Academic literature on the topic 'Computer game'

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Journal articles on the topic "Computer game"

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Cass, S. "Mind games [computer game AI]." IEEE Spectrum 39, no. 12 (2002): 40–44. http://dx.doi.org/10.1109/mspec.2002.1088444.

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Macedonia, M. "Ender's game redux [computer games." Computer 38, no. 2 (2005): 95–97. http://dx.doi.org/10.1109/mc.2005.59.

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Taylor, Mark, Mike Baskett, Denis Reilly, and Somasundaram Ravindran. "Game Theory for Computer Games Design." Games and Culture 14, no. 7-8 (2017): 843–55. http://dx.doi.org/10.1177/1555412017740497.

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Designing and developing computer games can be a complex activity that may involve professionals from a variety of disciplines. In this article, we examine the use of game theory for supporting the design of gameplay within the different sections of a computer game and demonstrate its application in practice via adapted high-level decision trees for modeling the flow in gameplay and payoff matrices for modeling skill or challenge levels.
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Bychkova, Olga Anatol'evna, and Aleksandra Valer'evna Nikitina. "Images of game and gamer in the space of literature and computer games." Человек и культура, no. 6 (June 2020): 69–80. http://dx.doi.org/10.25136/2409-8744.2020.6.34481.

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The subject of this research is the images of game and gamers. In the space of literary work, they are arrayed in metaphorical and often demonic raiment, receiving moral-ethical interpretation in one or another way. The problem of game and gamer in criticism was regarded by Y. Mann (“On the Concept of Game as a Literary Image”), V. V. Vinogradov (“Style of the Queen of Spades”), E. Dobin (“Ace and Queen”, A. Pushkin’s “The Queen of Spades”), R. Caillois (“Games and People”), British wr
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HARPER, R. R. "THE COMPUTER GAME." British Journal of Criminology 31, no. 3 (1991): 292–307. http://dx.doi.org/10.1093/oxfordjournals.bjc.a048118.

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Forsyth, Rachel, Rachel Harland, and Thomas Edwards. "Computer Game Delusions." Journal of the Royal Society of Medicine 94, no. 4 (2001): 184–85. http://dx.doi.org/10.1177/014107680109400409.

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Spence, S. A. "Computer Game Delusions." Journal of the Royal Society of Medicine 94, no. 7 (2001): 369. http://dx.doi.org/10.1177/014107680109400725.

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Prakash, Edmond C. "Computer game arena." ACM SIGCSE Bulletin 37, no. 3 (2005): 358. http://dx.doi.org/10.1145/1151954.1067557.

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DALLEY, JOSEPH W. (WINN). "THE COMPUTER GAME." Experimental Techniques 10, no. 9 (1986): 3. http://dx.doi.org/10.1111/j.1747-1567.1986.tb00367.x.

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Crogan, Patrick. "The Game Thing: Ludology and other Theory Games." Media International Australia 110, no. 1 (2004): 10–18. http://dx.doi.org/10.1177/1329878x0411000104.

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The current state of computer games studies is critically examined in this paper by means of an analysis of the recently released computer game, The Thing. Game studies is an emerging area of humanities scholarship, an emergence that exhibits characteristically ambivalent processes of defining its own object and staking out its own field of expertise from other areas of academic competence. A principal dynamic of these processes concerns the opposition between ‘ludological’ and narratological theorisations of the computer game. This opposition is examined for both its limitations and its produ
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Dissertations / Theses on the topic "Computer game"

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Hu, Mengchen. "Game Design Patterns for Designing Stealth Computer Games." Thesis, Malmö högskola, Fakulteten för teknik och samhälle (TS), 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-20294.

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Design patterns are widely used in game design, especially in action games. Design patterns can be seen as a group of concluded gameplay. A stealth game is a video game genre that rewards the player for using stealth (conceal avatar of player in order to avoid enemies) to overcome antagonists. In some cases there is a conflict between difficulty and game experience in stealth game. In order to solve this problem, we researched design patterns in stealth games. We observed a set of stealth game design patterns from three different stealth games. The collection used a different template of game
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Muaweyah, Amer. "Game skeletons in Game Maker for the course Design and Programming of Computer Games." Thesis, Linköping University, Department of Computer and Information Science, 2009. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-50777.

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<p>This report is written as a summary of the solution to the problem that the staff for the course TDDD23 at the Swedish university Linköpings universitet wanted two computer game skeletons. One for a scrolling shooter game and one for a strategy game. The games the staff wanted were to be like two existing games. The scrolling shooter was to be like the scrolling shooter from the tutorial GM Tutorial Scrolling Shooter[1]. The strategy game was to be like an existing game called Ancient War[2]. There were some additional requirements that the games had to fulfill. The games were created using
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Berg, Hovard Alexander. "The Computer Game Industry." Thesis, Norwegian University of Science and Technology, Department of Telematics, 2010. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-10172.

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<p>This thesis presents an analysis of 184 of the best selling PC games from 1985 to 2009. Results show that 92% of the analyzed games support singleplayer game mode, and roughly 7% are massive multiplayer online games (MMOGs). The latter game type is represented by 100% role-playing games. The action and strategy genres are each represented as the primary game genre in around 1/3 of the games. Results indicate that the popularity of game genres vary with game platform (PC vs. consoles). Moreover, franchises, games with expansion(s) or in series, dominate the compiled best seller list. Furthe
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DeRouin-Jessen, Renee. "GAME ON: THE IMPACT OF GAME FEATURES IN COMPUTER-BASED TRAINING." Doctoral diss., University of Central Florida, 2008. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/3142.

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The term "serious games" became popularized in 2002 as a result of an initiative to promote the use of games for education, training, and other purposes. Today, many companies are using games for training and development, often with hefty price tags. For example, the development budget for the U.S. Army recruiting game, "America's Army" was estimated at $7 million. Given their increasing use and high costs, it is important to understand whether game-based learning systems perform as billed. Research suggests that games do not always increase learning outcomes over conventional instruction. How
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Friis, Nicolai. "Computer game based learning - SimComp." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2005. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9207.

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<p>This report is the result of a computer architecture simulation game development project. The goals of the project were to develop conceptual ideas for a game that could be used in teaching computer architecture at a university level and develop a prototype of game. The game should be based on simulation and the BSPlab simulator. Two types of simulation games were identified; observer and participant. The observer type puts the player outside the simulation and the participant type puts the player inside the simulation. The observer type of simulation game was selected as best suited for
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Miles, Jonathan David. "Machine Learning for Adaptive Computer Game Opponents." The University of Waikato, 2009. http://hdl.handle.net/10289/2779.

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This thesis investigates the use of machine learning techniques in computer games to create a computer player that adapts to its opponent's game-play. This includes first confirming that machine learning algorithms can be integrated into a modern computer game without have a detrimental effect on game performance, then experimenting with different machine learning techniques to maximize the computer player's performance. Experiments use three machine learning techniques; static prediction models, continuous learning, and reinforcement learning. Static models show the highest initial performanc
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Djordjevic, Jelena. "YOUNG MEN'S ATTITUDE TOWARDS COMPUTER- AND VIDEO GAMES. AN INTERVIEW STUDY ABOUT YOUNG MEN’S EXPERIENCES OF COMPUTER- AND VIDEO GAMES." Thesis, Malmö högskola, Fakulteten för hälsa och samhälle (HS), 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-26768.

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Kunskapen om TV- och datorspelmissbruk bland ungdomar är idag väldigt begränsad. Stillasittande/fysisk inaktivitet, som TV- och datorspel ofta innebär och som kan innebära negativa konsekvenser, blir allt vanligare. En semistrukturerad intervjustudie har genomförts på sju män i åldersgruppen 17-29 år i syfte att undersöka drivkrafterna bakom mäns spelbeteende i tonåren. Dessutom har information om spelmissbruk bland ungdomar inhämtats av fyra yrkesverksamma inom spelområdet. Detta samt kopplingar mellan TV- och datorspel och spel om pengar har gjorts p g a bristen på forskning om TV- och dator
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Tan, Wee Hoe. "Game-based learning in formal educational contexts : how subject matter experts and game experts could collaborate to design and develop games." Thesis, University of Warwick, 2010. http://wrap.warwick.ac.uk/35620/.

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This doctoral research aimed to investigate how subject matter experts (SMEs) and game experts can collaborate to design and develop games for use in formal educational contexts. The research began with a literature review of key concepts and issues associated with game-based learning (GBL), which led to the process of defining and redefining the overarching research question, along with its scope and position in academia. A three-phase strategy was adopted to segregate the research into exploratory, confirmative and explanatory phases, wherein each phase comprised interrelated studies. These
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Patel, Ushma Kesha. "IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAY." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/562.

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In modern computer games, `bots' - Intelligent realistic agents play a prominent role in success of a game in the market. Typically, bots are modeled using finite-state machine and then programmed via simple conditional statements which are hard-coded in bots logic. Since these bots have become quite predictable to an experienced games' player, a player might lose interest in the game. We propose the use of a game theoretic based learning rule called Fictitious Play for improving behavior of these computer game bots which will make them less predictable and hence, more enjoyable to a game play
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Patel, Purvag. "Improving Computer Game Bots' behavior using Q-Learning." Available to subscribers only, 2009. http://proquest.umi.com/pqdweb?did=1966544161&sid=3&Fmt=2&clientId=1509&RQT=309&VName=PQD.

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Books on the topic "Computer game"

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Pang, Kin Wai. Computer network game. Oxford Brookes University, 2002.

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Ken, Cox, ed. The computer game. Rigby, 2000.

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Dovey, Jon. Game cultures: Computer games as new media. Open University Press, 2006.

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Dank, Milton. The computer game murder. Delacorte Press, 1985.

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Dank, Milton. The computer game murder. Delacorte Press, 1985.

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Morrison, Michael. Windows 95 game developer's guide using the game SDK. Sams Pub., 1996.

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Morrison, Michael. Windows 95: Game developer's guide using the game SDK. Sams Publishing, 1996.

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Meigs, Tom. Ultimate game design: Building game worlds. McGraw-Hill/Osborne, 2003.

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Swamy, Nanu. Collaborative online game creation. Charles River Media/Course Technology Cengage Learning, 2009.

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Fencott, P. C. Game invaders: The theory and understanding of computer games. Wiley, 2012.

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Book chapters on the topic "Computer game"

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Baier, Christel, Norine Coenen, Bernd Finkbeiner, Florian Funke, Simon Jantsch, and Julian Siber. "Causality-Based Game Solving." In Computer Aided Verification. Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81685-8_42.

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AbstractWe present a causality-based algorithm for solving two-player reachability games represented by logical constraints. These games are a useful formalism to model a wide array of problems arising, e.g., in program synthesis. Our technique for solving these games is based on the notion of subgoals, which are slices of the game that the reachability player necessarily needs to pass through in order to reach the goal. We use Craig interpolation to identify these necessary sets of moves and recursively slice the game along these subgoals. Our approach allows us to infer winning strategies th
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Klevjer, Rune. "Chapter 3: Computer game fiction." In Game Studies. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839445792-005.

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Durlauf, Steven N., and Lawrence E. Blume. "Computer Science and Game Theory." In Game Theory. Palgrave Macmillan UK, 2010. http://dx.doi.org/10.1057/9780230280847_5.

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Klevjer, Rune. "Chapter 6: The computer game avatar." In Game Studies. transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839445792-008.

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Hogg, Chad, Stephen Lee-Urban, Héctor Muñoz-Avila, Bryan Auslander, and Megan Smith. "Game AI for Domination Games." In Artificial Intelligence for Computer Games. Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-8188-2_4.

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Verbrugge, Clark, and Peng Zhang. "Analyzing Computer Game Narratives." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15399-0_21.

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Liebe, Michael. "Interactivity and Music in Computer Games." In Music and Game. Springer Fachmedien Wiesbaden, 2012. http://dx.doi.org/10.1007/978-3-531-18913-0_2.

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Schmuck, Anne-Kathrin, Philippe Heim, Rayna Dimitrova, and Satya Prakash Nayak. "Localized Attractor Computations for Infinite-State Games." In Computer Aided Verification. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-65633-0_7.

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AbstractInfinite-state games are a commonly used model for the synthesis of reactive systems with unbounded data domains. Symbolic methods for solving such games need to be able to construct intricate arguments to establish the existence of winning strategies. Often, large problem instances require prohibitively complex arguments. Therefore, techniques that identify smaller and simpler sub-problems and exploit the respective results for the given game-solving task are highly desirable.In this paper, we propose the first such technique for infinite-state games. The main idea is to enhance symbo
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Hunt, John. "TicTacToe Game." In Undergraduate Topics in Computer Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20290-3_37.

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Weik, Martin H. "game port." In Computer Science and Communications Dictionary. Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_7867.

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Conference papers on the topic "Computer game"

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Saengduenchay, Ekkaluck, and Ratanachote Thienmongkol. "Game Scrum: Reinventing the Agile Methodology Through Computer Game Dynamics." In 2024 5th International Conference on Information Technology and Education Technology (ITET). IEEE, 2024. http://dx.doi.org/10.1109/itet64267.2024.00014.

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Stoffova, Veronika. "EDUCATIONAL COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-004.

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Computer games are at present very popular for all ages of users, computers and other digital devices that allow them to play. Creation and implementation of didactic computer games and the desire to create their own games is enough motivation for both high school, college and university students learn programming. The article describes the problem and project teaching of programming at the college and university, where the theme of the project is the implementation of didactic computer game of their choice. The project can be realized as an individual or group project. Programming environment
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Vatansever, Özlem. "The Transformation of Computer Games to Ideological Devices: a Review Through the Mobile Legends Game." In COMMUNICATION AND TECHNOLOGY CONGRESS. ISTANBUL AYDIN UNIVERSITY, 2021. http://dx.doi.org/10.17932/ctcspc.21/ctc21.032.

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Today, mass media constitute the widespread sharing, transmission and transmission channels of societies, and games played on the computer, which is a mass communication tool, are also accepted as an important media tool. These games are an activity tool where individuals of all ages, especially the young generation, evaluate their spare time, relieve stress and participate to have fun. Since computer games have become widespread, they have gained popularity day by day as they have the opportunity to convey personal ideas and ideologies of individuals. In this context, the national feelings of
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Tomsons, Dzintars, and Inta Znotiņa. "DEVELEPMENT OF COMPUTER-BASED EDUCATIONAL GAME ACROSS COMPUTER SCIENCE CURRICULUM." In 1st International Baltic Symposium on Science and Technology Education. Scientia Socialis Ltd., 2015. http://dx.doi.org/10.33225/balticste/2015.92.

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The current paper describes the use of game development for improvement of first year Computer Science students’ professional and social competencies. The computer-based education games play grateful platform for integration of knowledge and skills gained by students in several learning courses, i.e., programming, web-design, computer graphics and animation, introduction to software engineering, etc. The multidisciplinary character of the games provides possibilities to constitute teams with students from different study programs. Thereby the students get their first experience in cross-discip
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Aziz, El-Sayed, Yizhe Chang, Serdar Tumkor, Sven K. Esche, and Constantin Chassapis. "Adapting Computer Game Technology to Support Engineering Laboratories." In ASME 2010 International Mechanical Engineering Congress and Exposition. ASMEDC, 2010. http://dx.doi.org/10.1115/imece2010-39591.

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Today’s youth has become accustomed to and skilled in computer gaming. The potential use of multi-player computer games as an educational tool has drawn significant attention. Computer games exhibit several features that could provide the students with an effective learning experience. This paper introduces different methodologies for adopting computer game technologies such as the “Source” game engine (used in “Half-Life 2”) and “Second Life” to develop game-based interactive student laboratory environments. A number of predefined scenarios can be scripted which exercise the students’ problem
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Stanescu, Monica, Jurate Stanislovaitiene, and Doina Croitoru. "PHYSICAL EXERCISES AND COMPUTER-BASED GAMES: FROM PLAYGROUND TO SERIOUS GAMES AND EXERGAMES." In eLSE 2019. Carol I National Defence University Publishing House, 2019. http://dx.doi.org/10.12753/2066-026x-19-207.

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The technological and informational development of the last decades has also been an opportunity for the physical exercises field to benefit from the computer-based games effects, through the integration of functional indicators into a set of educational stimuli that aim to motivate and train people for a healthy and sustainable physical activity. Inspired by the characteristics of motor activities, both in structural terms and in physical and psychological demands, computer-based games are now widely used as specific learning tools as serious games and exergames. Nowadays both type of games c
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Konzack, Lars. "Computer Game Criticism: A Method for Computer Game Analysis." In Computer Games and Digital Cultures Conference Proceedings. Digitial Games Research Association DiGRA, 2002. https://doi.org/10.26503/dl.v2002i1.17.

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Prakash, Edmond C. "Computer game arena." In the 10th annual SIGCSE conference. ACM Press, 2005. http://dx.doi.org/10.1145/1067445.1067557.

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Stoffova, Veronika. "COMPUTER GAMES IN PROGRAMMING TEACHING AND LEARNING." In eLSE 2020. University Publishing House, 2020. http://dx.doi.org/10.12753/2066-026x-20-009.

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Computer games are nowadays very popular among various generations especially for children and youth. Creation and implementation of own games are challenging to learn the programming for both, high school and university students. The article describes the problem and project teaching and learning of programming at the university, where the theme of the project is "the implementation of didactic computer game of their choice." The project can be implemented as an individual work, in pairs or in group of students. Programming environment or programming language to implement the computer game is
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Nery Nascimento, Michelle, Renzo Santos Diniz, Sérgio Oliveira Macellani, et al. "Recomendações para Projeto de Jogo Digital Educacional para o Ensino Fundamental com Foco em Valores Ético-Morais." In Computer on the Beach. Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p073-080.

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ABSTRACTPrevious research shows that the involvement of games as an educationalresource can generate good results, and some studiesdemonstrate the use of games as an auxiliary tool in learning respectfor rules, tasks, and values. However, the ethical-moral valuesapproach in learning is not a simple task, but some works demonstratethat games embody human values. In the literature, there aretheoretical studies on the use of games in education, but there is aneed for more practical assessments to verify the validity of existingconcepts. This research aims to propose recommendations for developing
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Reports on the topic "Computer game"

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Acker, Daniella. Computer-Based Stock Market Game. The Economics Network, 2001. http://dx.doi.org/10.53593/n149a.

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Ismailova, L. Yu, O. O. Zhuravleva, O. I. Bazhenova, V. S. Zaytsev, and I. O. Sleptsov. educational computer game "family meeting" (version 1.0). SIB-Expertise, 2022. http://dx.doi.org/10.12731/er0578.04072022.

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COMPUTER LEARNING GAME DESIGNED TO STUDY FAMILY LAW. THE GAME ALLOWS IN AN INTERACTIVE MODE TO TEST YOUR STRENGTH IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS BY USING THE GAME’S EXPLANATIONS AND REFERENCES TO NORMATIVE ACTS SO CHECK YOUR UPTAKE. THE GAME CHARACTERS AND THEIR EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND THE OBJECT OF THE GAME AND TO WORK ON THESE TOPICS INDEPENDENTLY. THE CONTENT OF THE GAME IS IN ACCORDANCE WITH THE STATE STANDARD PROGRAM OF "JURISPRUDENCE". THE MAIN OBJECTIVE OF THE GAME. THE G
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Richardson-Walden, Prof Victoria Grace. Dialogues I - Provocation: Can the Holocaust Be Made Playable? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/lukt3084.

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For some time, games seemed to remain the last taboo of Holocaust representation, yet recent years have seen an increasing foray into the computer game format. However, our provocation asks, have game designers and heritage organisations yet fully explored the potential of this medium for Holocaust memory?
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VEDESHKINA, NATALIA A., and VALENTINA A. MAXIMENKO. COMPUTER GAME "THE WAY TO A SECURE INTERNET". SIB-Expertise, 2023. http://dx.doi.org/10.12731/er0743.18112023.

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The computer game "The Way to a secure Internet" was created by teachers of the MDOU "D/ s № 73" of Magnitogorsk on the cross-platform environment for the development of Unity computer programs. The game is aimed at older preschool children. It is aimed at the formation of life skills of students in the information society in order to ensure the information security of children. The main educational material is the selection of rules for safe behavior when using the Internet information network by students, taking into account the peculiarities of children's perception of information. The plot
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Zinn, Zach. Critical Game Studies and Its Afterlives: Why Game Studies Needs Software Studies and Computer History. Just Tech, Social Science Research Council, 2024. http://dx.doi.org/10.35650/jt.3071.d.2024.

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Irvine, Cynthia E., and Michael Thompson. Teaching Objectives of a Simulation Game for Computer Security. Defense Technical Information Center, 2003. http://dx.doi.org/10.21236/ada435221.

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Моісеєнко, Наталя Володимирівна, Михайло Вікторович Моісеєнко, Владислав Сергійович Кузнецов, Богдан Альбертович Ростальний, and Арнольд Юхимович Ків. Teaching computer game development with Unity engine: a case study. CEUR Workshop Proceedings, 2023. http://dx.doi.org/10.31812/123456789/8486.

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Computer game development is a popular and engaging topic that can motivate students to learn various aspects of software engineering, such as design, programming, testing, and teamwork. However, there is a lack of research on how to effectively teach this topic in the context of secondary education. In this paper, we present our experience of designing and delivering a course on computer game development for master’s students in the specialty 014.09 Secondary education (Informatics) at the Kryvyi Rih State Pedagogical University. We describe the objectives, content, software tools, and teachi
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Ruchotzke, Ethan. Building Computer Literacy Through Games: A Game Design Resource Compendium for the Innovate-IT Program. Iowa State University, 2024. http://dx.doi.org/10.31274/cc-20240624-327.

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Ismailova, L. Yu, S. V. Kosikov, V. S. Zaytsev, and I. O. Sleptsov. educational computer game THE ADVENTURES OF THE GUSARIK" OR THE BASIS OF THE THEORY OF THE STATE AND LAW (version 1.0). SIB-Expertise, 2022. http://dx.doi.org/10.12731/er0577.04072022.

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Abstract:
TRAINING GAME IS DESIGNED TO OBTAIN NEW AND TEST EXISTING KNOWLEDGE IN THE FIELD OF ONE OF THE MOST IMPORTANT LEGAL DISCIPLINES - THEORY OF STATE AND LAW. GAME ALLOWS TO TEST ITS FORCES IN INTERACTIVE MODE IN SOLVING A LARGE NUMBER OF THEORETICAL AND PRACTICAL QUESTIONS. THE STUDENT CAN WORK OUT NEW TOPICS USING NUMEROUS COMMENTS AND CHECK THE RESULTS OF THEIR ASSIMILATION. GAME CHARACTER'S CLUES AND FACIAL EXPRESSIONS MOTIVATE THE PLAYER TO CAREFULLY WORK WITH THE OBJECT AND ALLOW YOU TO INDEPENDENTLY WORK ON TOPICS THAT CAUSED DIFFICULTIES IN THE CONTROL MODE. GAME CONTENT COMPLIES WITH THE
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Anderson, Lynn P. The Instruments of Power: A Computer-Assisted Game for the ACSC Curriculum. Defense Technical Information Center, 2005. http://dx.doi.org/10.21236/ada476269.

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