Academic literature on the topic 'Changeling the lost (Game)'

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Journal articles on the topic "Changeling the lost (Game)"

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Kaufman, Geoff F., and Mary Flanagan. "Lost in Translation." International Journal of Gaming and Computer-Mediated Simulations 5, no. 3 (2013): 1–9. http://dx.doi.org/10.4018/jgcms.2013070101.

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In light of a growing body of work demonstrating the ability of games to transform cognitive skill sets and change attitudes toward social issues, including in public health, it is crucial to understand the potentially divergent experiences and outcomes afforded by analog and digital platforms. In a recent empirical study, the authors addressed the basic question of whether transferring a public health game from an analog to a digital format would impact players’ perceptions of the game and the efficacy of the game for stimulating changes to beliefs and cognitions. Results revealed that the digital version of the game, despite being a nearly identical translation, was perceived by players to be more complicated than the analog version and, consequently, was less effective at facilitating learning and attitude change. The authors propose several explanations for this finding, based on psychological theories, to help elucidate critical distinctions between non-digital and digital game play phenomenology.
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Alscher, Dominik M. "Lost in the bedside game of gaps." Lancet 360, no. 9330 (2002): 373. http://dx.doi.org/10.1016/s0140-6736(02)09608-3.

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Collins, Paul. "How the world's greatest golfer lost his game." New Scientist 202, no. 2712 (2009): 44–45. http://dx.doi.org/10.1016/s0262-4079(09)61597-9.

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Dufwenberg, Martin, and Uri Gneezy. "Measuring Beliefs in an Experimental Lost Wallet Game." Games and Economic Behavior 30, no. 2 (2000): 163–82. http://dx.doi.org/10.1006/game.1999.0715.

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Kersten, Sander. "Long-lost friend is back in the game." Journal of Lipid Research 62 (2021): 100072. http://dx.doi.org/10.1016/j.jlr.2021.100072.

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Nyman, Elizabeth, and Ryan Lee Teten. "Lost and Found and Lost Again." Games and Culture 13, no. 4 (2015): 370–84. http://dx.doi.org/10.1177/1555412015616510.

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The popularity of video games is at an all-time high among today’s population. Game designers and producers spend years on plot and character development, the creation of appropriate settings, and providing the player with a ludic experience that is both enriching and perplexing. This article looks at the creation of virtual utopian societies as the basis for contemporary video games. Just as the world today sees many conflicts over island rights, island sovereignties, and, sometimes, the creation of artificial islands that seek to escape governance of existing countries, video games have embraced the creation of a separate society for settings that explore new or extreme forms of individual, societal, and political development. Examining the BioShock series, this article looks at how video games and their designers have used utopic theories of society to create new experiences, potentialities, and ethical dilemmas for the players.
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Wang, Chadwick, and Kunyun Yang. "Enterprising and lost: Professional lives of programmer interns." Chinese Journal of Sociology 7, no. 2 (2021): 252–79. http://dx.doi.org/10.1177/2057150x211006938.

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Programmer interns are a distinctive group of precarious laborers. They undertake the same jobs as junior programmers with formal employment, while suffering from high pressure and earning low pay. Still, they are convinced that only a long-term internship can keep them on the right track of professional career development. We explore their consent-making through six months of fieldwork in an internet company, and propose the “enterprising-self” game to explain their subjective orientations. In the enterprising-self game, programmer interns become accustomed to identifying themselves with a particular type of quantifiable labor product, for instance, the positioning of “their” sticky notes on company whiteboards and the expected “T-levels” that represent their employability in the industry, by which their enterprising self is a by-product. Programmer interns seems to believe that, rather than higher education, state-owned enterprises, or multinational enterprises, only domestic internet companies can help them attain their enterprising selves. Even though the supervisor–intern relationship and the “gender game” of masculinity performance constitute part of the programmer interns’ enterprising-self game, the essence of the game has never been challenged and in some ways is only being reinforced. Though only a few lucky employees can win the game by attaining promotion to the senior engineer or management level, most of them still get lost in the “periodic” and “imperceptible” time of life as a programmer, which is characterized by full devotion to the company, until the “35-year-old crisis”.
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Sabrina Soewandi, Dhia Ayu. "Penciptaan Model Pembelajaran Bisnis Melalui Game “Chochorillo : The Lost Receipes”." Journal of Animation & Games Studies 2, no. 1 (2017): 93. http://dx.doi.org/10.24821/jags.v2i1.1417.

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Implementation of business education in the world of education is very important. However, many theories and teaching monotonous nature led to the knowledge of the business is difficult to be well understood. Thus, to introduce supply chain management as the business processes of an enterprise, it takes a learning method that is more innovative and creative as well as promoting business practices. One method of teaching that can address these problems is with education game business simulation genre. Chocorillo: The Lost Recipes is an educational game that teaches the business of business learning, especially concerning supply chain management which is packed with gameplay that is fun and exciting game story. This game there are 29 characters that the player can interact with them, doing quests from them, and resolve social problems that occur. The creation of this work is expected to generate business educational game that can provide learning effects without compromising the beauty aspect of the graphics so players do not get bored easily in use.Keywords: Android, game edukasi, bisnis, unity, supply chain management. AbstrakPenerapan pendidikan bisnis dalam dunia pendidikan merupakan hal yang sangat penting. Akan tetapi, banyaknya teori dan sifat pengajaran yang monoton menyebabkan pengetahuan akan bisnis sulit untuk dipahami dengan baik. Dengan demikian, untuk memperkenalkan supply chain management sebagai proses bisnis suatu perusahaan, dibutuhkan sebuah metode pembelajaran yang lebih inovatif dan kreatif serta mengedepankan praktik dalam bisnis. Salah satu metode pengajaran yang dapat menjawab permasalahan tersebut adalah dengan game edukasi bisnis bergenre simulasi. Chocorillo: The Lost Recipes merupakan game edukasi bisnis yang mengajarkan pembelajaran bisnis khususnya tentang supply chain management yang dikemas dengan gameplay yang menyenangkan dan game story yang menarik. Game ini terdapat 29 karakter yang pemain dapat berinteraksi dengan mereka, mengerjakan quest dari mereka, dan menyelesaikan permasalahan sosial yang terjadi. Penciptaan karya ini diharapkan dapat menghasilkan game edukasi bisnis yang dapat memberikan efek pembelajaran tanpa mengurangi aspek keindahan grafis sehingga pemain tidak mudah bosan dalam menggunakannya.Kata kunci: Android, game edukasi, bisnis, unity, supply chain management
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Cox, James C., Maroš Servátka, and Radovan Vadovič. "Saliency of outside options in the lost wallet game." Experimental Economics 13, no. 1 (2009): 66–74. http://dx.doi.org/10.1007/s10683-009-9229-5.

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Wijaya, Nathasia Austin, and Erdhi Widyarto. "Learn Modesty from Javanese Game." SISFORMA 2, no. 2 (2017): 60. http://dx.doi.org/10.24167/sisforma.v2i2.843.

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Todays society, especially for the youth, they have been missed the essence of modesty. The lost of modesty conduce to the lost of modest lifestyle and it is replaced by glamorous lifestyle. It will lead to the careless personality among humans and nature, or even the loss of humanity.The situation can not be ignored and has to be addressed immediately. Therefore, beside the common education, government also implemented character education system in school. Parents have to directing and instantiate their children about modesty and other values. Directing the children can be done with introduce them to Indonesia native culture through Mahesa Jenar Game. Mahesa Jenar is a fictional figure created by S.H. Mintardjas. Mahesa Jenar teaches about modesty, compassion, honesty, justice and wisdom. Mahesa Jenar Game is using RPG as the genre, the outstanding storyline and the interesting animation, makes it suitable for delivering the moral messages.If the children are aware about those values early, hoped those values will help children to develop their character latter on. Keywords education, modesty, interesting, knowledge-based game, lesson, game, mobile game
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Dissertations / Theses on the topic "Changeling the lost (Game)"

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Sörenson, Karl. "In Search of Lost Deterrence – Two essays on deterrence and the models employed to study the phenomenon." Licentiate thesis, KTH, Filosofi och historia, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-240090.

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To deter is central for strategic thinking. Some of the more astute observations regarding the dynamics of deterrence were made during the Cold War by game theorists. This set the stage for how deterrence has come to be studied. A strong methodological element like the research on deterrence’s reliance on game theory requires examination in order to understand what sort of knowledge it actually yields. What sort of knowledge does one acquire when deterrence is viewed through game theoretic models? How do they inform us about the phenomenon of deterrence? To understand the nature of a phenomenon through models requires idealization, which in turn presupposes assumptions. This licentiate thesis investigates the type of knowledge we attain when approaching deterrence from a game theoretic perspective. The two articles presented address two separate but related issues. The first article reviews a debate regarding which deterrence model best capture the phenomena of deterrence, i.e. how models can be compared to one and other. The article presents a framework for comparing models and then appraises how these different deterrence models inform us about deterrence. The second article uses one of the more central deterrence models in order to evaluate how and to what extent the naval operation Atalanta managed to deter the Somali piracy.<br><p>QC 20190201</p>
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Watson, Nicholas. "Game developing, the D'ni way: how myst/uru fans inherited the cultural legacy of a lost empire." Thesis, Georgia Institute of Technology, 2012. http://hdl.handle.net/1853/44898.

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This research considers how the culture of game developer Cyan Worlds influences the gameplay environment and the culture of fans in Myst Online: Uru Live. The game has gone through two commercial releases and in both cases it was cancelled after a short time. Fans have attempted to salvage the game by producing their own server software and content creation tools. Recently, Cyan released their own source code and development tools to the fan community, giving fans an official channel for creating new content. This work builds off of Pearce's (2009b) study of the culture of Uru players and emergent play, but adds the dimension of considering the culture of developers themselves. A primary goal of this study was to determine how the culture of a game developer like Cyan shapes the constraints of the designed "play ecosystem" (Pearce 2009b: 7), and how it shapes the processes by which fans can salvage aspects of the game to create new content. One finding is that the design of Uru's gameplay environment is rooted in the cultural practices, personal philosophical goals and individual personality traits of its developers. Fans were able to assert ownership over the Uru story-world and the means of production of new content by proactively applying technical and problem-solving skills--the same sorts of skills that players must apply to solving puzzles in Myst games. This fan action, coupled with Cyan's goal of making an open-ended world, has helped to propel the initiative to provide open-source tools for creating new content. When fans produce new content, they draw significantly from an existing shared cultural repertoire of cues and conventions. These conventions are supported both by the software affordances of the development environment and by cultural precedent--they are readily adapted to Myst-like narratives and are easily "read" by experienced players.
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Woods, Daniel John. "Does self-serving generosity diminish reciprocal response?" Thesis, University of Canterbury. Economics and Finance, 2013. http://hdl.handle.net/10092/8376.

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Cox, Friedman, and Sadiraj (2008) develop a model of reciprocity, „Revealed Altruism‟, which posits that a „more generous than‟ (MGT) offer elicits a „more altruistic than‟ (MAT) response. A MGT ordering is defined by two conditions. Condition a) states that MGT is ordered by the maximum potential increase in income of the recipient, or that the more you stand to receive from an offer, the more generous it is to you. Condition b) states that the increase in maximum potential income of the recipient cannot be less than the maximum potential increase in income of the proposers. In other words, Condition b) states that an offer cannot be self-serving, but it is not specified in Cox, Friedman, and Sadiraj (2008) precisely how b) affects the MGT ordering. I propose that a violation of b) is considered self-serving and is less MGT than when b) is not violated. I then experimentally study the empirical relevance of b) using two designs that hold a) constant, comparing MGT differences implied by responses. The first design is a variant of the Lost Wallet Game (Dufwenberg & Gneezy, 2000) with a negative outside option, and the second design is a modified Investment Game (Berg, Dickhaut, & McCabe, 1995) with elements of the Dictator Game implemented by Andreoni and Miller (2002). I find no empirical support that b) affects the MGT ordering.
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Risheim, Lina, and Klara Smedsaas. "Exit game? Any unsaved progress will be lost : En praktikteoretisk analys av relationen mellan svenska spelföretag och ABM-institutioner." Thesis, Uppsala universitet, Institutionen för ABM, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-333449.

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This thesis analyzes the relationship between Swedish video game companies and the institutions for Archive, Libraries and Museums (ALM). The aim is to further the discussion regarding preservation of digital games. The thesis is based on semi-structured interviews with four video game companies and three institutions; an archive, a library and a museum. The theoretical foundation resides within practice theory, with the assumption that a practice is a combination of what people do and what they say. By analyzing what video game companies say they do the authors ascertain which methods of preservation is currently. The analysis is a cross-examination of the seven interviews with the result indicating that while video game companies are interested in the preservation of digital games they do not participate actively in the discussion on the best method of doing so. Communica- tion between video game companies and ALM institutions has room for improvement, as it is virtually non- existent. Furthermore, the findings indicate different motivations for preserving games and it is unclear which perspective the preservation should have; a technical perspective, cultural perspective or for the company’s bene- fit. In conclusion the current situation is that ALM institutions preserve games with a cultural and/or a technical perspective while game companies preserve their games for the company’s benefit.
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Mesquita, Júnior Dario de Souza. "The Lost Experience: estratégias de imersão em jogos de realidade alternada." Universidade Federal de São Carlos, 2012. https://repositorio.ufscar.br/handle/ufscar/5599.

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Made available in DSpace on 2016-06-02T20:23:13Z (GMT). No. of bitstreams: 1 4647.pdf: 2401550 bytes, checksum: ef35080b2b92ea2d482d12fca84fed6d (MD5) Previous issue date: 2012-02-03<br>Universidade Federal de Minas Gerais<br>Among the current media forms, the alternate reality games (ARG) is in the spotlights due its capability of giving a ludic experience with strong immersive qualities. Setting its fictional world in sync with everyday reality, the ARG seeks to smear the border between fiction and non-fiction, in order to intensify the experience of the audience. This research analyzes the immersion strategies of alternate reality games based on the study of The Lost Experience (LTE), with the purpose of understanding how the immersion process on the fictional world created by ARGS occurs. Therefore, the main characteristics of alternate reality games are studied, from its main principles established in order to make accessible the fictional world connected to the everyday life of the players, trough the interface of the media. In this process, the concept of immersion is problematized, in order to understand the extension this term receives in front of some perspectives that denote its nature. Visions that lead to a common denominator that connects the notion of immersion with the pleasure of being involved in a sensorial, cognitive and emotional degree towards external stimuli, that as an answer leads an action over the experienced environment. The analysis of the immersion strategies in The Lost Experience helps in the comprehension of how it sets up its fictional world in touch with everyday life, with the goal of creating immersive zones that allows the interaction of players with the elements of its universe.<br>Dentre as atuais formas midiáticas, o alternate reality games (ARG), ou jogo de realidade alternada, se destaca por proporcionar uma experiência lúdica com fortes qualidades imersivas. Configurando seu mundo ficcional em sintonia com a realidade cotidiana, o ARG busca borrar as fronteiras entre a ficção e a não-ficção, a fim de intensificar a experiência vivenciada pelo público. Nesta pesquisa são analisadas as estratégias de imersão dos jogos de realidade alternada a partir de um estudo de The Lost Experience (LTE), com o objetivo de compreender como ocorre o processo de imersão no mundo ficcional criado pelo ARG. Assim, são pesquisadas as principais características que constituem os jogos de realidade alternada, partindo de seus principais preceitos estabelecidos de modo a tornar acessível um mundo ficcional conectado o cotidiano de seus jogadores através da interface dos meios de comunicação. Neste processo, o conceito de imersão é problematizado, a fim de compreender a extensão que esse termo adquire diante de algumas perspectivas que denotem sua natureza. Visões que conduzem a um denominador comum que liga a noção de imersão ao prazer de estar envolvido sensorialmente, cognitivamente e emocionalmente com estímulos externos, que como resposta conduzem a ações sobre o ambiente vivenciado. As análises das estratégias de imersão em The Lost Experience auxiliam na compreensão de como ele configura seu mundo ficcional em contato com a realidade cotidiana, a fim de criar zonas imersivas que possibilitam a interação dos jogadores com os elementos de seu universo.
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Fuller, Marvin Gene. "Interactions Between Patterns of Gamer Behaviors and Time-on-Task for Mathematics Remediation in a Game-based HIVE." ScholarWorks, 2015. https://scholarworks.waldenu.edu/dissertations/235.

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As the presence of digital game-based learning increases in United States classrooms, understanding their impact on achievement is critical. Digital games for learning offer many potential benefits, including reducing the number of students trapped in a remediation cycle, a contributor to college dropout. Despite the recognized potential of game-based learning, few researchers have explored the relationships between specific patterns of behaviors and types of digital game-based learning environments. The underlying theory for this study was patterns of gamer behaviors may predict in-game behaviors. Archival, third-party data regarding The Lost Function - Episode 1: Sum of the Forgotten Minds by Advanced Training & Learning Technology, LLC was used in this study. Using 4 case groups at the high school and college levels (n=114), self-reported levels of the 3 patterns of gamer behaviors, gender, and age-band were analyzed using multiple regression to determine relationships to time-on-task in a game-based highly interactive virtual environment, designed for mathematics remediation. While the results were inconclusive, this study supported the existing literature regarding gender differences and the lack of mutual exclusivity in behavior typing. Recommendations include additional research in how the statements used in the 3-factor model may be adjusted to allow for a broader population of game players. The social change implication is that further understanding of the relationship between learner traits and digital learning environment may assist educators that employ digital game-based learning a way to better align learners to the most appropriate digital learning environment, thereby increases their chances at success.
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Pérez, Latorre Óliver. "Análisis de la significación del videojuego. Fundamentos teóricos del juego, el mundo narrativo y la enunciación interactiva como perspectivas de estudio del discurso." Doctoral thesis, Universitat Pompeu Fabra, 2010. http://hdl.handle.net/10803/7273.

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Esta Tesis Doctoral tiene como objeto de estudio la significación de los videojuegos. <br/>Si la forma en la que, desde niños, construimos universos de valores y damos sentido a nuestras vidas está indisolublemente unida a los medios y las obras de la cultura de masas, el estudio de los modos de significación del videojuego requiere, hoy en día, un desarrollo en profundidad. <br/>En relación con ello, el principal resultado de esta investigación consiste en la fundamentación teórica y metodológica de tres modelos de análisis del videojuego como discurso: un modelo de estructuras lúdicas, un modelo del discurso como universo narrativo y un modelo de enunciación interactiva. Asimismo, se ofrece una sistematización de los códigos de significación que conforman el lenguaje del diseño de videojuegos. Estos modelos constituyen una aportación metodológica innovadora a la Teoría del Videojuego y al Análisis del Discurso. <br/>Las fuentes teóricas y metodológicas fundamentales del trabajo son la Semiótica, la Ludología y la Narratología. <br/>La aplicación empírica de los modelos de análisis propuestos se centra en ejemplos y estudios de caso de videojuegos figurativos/narrativos, pero los modelos han sido construidos pensando en su posible utilidad para el análisis de un amplio espectro de videojuegos y otro tipo de textualidades colindantes, como los mundos narrativos de la literatura y las series televisivas. <br/>Finalmente, se cierra la investigación con dos estudios de caso donde se prueba el sistema teórico en su conjunto, sobre los videojuegos Ico (2001) y Shadow of the Colossus (2005), ambos del diseñador Fumito Ueda.<br>The object of study in this Doctoral Dissertation is the signification of videogames. <br/>Since early childhood, the way we construct universes of values and make sense of our lifes is closely related to the media and works of mass culture. Therefore, the study of the modes of signification of videogames requires to be fully developed. <br/>According to that, this research provides the theoretical and methodological fundamentals of three models of analysis of videogame as discourse: a model of ludic structures, a model of discourse as narrative universe and a model of interactive "énonciation". Besides that, a systematization of the main signification codes which compose the language of videogame design is carried out. These models constitute an innovative methodological contribution to Videogame Theory and Discourse Analysis.<br/>The theoretical and methodological framework of the research is built upon Semiotics, Ludology and Narratology.<br/>The empirical application of the proposed analytical models is focused on examples and case studies of figurative/narrative videogames. Nevertheless, the models have been constructed bearing in mind their possible utility for the analysis of a broad spectrum of videogames and other kinds of close textualities, like the narrative worlds from literature or television series. <br/>At the end of the research, the theoretical system is tested as a whole in two case studies: Ico (2001) and Shadow of the Colossus (2005). Both videogames have been designed by Fumito Ueda.
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Chiu-Ping, Chou, and 周秋萍. "SOFT TENNIS WOMEN’S DOUBLES GAME SET POINT AND LOST POINT TECHNOLOGY–A CASE STUDY OF FORMER 8 PLAYERS IN THE 2005 EAST ASIAN GAME COMPETITION SPORTS." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/33828883201081075985.

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碩士<br>國立臺灣體育學院<br>體育研究所<br>96<br>This study aims to research on the soft tennis doubles game, the relationship between the forwards technology and the outcome of the game. A case study was focused on the former 8 players of team tryouts of the 2005 East Asian Game Competition Sports, and it was expected to obtain the corresponding data for analysis, and the data gained by descriptive statistics, T-test analysis, and so on. The results of this study are below: 1.In the two national team tryouts, the main set point technology was forehand cut (﹤.049) forehand overhead smash (<.028) service (<.014) were significant to meet the criteria (P<.05) and the main lost point technology on various games was significant not to reach to the criteria. This was the significant difference of these two technologies. 2.In the two national team tryouts, the average value of forehead cut of the former 4 players was 14.75, forehand stroke 16.50, forehand overhead smash 10.00 were the main set point technology; the average value of forehand stroke of the latter 4 players was 5.50, forehand cut 12.33, forehand overhead smash 4.67, and the technology of the forehand stroke of the former 4 players and the latter 4 players was positively correlated with the outcome. 3.In the national team tryouts, the average value of forehand stroke was 14.25, forehand cut 10.00, backhand cut 7.25 was the main lost point technology; the average value of forehand stroke of the latter 4 players was 12.33, backhand stroke 7.67, backhand cut 7.67. As the error rate of backhand stroke of the former 4 players and the latter 4 players was obviously high resulting in being a key of the main outcome.
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Books on the topic "Changeling the lost (Game)"

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Changeling: A memoir of parents lost and found. Chatto & Windus, 2010.

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Bacon, Justin. Lost hunt. Fantasy Flight Games, 2001.

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Handman, Misha. Swords at dawn. White Wolf Pub., 2009.

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Thomas, Middleton. A chaste maid in Cheapside: Women beware women ; The changeling ; A game at chess. Oxford University Press, 1999.

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Bob, Fulton. Never lost a game: Time just ran out. Closson Press, 1997.

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Loe, Casey. Fable, the lost chapters: Prima official game guide. Prima Games, 2004.

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Jones, Ron. B-ball: The team that never lost a game. Bantam Books, 1990.

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Hard-luck Harvey Haddix and the greatest game ever lost. McFarland & Co., 2009.

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McGann, Jerome J. Dante Gabriel Rossetti and the game that must be lost. Yale University Press, 2000.

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Gurtler, Janet. How I lost you. Sourcebooks Fire, 2013.

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Book chapters on the topic "Changeling the lost (Game)"

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Kennedy, Gavin. "A Game of Great Skill." In Adam Smith's Lost Legacy. Palgrave Macmillan UK, 2005. http://dx.doi.org/10.1057/9780230511194_5.

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Aliber, Robert Z. "Transition Economies: Who Lost Russia?" In The New International Money Game. Palgrave Macmillan UK, 2002. http://dx.doi.org/10.1057/9780230500976_24.

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Tienari, Janne. "The Game and Spaces Found and Lost." In Organizational Gamification. Routledge, 2021. http://dx.doi.org/10.4324/9780429316722-13.

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Li, Jianbiao, and Yuliang Zhao. "The Puzzle of Lost Wallet Game: Challenge of Reciprocity Theory." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23023-3_34.

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Smith, Erin, and Eve Deitsch. "Lost (and Found) in Translation: Game Localization, Cultural Models, and Critical Literacy." In Gaming Lives in the Twenty-First Century. Palgrave Macmillan US, 2007. http://dx.doi.org/10.1057/9780230601765_4.

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Yanez, Pau, and Xavier Mas. "Lost in La Mancha: A Mobile Serious Game Experience for Language Training." In Communications in Computer and Information Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-33814-4_12.

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Eckardt, Linda, and Susanne Robra-Bissantz. "Lost in Antarctica: Designing an Information Literacy Game to Support Motivation and Learning Success." In Tackling Society's Grand Challenges with Design Science. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39294-3_15.

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Bhaumik, Kaushik. "Lost in Translation: A Few Vagaries of the Alphabet Game Played Between Bombay Cinema and Hollywood." In World Cinema's 'Dialogues' with Hollywood. Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230223189_13.

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Bürgin, Alexander. "The European Commission’s Role in EU–Turkey Relations." In EU-Turkey Relations. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-70890-0_9.

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AbstractBased on a review of the relations between the European Commission (EC) and Turkey across a selection of policy areas, this chapter illustrates two aspects of EC influence in EU–Turkey relations. First, as a defender of the rules of the (enlargement) game, the Commission has rebuffed attempts by some member states to undermine Turkey’s membership prospects. The EC’s influence in the debate on the most appropriate approach to Turkey underlines its autonomous role within the EU system and the relevance of its norm-based argumentation. However, due to Turkey’s current alienation from the EU’s normative standards, norm-based arguments in favor of Turkey’s membership have lost much of their weight even within the Commission. Second, the EC has been an important ‘agent of change’ in Turkish domestic politics, even in times of deteriorating political relations with the EU. Because of its contributions to regular interactions, in particular, in the framework of projects financed by the EU’s Instrument for Pre-Accession Assistance, the EC has continued to increase administrative capacity and policy learning processes within Turkey’s bureaucracy, which, in turn, contributed to Ankara’s continued harmonization with the EU acquis in some sectors, despite the waning relevance of the EU’s conditionality strategy.
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"The Numbers Game." In Pastime Lost. UNP - Nebraska, 2019. http://dx.doi.org/10.2307/j.ctvbqs9nc.16.

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Conference papers on the topic "Changeling the lost (Game)"

1

"LOST: A Serious Game to Develop a Comprehensive Vision of Logistics." In 12th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.036.

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2

Adkins, Alexandra, Kristopher Kohm, Rui Zhang, and Nicholas Gustafson. "Lost in Spaze: An Audio Maze Game for the Visually Impaired." In CHI '20: CHI Conference on Human Factors in Computing Systems. ACM, 2020. http://dx.doi.org/10.1145/3334480.3381660.

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