Academic literature on the topic 'Computer game'
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Journal articles on the topic "Computer game"
Cass, S. "Mind games [computer game AI]." IEEE Spectrum 39, no. 12 (December 2002): 40–44. http://dx.doi.org/10.1109/mspec.2002.1088444.
Full textMacedonia, M. "Ender's game redux [computer games." Computer 38, no. 2 (February 2005): 95–97. http://dx.doi.org/10.1109/mc.2005.59.
Full textDeng, Xiang Hua, and Dan Liu. "Research on Copyright Protection of Computer Games." E3S Web of Conferences 218 (2020): 04020. http://dx.doi.org/10.1051/e3sconf/202021804020.
Full textBychkova, 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.
Full textLenkevich, Alexander S. "Low-level Eschatology: Ruins in Computer Games." Galactica Media: Journal of Media Studies 4, no. 3 (October 3, 2022): 134–56. http://dx.doi.org/10.46539/gmd.v4i3.317.
Full textLiu, Xiongyi, Patrick Wachira, Selma Koc, and Roland Pourdavood. "An Exploratory Study of Predictors of Pre-Service Teachers’ Intention to Integrate Computer Games in Mathematics Education." International Journal of Education in Mathematics, Science and Technology 10, no. 1 (December 15, 2021): 145–61. http://dx.doi.org/10.46328/ijemst.1827.
Full textMayer, Richard E. "Computer Games in Education." Annual Review of Psychology 70, no. 1 (January 4, 2019): 531–49. http://dx.doi.org/10.1146/annurev-psych-010418-102744.
Full textTaylor, Mark, Mike Baskett, Denis Reilly, and Somasundaram Ravindran. "Game Theory for Computer Games Design." Games and Culture 14, no. 7-8 (November 12, 2017): 843–55. http://dx.doi.org/10.1177/1555412017740497.
Full textTavares, Anderson. "Algorithm Selection in Zero-Sum Computer Games." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 1 (June 25, 2021): 301–3. http://dx.doi.org/10.1609/aiide.v13i1.12916.
Full textSevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (August 2016): 14–23. http://dx.doi.org/10.5153/sro.4082.
Full textDissertations / Theses on the topic "Computer game"
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.
Full textMuaweyah, 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.
Full textThis 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 Game Maker. It is an easy to use program for creating small computer games. The result of the project was two game skeletons. One for a scrolling shooter game and one for a strategy game. The skeletons were according to the requirements stated.
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.
Full textThis 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. Furthermore, this thesis contributes with case studies explaining the business models of three different games (World of Warcraft, Anarchy Online and FarmVille), created by three distinct game companies (Blizzard, Funcom and Zynga). The three business models are presented using the business model ontology defined by Osterwalder in his PhD dissertation. The product, customer relationship, infrastructure, and the various revenue models available to game publishers, are among the elements explained and studied in detail.
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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Department of Psychology
Sciences
Psychology PhD
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.
Full textThis 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 a game about computer architecture and simulation. Three conceptual ideas for types of observer simulation games were developed; Computer Tycoon, which puts the player in charge of a company. Computer Manager, which puts the player in the role of manager of a computer team and Computer Builder, which lets the player construct a computer city. The Computer Manager idea was developed further. The player is put in the role of the manager of a computer team. The team competes in a league against other teams, playing a series of matches against each other. A ranking system shows how well the teams have done and in the end of the series a winner will be declared. This is similar to a football-league. A simple prototype of the Computer Manager idea was designed and implemented in Java for use in evaluation of the idea.
Miles, Jonathan David. "Machine Learning for Adaptive Computer Game Opponents." The University of Waikato, 2009. http://hdl.handle.net/10289/2779.
Full textDjordjevic, 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.
Full textThe knowledge of computer- and video game abuse and addiction among young people is very limited today. The sedentary lifestyle and physical inactivity that computer- and video games often involve can have negative consequences, and are becoming more common. A semi-structured interview was conducted on seven men between the ages of 17-29 in order to examine the driving forces behind men’s gaming behavior in their adolescence. In addition, information about game abuse among young people was gathered from professionals in the area of computer- and video games. This and links between computer- and video games and gambling have been made due to the lack of research on video and computer games. The former video game addicts have been categorized as recreational players, game problematics (who by themselves managed to stop abusing games) and game addicts, who have completely abstained from gaming to put an end to their addiction, while the others still play moderately and very little today. Actual and perceived control over themselves and their environment has been important determinants for the player’s former addiction. The reason why they stopped/decreased the gaming is essentially because they lost interest in games (not completely though), got other priorities and/or did not want to relapse and return to old problematic behavior. Gaming as an escape from a problematic life situation was a common feature among the addicts. The situation for the game addicts only worsened with time along with their game abuse. Although the experience of direct, incidental satisfaction has been a major driving force, it simultaneously led to game abuse. The time-consuming leisure activity had consequences on the mental and physical health, behavior and social development, as well as on the relationships to relatives, family situation, school attendance, social establishment and socioeconomic situation. To sum up, the informants developed an unhealthy and often destructive lifestyle because of the game habits.
Patel, Ushma Kesha. "IMPROVING BEHAVIOR OF COMPUTER GAME BOTS USING FICITITOUS PLAY." OpenSIUC, 2011. https://opensiuc.lib.siu.edu/theses/562.
Full textTan, 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/.
Full textPatel, 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.
Full textBooks on the topic "Computer game"
Dovey, Jon. Game cultures: Computer games as new media. Maidenhead, Berkshire, England: Open University Press, 2006.
Find full textJeannie, Novak, ed. Game development essentials: Game audio development. Australia: Delmar Cengage Learning, 2008.
Find full textMorrison, Michael. Windows 95: Game developer's guide using the game SDK. Indianapolis, Ind: Sams Publishing, 1996.
Find full textMorrison, Michael. Windows 95 game developer's guide using the game SDK. Indianapolis, Ind: Sams Pub., 1996.
Find full textBook chapters on the topic "Computer game"
Klevjer, Rune. "Chapter 3: Computer game fiction." In Game Studies, 49–80. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839445792-005.
Full textDurlauf, Steven N., and Lawrence E. Blume. "Computer Science and Game Theory." In Game Theory, 48–65. London: Palgrave Macmillan UK, 2010. http://dx.doi.org/10.1057/9780230280847_5.
Full textBaier, Christel, Norine Coenen, Bernd Finkbeiner, Florian Funke, Simon Jantsch, and Julian Siber. "Causality-Based Game Solving." In Computer Aided Verification, 894–917. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-81685-8_42.
Full textKlevjer, Rune. "Chapter 6: The computer game avatar." In Game Studies, 121–46. Bielefeld, Germany: transcript Verlag, 2022. http://dx.doi.org/10.14361/9783839445792-008.
Full textHogg, Chad, Stephen Lee-Urban, Héctor Muñoz-Avila, Bryan Auslander, and Megan Smith. "Game AI for Domination Games." In Artificial Intelligence for Computer Games, 83–101. New York, NY: Springer New York, 2011. http://dx.doi.org/10.1007/978-1-4419-8188-2_4.
Full textVerbrugge, Clark, and Peng Zhang. "Analyzing Computer Game Narratives." In Lecture Notes in Computer Science, 224–31. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15399-0_21.
Full textLiebe, Michael. "Interactivity and Music in Computer Games." In Music and Game, 41–62. Wiesbaden: Springer Fachmedien Wiesbaden, 2012. http://dx.doi.org/10.1007/978-3-531-18913-0_2.
Full textHunt, John. "TicTacToe Game." In Undergraduate Topics in Computer Science, 423–33. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-20290-3_37.
Full textWeik, Martin H. "game port." In Computer Science and Communications Dictionary, 670. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_7867.
Full textNacke, Lennart E. "Games User Research and Physiological Game Evaluation." In Human–Computer Interaction Series, 63–86. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-15985-0_4.
Full textConference papers on the topic "Computer game"
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.
Full textTomsons, 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.
Full textAziz, 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.
Full textPrakash, Edmond C. "Computer game arena." In the 10th annual SIGCSE conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1067445.1067557.
Full textNery Nascimento, Michelle, Renzo Santos Diniz, Sérgio Oliveira Macellani, Caroline Rhaian Jandre, Marcus Vinicius Bento Martins, Ronan Loschi Ferreira, Mônica Da Consolação Machado, Magna Carla Ribeiro, Roberlei Panasiewicz, and Lucila Ishitani. "Recomendações para Projeto de Jogo Digital Educacional para o Ensino Fundamental com Foco em Valores Ético-Morais." In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p073-080.
Full textMaria de Jesus Silva, Neiva, Ana Paula Floresta da Silva, and Carlos Roberto Beleti Junior. "Ensino de Hardware por meio de um Jogo de Tabuleiro Uma Proposta para a Educação Básica." In Computer on the Beach. São José: Universidade do Vale do Itajaí, 2021. http://dx.doi.org/10.14210/cotb.v12.p435-442.
Full textHartley, Thomas P., and Qasim H. Mehdi. "In-game tactic adaptation for interactive computer games." In Serious Games (CGAMES). IEEE, 2011. http://dx.doi.org/10.1109/cgames.2011.6000358.
Full textLi, Peiyi, Peilin Li, John Morris, and Yu Sun. "A Context-Aware and Immersive Puzzle Game using Machine Learning and Big Data Analysis." In 5th International Conference on Computer Science and Information Technology (COMIT 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111717.
Full textAndrade, Gustavo, Geber Ramalho, Hugo Santana, and Vincent Corruble. "Automatic computer game balancing." In the fourth international joint conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1082473.1082648.
Full textDa Consolação Machado, Mônica, Yara Campos Barretto, and Lucila Ishitani. "Características de jogos digitais para o público feminino: uma revisão sistemática de literatura." In Computer on the Beach. Itajaí: Universidade do Vale do Itajaí, 2022. http://dx.doi.org/10.14210/cotb.v13.p111-118.
Full textReports on the topic "Computer game"
Acker, Daniella. Computer-Based Stock Market Game. Bristol, UK: The Economics Network, May 2001. http://dx.doi.org/10.53593/n149a.
Full textIsmailova, 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, July 2022. http://dx.doi.org/10.12731/er0578.04072022.
Full textIrvine, Cynthia E., and Michael Thompson. Teaching Objectives of a Simulation Game for Computer Security. Fort Belvoir, VA: Defense Technical Information Center, June 2003. http://dx.doi.org/10.21236/ada435221.
Full textAnderson, Lynn P. The Instruments of Power: A Computer-Assisted Game for the ACSC Curriculum. Fort Belvoir, VA: Defense Technical Information Center, April 2005. http://dx.doi.org/10.21236/ada476269.
Full textIsmailova, 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, July 2022. http://dx.doi.org/10.12731/er0577.04072022.
Full textProkhorov, Оleksandr V., Vladyslav O. Lisovichenko, Mariia S. Mazorchuk, and Olena H. Kuzminska. Developing a 3D quest game for career guidance to estimate students’ digital competences. [б. в.], November 2020. http://dx.doi.org/10.31812/123456789/4416.
Full textOhab, John, and Andrew Gordon. UrbanSim-Counterinsurgency Computer Training Game [interview], Episode 57 of the Armed with Science Series (Podcast). Fort Belvoir, VA: Defense Technical Information Center, March 2010. http://dx.doi.org/10.21236/ada541093.
Full textCooper, R. E., and J. R. Taylor. GAM-HEAT: A computer code to compute heat transfer in complex enclosures. Office of Scientific and Technical Information (OSTI), December 1992. http://dx.doi.org/10.2172/6503193.
Full textLily Gullion, Lily Gullion. Understanding Teamwork Using Computer Games. Experiment, March 2015. http://dx.doi.org/10.18258/4913.
Full textCooper, R. E., and J. R. Taylor. GAM-HEAT: A computer code to compute heat transfer in complex enclosures. Revision 2. Office of Scientific and Technical Information (OSTI), December 1992. http://dx.doi.org/10.2172/10157530.
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