Academic literature on the topic 'Competitive video game'

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Journal articles on the topic "Competitive video game"

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Dickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.

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Abstract The purpose of this article is to investigate whether competition hypothesis (Anderson and Carnagey, 2009) contributes to the General Aggression Model when video game genre is entered into the relationship between video game use and self-reported physical aggression. A pre-test (n=93) taken randomly from the research sample employed categorized the game genres as violent and/or competitive. 1,170 adolescents (ages 12–18) completed the written survey. Online shooter games and fight’em up games, categorized as both violent and competitive, were positively related to self-reported physic
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Griffiths, Robert P., Matthew S. Eastin, and Vincent Cicchirillo. "Competitive Video Game Play." Communication Research 43, no. 4 (2015): 468–86. http://dx.doi.org/10.1177/0093650214565895.

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Hawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.

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Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after
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Kristanto, Damar. "The Impact of Game Avatar Customization in Improving User Experience and Gamer Loyalty: Experiment in Role Playing Game (RPG) Based Video Game." TIJAB (The International Journal of Applied Business) 2, no. 2 (2019): 86. http://dx.doi.org/10.20473/tijab.v2.i2.2018.86-106.

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The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game playe
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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.

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Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the gam
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Roebuck, Andrew J., Aurora J. B. Dubnyk, David Cochran, Regan L. Mandryk, John G. Howland, and Victoria Harms. "Competitive action video game players display rightward error bias during on-line video game play." Laterality: Asymmetries of Body, Brain and Cognition 23, no. 5 (2017): 505–16. http://dx.doi.org/10.1080/1357650x.2017.1374965.

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Benoit, Julie Justine, Eugenie Roudaia, Taylor Johnson, Trevor Love, and Jocelyn Faubert. "The neuropsychological profile of professional action video game players." PeerJ 8 (November 17, 2020): e10211. http://dx.doi.org/10.7717/peerj.10211.

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In the past 20 years, there has been growing research interest in the association between video games and cognition. Although many studies have found that video game players are better than non-players in multiple cognitive domains, other studies failed to replicate these results. Until now, the vast majority of studies defined video game players based on the number of hours an individual spent playing video games, with relatively few studies focusing on video game expertise using performance criteria. In the current study, we sought to examine whether individuals who play video games at a pro
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Hosokawa, Takayuki, and Masataka Watanabe. "Primate prefrontal neuronal activity during a competitive video game." Neuroscience Research 58 (January 2007): S15. http://dx.doi.org/10.1016/j.neures.2007.06.084.

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Erickson, Luke V., and Dorothy Sammons-Lohse. "Learning through video games: The impacts of competition and cooperation." E-Learning and Digital Media 18, no. 1 (2020): 1–17. http://dx.doi.org/10.1177/2042753020949983.

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The purpose of this study was to explore four different methods of instruction: a traditional slideshow control group, and three groups using an educational video game played either individually or facilitated with a competitive or cooperative social structure. The instructional tool was an educational video game designed to teach a personal finance lesson on credit scores through individual play. The research questions focused on differences in participant performance, engagement, and attitude. The participants in the study consisted of adults from traditional extension and outreach audiences
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Johnson, Mark R., and Jamie Woodcock. "The impacts of live streaming and Twitch.tv on the video game industry." Media, Culture & Society 41, no. 5 (2018): 670–88. http://dx.doi.org/10.1177/0163443718818363.

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This article explores the growing importance of live streaming, specifically on website and platform Twitch.tv, to the games industry. We focus not on live streaming as a form of media production and consumption, but instead explore its newly central role in the contemporary political economy of the whole video games ecosystem. We explore three cases: streaming newly released games and the attendant role of streaming in informing consumer choice; the visibility and added lifespan that streaming is affording to independent and niche games and older games; and the live streaming of the creation
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Dissertations / Theses on the topic "Competitive video game"

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Rzicznek, Zachary J. "Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action." Bowling Green State University / OhioLINK, 2021. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133.

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Ferm, Alexander, and Galle Simon. "Testing e-sport athletes : A study on competitive gaming." Thesis, Gymnastik- och idrottshögskolan, GIH, Institutionen för idrotts- och hälsovetenskap, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:gih:diva-3332.

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Aim The main purpose of this study was to compose and test the validity of a cognitive test battery to determine e-sport athletes’ strengths and weaknesses. The second purpose was to investigate their physical fitness. Hypothesis 1: The elite players will perform better in a number of cognitive and fine motor tasks compared to recreational gamers. Hypothesis 2: The elite players’ aerobic capacity cannot be very low (<2,5 VO2 L/min for 20-29 year olds) according to Andersson since that would affect their e-sport performance negatively. Hypothesis 3: A great number of the elite players will n
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Shiflet, Matthew. "Viral Marketing: Concept Explication and Case Studies in the Video Game and Esports Industries." Ohio University Honors Tutorial College / OhioLINK, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=ouhonors1555957153106043.

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Besombes, Nicolas. "Sport électronique, agressivité motrice et sociabilités." Thesis, Sorbonne Paris Cité, 2016. http://www.theses.fr/2016USPCB117/document.

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Ce travail transdisciplinaire, à l’intersection de la praxéologie motrice, de la sociologie du sport et des sciences du jeu, a pour objectif d’apporter un éclairage sur le phénomène du « sport électronique » (Wagner, 2006 ; Taylor, 2012), à travers l’exemple du jeu vidéo de combat Mortal Kombat X. La première partie de la thèse vise à questionner la pratique compétitive du jeu vidéo au regard de quatre critères objectifs régulièrement utilisés pour définir le sport : la pertinence motrice de l’activité, l’organisation des compétitions, le système réglementaire et le dispositif institutionnel (
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Shoemaker, Broderick James. "Competitive multi-player video games." Thesis, Boston University, 2006. https://hdl.handle.net/2144/27769.

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Boston University. University Professors Program Senior theses.<br>PLEASE NOTE: Boston University Libraries did not receive an Authorization To Manage form for this thesis. It is therefore not openly accessible, though it may be available by request. If you are the author or principal advisor of this work and would like to request open access for it, please contact us at open-help@bu.edu. Thank you.<br>2031-01-02
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Smith, Peter. "Cooperative vs Competitive Goals in Educational Video Games." Doctoral diss., University of Central Florida, 2012. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/5508.

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The concept of serious games, or using games and gaming technologies for purposes other than purely entertainment, became popularized with the creation of the Serious Games Initiative in 2002 and has continued to grow. While this trend may appear new, the use of games for learning has a rich history and the idea of using a game as a learning platform is an established concept that had has withstood the test of time. Research in this area must move from if games can teach, to how do we improve games that do. Proponents of serious games suggest that they should improve motivation, time on task,
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McLean, David Parsons. "It's in the Game: The effect of Competition and Cooperation on Anti-Social Behavior in Online Video Games." Thesis, Virginia Tech, 2016. http://hdl.handle.net/10919/71667.

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Video games have been criticized for the amount of violence present in them and how this violence could affect aggression and anti-social behavior. Much of the literature on video games effects has focused primarily on the content of video games, but recent studies show that competition in video games could be a major influence on aggression. While competing against other players has been shown to increase aggression, there is less research on whether the mere presence of a competitive environment can influence aggression. The existing research has also primarily been performed using surveys a
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Griffiths, Robert P. "Cyber athletes: identification, competition, and affect implications." The Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=osu1180009007.

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Griffiths, Robert Peter. "Cyber athletes identification, competition, and affect implication /." Columbus, Ohio : Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1180009007.

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Hawk, Christopher Edward. "Effects of Competition in Violent and Nonviolent Video Games on Aggressive/Prosocial Behavior." BYU ScholarsArchive, 2018. https://scholarsarchive.byu.edu/etd/7306.

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Previous research shows that playing violent video games leads to increases in aggressive feelings, thoughts, and behaviors. However, recent research has questioned the reliability of these findings. Two important variables associated with aggressive outcomes that have yet to be fully explored in the violent video game literature are the competitive aspects of the games and the outcomes of that competition (e.g., winning or losing). The present study was a two (gameplay: violent vs. nonviolent) by two (difficulty: easy vs. hard) by three (competition: no competition vs. competition win vs.
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Books on the topic "Competitive video game"

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Game boys: Triumph, heartbreak, and the quest for cash in the battleground of competitive videogaming. Penguin Group, 2009.

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Fighting Game Esports: The Competitive Gaming World of Super Smash Bros. , Street Fighter, and More! Capstone, 2019.

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Fighting Game Esports: The Competitive Gaming World of Super Smash Bros. , Street Fighter, and More! Capstone, 2019.

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Paavilainen, Janne, Hannu Korhonen, Elina Koskinen, and Kati Alha. Heuristic evaluation of playability. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0015.

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The fierce competition in the video games market and new revenue models such as free-to-play emphasize the importance of good playability for first-time user experience and retention. Cost-effective and flexible evaluation methods such as heuristic evaluation is suitable for identifying playability problems in different phases of the game development life cycle. In this chapter we introduce the heuristic evaluation method with updated playability heuristics, present example studies on identifying playability problems in social network games, and propose new heuristics for evaluating free-to-pl
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Book of Esports: The Definitive Guide to Competitive Video Games. RosettaBooks, 2020.

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First-Person Action Esports: The Competitive Gaming World of Overwatch, Counter-Strike, and More! Capstone, 2019.

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First-Person Action Esports: The Competitive Gaming World of Overwatch, Counter-Strike, and More! Capstone, 2019.

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Online Battle Arena Esports: The Competitive Gaming World of League of Legends, Dota 2, and More! Capstone, 2019.

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Online Battle Arena Esports: The Competitive Gaming World of League of Legends, Dota 2, and More! Capstone, 2019.

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Dreunen, Joost Van. One up - Creativity, Competition, and the Global Business of Video Games. Columbia University Press, 2020.

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Book chapters on the topic "Competitive video game"

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Rodrigues, Eulerson, and Ernesto Filgueiras. "eSports: How Do Video Game Aspects Define Competitive Gaming Streams and Spectatorship." In Design, User Experience, and Usability. Design for Contemporary Interactive Environments. Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-49760-6_36.

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Llerena, Patrick, Thierry Burger-Helmchen, and Patrick Cohendet. "Division of labor and division of knowledge: A case study of innovation in the video game industry." In Schumpeterian Perspectives on Innovation, Competition and Growth. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-540-93777-7_18.

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"Video Game Consoles." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-6513-2.ch010.

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This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.
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Daidj, Nabyla. "Video Game Consoles." In Gamification. IGI Global, 2015. http://dx.doi.org/10.4018/978-1-4666-8200-9.ch044.

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This chapter introduces the main market trends of the video game sector and analyzes the mutations of this industry. Video game sector is characterized by very high network externalities, a lock-in phenomenon, and the increasing technological complexity of consoles, which are also subject to cycles, a structural increase in game development costs, and the predominance of strategic marketing. Since the beginning of the century, this industry has witnessed major developments: the arrival of Microsoft in 2001 onto the game console segment, a growing interest of game publishers in other platforms, the dramatic growth of new platforms (mobile terminals), and the rapid development of online and downloadable games. In addition, this chapter addresses some of the most important issues in the field of strategic management: value chains and business models. These concepts are applied to the video game industry in the context of competitive intensity and modification of market structures.
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West, Christopher Adam, J. Vincent Nix, and Krystal M. Hinerman. "Game Changers." In Advances in E-Business Research. IGI Global, 2021. http://dx.doi.org/10.4018/978-1-7998-7300-6.ch010.

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This chapter examines the literature and business opportunities surrounding K-12 eSports, competitive events where athletes play video games against each other. Topics include an overview of existing scholastic eSports offerings and organizations that facilitate competition, the effects on student athletes' physical and mental health, the growth of eSports venues, and the identification of research gaps and business opportunities related to increasing eSports access for younger student athletes and their communities.
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Vargas-Iglesias, Juan J. "An Epistemology of the Event for the Digital Media." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3119-8.ch009.

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Since the end of the twentieth century, game studies have concentrated on epistemological positions seemingly unable to make significant distinctions between traditional games and video games. This approach has hindered the development of a post-modern ontology for decades, in a medium—video games—that is decidedly postmodern. This chapter proposes going beyond the mechanistic notion of considering observable reality as a combination of a determined state of things, which is a prevalent feature in today's game studies. To achieve this, the author argues from the Deleuzian notion of the “event.” When referring to the concept of the “ideal game,” as proposed by Deleuze, is intended to enunciate an epistemology that describes the implicit potentialities of digital media in general. The application of the epistemology would comprise memetic and viral statements, generative aesthetics and the forms of video games themselves.
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"Game Not Over: Competitive Dynamics in the Video Game Industry." In The Business of Culture. Psychology Press, 2006. http://dx.doi.org/10.4324/9781410615565-14.

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Jensen, Lucas John, Daisyane Barreto, and Keri Duncan Valentine. "Toward Broader Definitions of “Video Games”." 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.ch001.

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As video games grow in popularity, ambition, scope, and technological prowess, they also mature as an art form, shedding old definitions tethered to video games as simple, competitive exercises. Greater technological capabilities, in addition to years of experimentation and maturation, have expanded the ability of games to tell different kinds of stories, offering branching paths. The question of “what makes a game a game?” looms larger than ever in this era of video game storytelling. As plots and characters grow, branch, and develop, so, too, do the boundaries of what a game actually is. In traditional definitions of gaming, a set of rules and a victory condition were essential elements to a game. As game narratives and game mechanics grow in increasingly complex and experimental directions, new player goals have emerged. Now, gamers socialize, customize, nurture, kill, build, destroy, break, glitch, and explore as much as they work to win and accrue points. This chapter surveys the current landscape of video games, highlighting examples and trends that challenge more traditional notions and definitions of what it means to be a “video game.” The broader definition presented here takes into account play, narrative, digital environments, and more, acknowledging the expanse of the video game experience.
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Foster, Lisa Brianne, and Robert Andrew Dunn. "Marketing to Gamers." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-2963-8.ch008.

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Video game streaming has introduced to consumers a new method of creating branded content. Popular streaming platforms receive millions of broadcasters and viewers every month, and the current chapter examines the influence of this type of user-generated content on consumers' attitudes and behaviors. The goal of this study is to understand how video game streams function as a marketing tool. To investigate this, a quantitative survey was designed and measured participants' video gaming habits and their perceptions of credibility, usefulness of content, group identification, and purchase intention. Heavier gaming habits were found to be positively related to perceived credibility in a user-generated stream condition. Group identification and stream familiarity were found to be positively related to perceived credibility. These findings hold implications for using video game streams as a marketing tool as heavier gamers were found to perceive user-generated streams as a credible source of information.
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Pérez-Gómez, Miguel Ángel. "Augmented Reality and Franchising." In Advances in Business Strategy and Competitive Advantage. IGI Global, 2020. http://dx.doi.org/10.4018/978-1-7998-3119-8.ch007.

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In 1996, with the advent of video game franchises like Pokemon (Game Freak, 1996-), the concept of media mix (originally a Japanese concept that refers to the communicative strategies in which media content is spread across multiple platforms) began to take off. However, media mix is not exclusively limited to Japanese productions. In 2009, Novarama, in collaboration with Sony Computer Entertainment Europe, launched the Spanish Augmented Reality video game Invizimals. A decade later, this universe has notably expanded across different platforms, evolving considerably from its original format: but falling short of integrating the entire universe. In this chapter, we examine hybridation between transmedia strategies and media mix through the Invizimals universe to demonstrate how the franchise has expanded a decade later to the point where it has consolidated its own strategic model for developing content.
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Conference papers on the topic "Competitive video game"

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Palomo-Duarte, Manuel, Juan Manuel Dodero, José Tomás Tocino, Antonio García-Domínguez, and Antonio Balderas. "Competitive evaluation in a video game development course." In the 17th ACM annual conference. ACM Press, 2012. http://dx.doi.org/10.1145/2325296.2325371.

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Gratch, Jonathan, Lin Cheng, Stacy Marsella, and Jill Boberg. "Felt emotion and social context determine the intensity of smiles in a competitive video game." In 2013 10th IEEE International Conference on Automatic Face & Gesture Recognition (FG 2013). IEEE, 2013. http://dx.doi.org/10.1109/fg.2013.6553792.

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Kudinova, Yuliya Viktorovna. "PROTECTIVE ACTIONS IN VOLLEYBALL-THE BASIS OF ATTRACTIVENESS AND ENTERTAINMENT OF THE GAME PROCESS." In Russian science: actual researches and developments. Samara State University of Economics, 2020. http://dx.doi.org/10.46554/russian.science-2020.03-1-522/524.

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The article deals with protective actions in volleyball. The relationship between entertainment and attractiveness of the game process and the success of protective actions of athletes in the field is revealed. The team effectiveness of defensive actions is determined based on pedagogical observations of the competitive activity of highly qualified volleyball players. During the study, methods were used: video recording, shorthand.
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Domínguez, Adrián, Luis de-Marcos, and José-Javier Martínez-Herráiz. "Effects of Competitive and Cooperative Classroom Response Systems on Quiz Performance and Programming Skills in a Video Game Programming Course." In ITiCSE '20: Innovation and Technology in Computer Science Education. ACM, 2020. http://dx.doi.org/10.1145/3341525.3387393.

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Gaina, Raluca D., Diego Perez-Liebana, and Simon M. Lucas. "General Video Game for 2 players: Framework and competition." In 2016 8th Computer Science and Electronic Engineering (CEEC). IEEE, 2016. http://dx.doi.org/10.1109/ceec.2016.7835911.

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Baldwin, Alexander, Daniel Johnson, Peta Wyeth, and Penny Sweetser. "A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games." In 2013 IEEE International Games Innovation Conference (IGIC). IEEE, 2013. http://dx.doi.org/10.1109/igic.2013.6659150.

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Wang, Lun, Zaynah Javed, Xian Wu, Wenbo Guo, Xinyu Xing, and Dawn Song. "BACKDOORL: Backdoor Attack against Competitive Reinforcement Learning." In Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/509.

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Recent research has confirmed the feasibility of backdoor attacks in deep reinforcement learning (RL) systems. However, the existing attacks require the ability to arbitrarily modify an agent's observation, constraining the application scope to simple RL systems such as Atari games. In this paper, we migrate backdoor attacks to more complex RL systems involving multiple agents and explore the possibility of triggering the backdoor without directly manipulating the agent's observation. As a proof of concept, we demonstrate that an adversary agent can trigger the backdoor of the victim agent wit
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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, eva
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