Business and Research Tools. IGI Global, 2012. http://dx.doi.org/10.4018/978-1-4666-0149-9.ch018.
Full textLevitt, Roberta, and Joseph Piro. "Game-Changer." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch040.
Full textConference papers on the topic "Authors (Game)"
Stanescu, Ioana Andreea, Aurelian Mihai Stanescu, Mihnea Moisescu, Ioan Stefan Sacala, Antoniu Stefan, and Jannicke Baalsrud Hauge. "Enabling Interoperability Between Serious Game and Virtual Engineering Ecosystems." In ASME 2014 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/detc2014-35418.
Full textOberoi, Sharad, Susan Finger, and Eric Rosé. "Online Implementation of the Delta Design Game for Analyzing Collaborative Team Practices." In ASME 2013 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2013. http://dx.doi.org/10.1115/detc2013-13319.
Full textPool, M. N. "Increasing Value of Architecture in the Platform Society." In International Conference on the 4th Game Set and Match (GSM4Q-2019). Qatar University Press, 2019. http://dx.doi.org/10.29117/gsm4q.2019.0010.
Full textBhatt, Apoorv Naresh, Rahul Bhaumik, Kumari Moothedath Chandran, and Amaresh Chakrabarti. "IISC DBox: A Game for Children to Learn Design Thinking." In ASME 2019 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2019. http://dx.doi.org/10.1115/detc2019-98066.
Full textFarhana, Mosarrat, and Daniel Swietlicki. "Digitalization as a Game-Changer: A Study on Swedish Video Game Industry." In The 2st Linnaeus Student Conference on Information Technology: Digital Transformation in the Contemporary World. Lnu Press, 2021. http://dx.doi.org/10.15626/lscit2020.01.
Full textŞtefan, Antoniu, Ioana Andreea Stănescu, and Jannicke Madeleine Baalsrud Hauge. "Approaches to Reengineering Digital Games." In ASME 2016 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2016. http://dx.doi.org/10.1115/detc2016-60061.
Full textGralla, Erica, and Zoe Szajnfarber. "Games and Exercises for Teaching and Research: Exploring How Learning Varies Based on Fidelity and Participant Experience." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-85827.
Full textBaalsrud Hauge, Jannicke M., Ioana Andreea Stănescu, Maira B. Carvalho, Antoniu Stefan, Marian Banica, and Theodore Lim. "Integrating Gamification in Mechanical Engineering Systems to Support Knowledge Processes." In ASME 2015 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2015. http://dx.doi.org/10.1115/detc2015-47695.
Full textGaleev, A. R., M. V. Basaraba та F. R. Yakushev. "THE JAPANESE GAME ЭYUKIGASSENЭ AS A MEANS OF HEALTH AND RECREATIONAL PHYSICAL CULTURE IN EXTRACURRICULAR ACTIVITIES OF STUDENTS". У Х Всероссийская научно-практическая конференция. Нижневартовский государственный университет, 2021. http://dx.doi.org/10.36906/fks-2020/09.
Full textБайкадамова, М. С., та З. М. Нуржанова. "МЕТОНИМИЯ В ЯЗЫКЕ ПОЛИТИКА". У Proceedings of the XXVII International Scientific and Practical Conference. RS Global Sp. z O.O., 2021. http://dx.doi.org/10.31435/rsglobal_conf/25032021/7467.
Full textReports on the topic "Authors (Game)"
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, 2020. http://dx.doi.org/10.12731/sign_me_up_as_an_astronaut.
Full textYatsymirska, Mariya. SOCIAL EXPRESSION IN MULTIMEDIA TEXTS. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11072.
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