To see the other types of publications on this topic, follow the link: Computer game studies.

Journal articles on the topic 'Computer game studies'

Create a spot-on reference in APA, MLA, Chicago, Harvard, and other styles

Select a source type:

Consult the top 50 journal articles for your research on the topic 'Computer game studies.'

Next to every source in the list of references, there is an 'Add to bibliography' button. Press on it, and we will generate automatically the bibliographic reference to the chosen work in the citation style you need: APA, MLA, Harvard, Chicago, Vancouver, etc.

You can also download the full text of the academic publication as pdf and read online its abstract whenever available in the metadata.

Browse journal articles on a wide variety of disciplines and organise your bibliography correctly.

1

Vesa, Mikko, Juho Hamari, J. Tuomas Harviainen, and Harald Warmelink. "Computer Games and Organization Studies." Organization Studies 38, no. 2 (2016): 273–84. http://dx.doi.org/10.1177/0170840616663242.

Full text
Abstract:
Computer games and organizations are becoming increasingly interwoven in the 21st century. Sophisticated computer games connected by networks are turning into spaces for organizing. Therefore, it may not be surprising that conventional organizations are now scrounging these games for novel ways to enhance efficiency. The result is the formation of game/organization hybrids; uneasy recontextualizations of partly incompatible ideas, values and practices. We begin this essay by elucidating what it is socially that makes something a game by exploring the notion’s anthropological foundations. We th
APA, Harvard, Vancouver, ISO, and other styles
2

Nagenborg, Michael. "Handbook of computer game studies." International Review of Information Ethics 4 (December 1, 2005): 67–68. http://dx.doi.org/10.29173/irie176.

Full text
Abstract:
Review of Joost Raessens and Jeffrey Goldstein: Handbook of computer game studies. Cambridge, Massachusetts – London, England: MIT Press 2005. By more than 450 large-format pages the publishers offer a view of current research in the field of “game studies”. With almost no exception, the 27 articles are of high quality. Readers, however, who are familiar with the works of the single authors are offered only little new information. Unfortunately, the authors mostly focus on western, particularly US-American games and players. But still the book can be recommended both as a consolidating introdu
APA, Harvard, Vancouver, ISO, and other styles
3

Eskelinen, Markku. "Towards computer game studies." Digital Creativity 12, no. 3 (2001): 175–83. http://dx.doi.org/10.1076/digc.12.3.175.3232.

Full text
APA, Harvard, Vancouver, ISO, and other styles
4

Campagna, Federico. "Games | Game Design | Game Studies: An Introduction." Design Issues 34, no. 2 (2018): 83–84. http://dx.doi.org/10.1162/desi_r_00488.

Full text
APA, Harvard, Vancouver, ISO, and other styles
5

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.

Full text
Abstract:
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
APA, Harvard, Vancouver, ISO, and other styles
6

Kirkpatrick, Graeme. "Computer game studies at Northumbria University." Computers in Entertainment 2, no. 1 (2004): 6. http://dx.doi.org/10.1145/973801.973812.

Full text
APA, Harvard, Vancouver, ISO, and other styles
7

Tseng, Fan-Chen, and Ching-I. Teng. "Online Gamers' Preferences for Online Game Charging Mechanisms." International Journal of E-Business Research 11, no. 1 (2015): 23–34. http://dx.doi.org/10.4018/ijebr.2015010102.

Full text
Abstract:
Online games construct a virtual world where gamers can explore and experience various exciting environments. However, studies on gamer behavior rarely investigated the relationships between motivations and spending for online games. Understanding these relationships helps online game service providers manage gamers' motivations and develop better revenue models. This study investigated the relationships between one core motivation for playing online games—exploration motivation—and online gamers' willingness to spend for online games. Analytical results indicated that exploration motivation i
APA, Harvard, Vancouver, ISO, and other styles
8

Moore, Christopher. "Mapping Persona and Games." Persona Studies 6, no. 2 (2021): 1–6. http://dx.doi.org/10.21153/psj2020vol6no2art1038.

Full text
Abstract:
For those new to games studies, the most important primer is the recognition that, as a field of research, it is at its most revealing when in conversation with perspectives from other fields and domains of inquiry. Espen Aarseth (2001) announced that the first issue of Game Studies, the international journal of computer game research, marked the commencement of computer game studies. Aarseth's editorial launched the trajectory for the following two decades of game research, obscuring much of the previous work examining digital and analogue games that had contributed to the tipping point at wh
APA, Harvard, Vancouver, ISO, and other styles
9

Clapperton, Dale. "Electronic Contracts: A Law Unto Themselves?" Media International Australia 130, no. 1 (2009): 102–11. http://dx.doi.org/10.1177/1329878x0913000112.

Full text
Abstract:
Electronic contracts, however described, are everywhere in the digital environment. In computer games, they govern the relationship not only between the gamer and the game publisher, but the gamer and the game. Yet, despite their ubiquity, their substantive content receives relatively little attention. Consumers assent without reading them, and publishers and their lawyers adopt oppressive contracts, seemingly without thought for the rights of their customers. Whether a market failure or a rational response, electronic contracting seems to be stuck in a vicious cycle of apathy and indifference
APA, Harvard, Vancouver, ISO, and other styles
10

Zhonggen, Yu. "Comparative Effectiveness Between Game-Enhanced and Pencil-and-Paper English Vocabulary Learning Approaches." International Journal of Gaming and Computer-Mediated Simulations 10, no. 2 (2018): 1–20. http://dx.doi.org/10.4018/ijgcms.2018040101.

Full text
Abstract:
Numerous studies were devoted to use of games in vocabulary learning in English as a foreign language (EFL) tertiary courses, which reported significant improvements of vocabulary learning when using computer games. This study used a mixed-design research method comparing the effectiveness in EFL vocabulary acquisition. Data was collected from randomly selected participants who were randomly assigned to the interactivity-prone computer game (Group 1), the less interactive-prone computer game (Group 2) and the pencil-and-paper (Group 3) assisted EFL vocabulary learning approaches. The first gro
APA, Harvard, Vancouver, ISO, and other styles
11

Caldwell, Nicholas. "Theoretical Frameworks for Analysing Turn-Based Computer Strategy Games." Media International Australia 110, no. 1 (2004): 42–51. http://dx.doi.org/10.1177/1329878x0411000107.

Full text
Abstract:
This paper argues for a more specific formal methodology for the textual analysis of individual game genres. In doing so, it advances a set of formal analytical tools and a theoretical framework for the analysis of turn-based computer strategy games. The analytical tools extend the useful work of Steven Poole, who suggests a Peircian semiotic approach to the study of games as formal systems. The theoretical framework draws upon postmodern cultural theory to analyse and explain the representation of space and the organisation of knowledge in these games. The methodology and theoretical framewor
APA, Harvard, Vancouver, ISO, and other styles
12

Scacchi, Walt. "Modding as an Open Source Approach to Extending Computer Game Systems." International Journal of Open Source Software and Processes 3, no. 3 (2011): 36–47. http://dx.doi.org/10.4018/jossp.2011070103.

Full text
Abstract:
This paper examines what is known about the role of open source software development within the world of game mods and modding practices. Game modding has become a leading method for developing games by customizing or creating Open Source Software extensions to game software in general, and particularly to proprietary closed source software games. What, why, and how OSS and closed source software come together within an application system is the subject for this study. Observational and qualitative is used to highlight current practices and issues that can be associated with software engineeri
APA, Harvard, Vancouver, ISO, and other styles
13

Nosachev, Pavel G. "GAME OCCULTURE: WESTERN ESOTERICISM AND ADVENTURE COMPUTER GAMES." Study of Religion, no. 2 (2018): 131–39. http://dx.doi.org/10.22250/2072-8662.2018.2.131-139.

Full text
Abstract:
The article discusses the possible perspectives of interdisciplinary research, standing on the border of the study of culture and religion. The author proposes to illustrate the specificity of such interdisciplinary character on the example of manifestation of Western esotericism in adventure computer games of the 90s. In the first part of the article main occulture myths are identified with the help of methodological frame of the part is C. Partridge’s theory of occulture. The author comes to the conclusion that the occulture makes the plot of games commercially successful. In the second part
APA, Harvard, Vancouver, ISO, and other styles
14

Pötzsch, Holger, and Vít Šisler. "Playing Cultural Memory: Framing History in Call of Duty: Black Ops and Czechoslovakia 38-89: Assassination." Games and Culture 14, no. 1 (2016): 3–25. http://dx.doi.org/10.1177/1555412016638603.

Full text
Abstract:
The present article brings game studies into dialogue with cultural memory studies and argues for the significance of computer games for historical discourse and memory politics. Drawing upon the works of Robert Rosenstone and Astrid Erll, we develop concepts and theories from film studies and adapt them to respond to the media specificity of computer games. Through a critical reading of the first chapter of the history-based first-person shooter Call of Duty: Black Ops, the article demonstrates how the game’s formal properties frame in-game experiences and performances, and this way predispos
APA, Harvard, Vancouver, ISO, and other styles
15

Gang, Chai, and Xiao Yu Huang. "A Novel 3D Game Design Method Based on Virtools Platform." Key Engineering Materials 480-481 (June 2011): 956–61. http://dx.doi.org/10.4028/www.scientific.net/kem.480-481.956.

Full text
Abstract:
This paper studies the application of computer games in the popularization of forestry science knowledge and proposes a method of 3D game development based on Virtools platform, which creates 3D models in 3ds max and Maya, and then realizes the game functions in Virtools. This paper designs and develops a 3D game for the popularization of forestry science, gets a better balance between knowledge and game play, and enhances the users' interaction experience by adding the gamepad, which has great reference and practicability value. Computer games will play an increasingly important role in the p
APA, Harvard, Vancouver, ISO, and other styles
16

Ndalianis, Angela. "Review: More Than a Game: The Computer Game as Fictional Form." Media International Australia 115, no. 1 (2005): 136–37. http://dx.doi.org/10.1177/1329878x0511500113.

Full text
APA, Harvard, Vancouver, ISO, and other styles
17

Tomkinson, Sian. "Video games through the refrain: Innovation and familiarity." Journal of Gaming & Virtual Worlds 12, no. 3 (2020): 287–302. http://dx.doi.org/10.1386/jgvw_00020_1.

Full text
Abstract:
The video game market is dominated by numerous franchises and many players lament that games are becoming boring and repetitive. However it is evident that players desire these games, which sell well. This article suggests that Deleuze and Guattari’s refrain can help explain why players desire repetition in games, and what kinds of risks and potentials it can provide. Specifically, in regard to gameplay I consider elements including genre and mechanics, and player’s desire to re-experience games. To explore repetition in players I consider game communities and the gamer identity, which can ope
APA, Harvard, Vancouver, ISO, and other styles
18

Swiderska, Aleksandra, Eva G. Krumhuber, and Arvid Kappas. "Behavioral and Physiological Responses to Computers in the Ultimatum Game." International Journal of Technology and Human Interaction 15, no. 1 (2019): 33–45. http://dx.doi.org/10.4018/ijthi.2019010103.

Full text
Abstract:
This article describes how studies in the area of decision-making suggest clear differences in behavioral responses to humans versus computers. The current objective was to investigate decision-making in an economic game played only with computer partners. In Experiment 1, participants were engaged in the ultimatum game with computer agents and regular computers while their physiological responses were recorded. In Experiment 2, an identical setup of the game was used, but the ethnicity of the computer agents was manipulated. As expected, almost all equitable monetary splits offered by the com
APA, Harvard, Vancouver, ISO, and other styles
19

Underberg, Natalie M. "The Turkey Maiden Educational Computer Game." Folklore 119, no. 2 (2008): 201–17. http://dx.doi.org/10.1080/00155870802057009.

Full text
APA, Harvard, Vancouver, ISO, and other styles
20

Leng, Ho Keat, Ibrahim Mohamad Rozmand, Yu Hong Low, and Yi Xian Philip Phua. "Effect of Social Environment on Brand Recall in Sports Video Games." International Journal of Gaming and Computer-Mediated Simulations 13, no. 1 (2021): 1–11. http://dx.doi.org/10.4018/ijgcms.20210101.oa1.

Full text
Abstract:
Studies have shown that in-game advertisements can be effective. However, these studies typically examine single player scenarios. This study aimed to investigate the effects of social dynamics on brand awareness of in-game advertisements in sports video games. Two studies were conducted with soccer and basketball simulation games. In each study, participants were split into two groups where they either played against a computer-controlled opponent or against another player. For both studies, independent-samples t-tests were conducted to compare the recall rates between both groups. Both studi
APA, Harvard, Vancouver, ISO, and other styles
21

Shaw, Adrienne. "What Is Video Game Culture? Cultural Studies and Game Studies." Games and Culture 5, no. 4 (2010): 403–24. http://dx.doi.org/10.1177/1555412009360414.

Full text
APA, Harvard, Vancouver, ISO, and other styles
22

Carrillo Masso, Isamar. "Developing a methodology for corpus-based computer game studies." Journal of Gaming & Virtual Worlds 1, no. 2 (2009): 143–69. http://dx.doi.org/10.1386/jgvw.1.2.143/7.

Full text
APA, Harvard, Vancouver, ISO, and other styles
23

Denzler, Markus, Michael Häfner, and Jens Förster. "He Just Wants to Play." Personality and Social Psychology Bulletin 37, no. 12 (2011): 1644–54. http://dx.doi.org/10.1177/0146167211421176.

Full text
Abstract:
Generally, the accessibility of goal-related constructs is inhibited upon goal fulfillment. In line with this notion, the current studies explored whether violent computer games may reduce relative accessibility of aggression if the game involves the fulfillment of an aggressive goal. Specifically, in Study 1, participants who watched a trailer for a violent computer game that fulfilled the goal of venting anger showed less relative accessibility of aggression compared to participants who watched the trailer without goal fulfillment. In Study 2, actually playing a violent computer game to vent
APA, Harvard, Vancouver, ISO, and other styles
24

Scriven, Paul. "The Phenomenology of the “Other” in Computer Game Worlds." Games and Culture 13, no. 2 (2015): 193–210. http://dx.doi.org/10.1177/1555412015615294.

Full text
Abstract:
This article discusses the application of a phenomenological framework to inform research in computer game worlds like massively multiplayer online games. Based on the phenomenological sociology of Alfred Schutz, this article examines some of the key problems facing researchers in online spaces, such as the absence of the corporeal “Other.” In discussing these issues using the vocabulary of Schutz’s phenomenology, this article attempts to clarify some key concepts to contribute to a useful framework for conducting social research in computer game worlds. This article examines how the transcend
APA, Harvard, Vancouver, ISO, and other styles
25

FIALÍK, IVAN. "SEPARATION BETWEEN CLASSICAL AND QUANTUM WINNING STRATEGIES FOR THE MATCHING GAME." International Journal of Foundations of Computer Science 19, no. 06 (2008): 1449–59. http://dx.doi.org/10.1142/s0129054108006388.

Full text
Abstract:
Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. The matching game is the newest member of the family of pseudo-telepathy games. After introducing a general model for pseudo-telepathy games, we focus on the question what the smallest size of inputs is f
APA, Harvard, Vancouver, ISO, and other styles
26

Areizaga Blanco, Ander, and Henrik Engström. "Patterns in Mainstream Programming Games." International Journal of Serious Games 7, no. 1 (2020): 97–126. http://dx.doi.org/10.17083/ijsg.v7i1.335.

Full text
Abstract:

 
 
 Studies have found serious games to be good tools for programming education. As an outcome from such research, several game solutions for learning computer programming have appeared. Most of these games are only used in the research field where only a few are published and made available for the public. There are however numerous examples of programming games in commercial stores that have reached a large audience.This article presents a systematic review of publicly available and popular programming games. It analyses which fundamental software development concepts, as de
APA, Harvard, Vancouver, ISO, and other styles
27

Carbone, Marco Benoît, Paolo Ruffino, and Stéphane Massonet. "Introduction: The Other Caillois: The Many Masks of Game Studies." Games and Culture 12, no. 4 (2017): 303–20. http://dx.doi.org/10.1177/1555412016685630.

Full text
Abstract:
The legacy of the rich, stratified work of Roger Caillois, the multifaceted and complex French scholar and intellectual, seems to have almost solely impinged on game studies through his most popular work, Les Jeux et les Hommes. Translated in English as Man, Play and Games, this is the text which popularized Caillois’ ideas among those who do study and research on games and game cultures today, and which most often appears in publications that attempt to historicize and introduce to the study of games—perhaps on a par with Johan Huizinga’s Homo Ludens. The purpose of this article is to introdu
APA, Harvard, Vancouver, ISO, and other styles
28

Belmonte Avila, Juan F. "Push, Press, Become: Tactility Linked to Identity Configurations in Video Games." Senses, emotions and artefacts: relational approaches, no. 25 (January 15, 2020): 1–10. http://dx.doi.org/10.7238/d.v0i25.3163.

Full text
Abstract:
Cultural Studies and Game Studies analyses of video games often pay attention to the rules that articulate these media texts, the computer code used to write these games, and the visual and aural components utilised to represent game worlds and, sometimes, tell stories. All of these elements have a definite impact on the ways ideology is produced and reproduced by video games and, yet, the tactile interactions required to play games are often forgotten. This article highlights the importance of tactility when analysing identity discourses present in video games and expands forms of understandi
APA, Harvard, Vancouver, ISO, and other styles
29

Viktorovna Grishina, Anna, and Elena Nikolaevna Volkova. "Psychological Factors for Computer Game Addiction of Young Adolescents." International Journal of Engineering & Technology 7, no. 3.14 (2018): 327. http://dx.doi.org/10.14419/ijet.v7i3.14.17019.

Full text
Abstract:
consider the psychological features regarding the development of younger adolescents, the violation of which may be the cause of computer game addiction at a given age stage of development.The issue of the influence of computer game addiction on the mental and personal development of a younger adolescent has not been studied enough. An analysis of psychological studies has shown that the psychological factors, conditions and mechanisms that determine the characteristics of computer game addiction in early adolescence are not adequately worked out.In this study, a theoretical analysis of person
APA, Harvard, Vancouver, ISO, and other styles
30

Müller, Amanda, Jeong-Bae Son, Kazunori Nozawa, and Reza Dashtestani. "Learning English Idioms With a Web-Based Educational Game." Journal of Educational Computing Research 56, no. 6 (2017): 848–65. http://dx.doi.org/10.1177/0735633117729292.

Full text
Abstract:
This article explores the usefulness of a web-based education game for learning English idioms and examines attitudinal factors contributing to the learning of the idioms with the game. The two studies reported in this article involved two groups of English as a foreign language students in two different contexts. The students were surveyed on their opinions of language learning and games and tested on their idiom knowledge before and after using the web-based educational game over a similar period of gameplay time. The studies found that both groups had significant gains in idiom knowledge, w
APA, Harvard, Vancouver, ISO, and other styles
31

Biercewicz, Konrad, Mariusz Borawski, and Jarosław Duda. "Method for Selecting an Engagement Index for a Specific Type of Game Using Cognitive Neuroscience." International Journal of Computer Games Technology 2020 (August 18, 2020): 1–19. http://dx.doi.org/10.1155/2020/2450651.

Full text
Abstract:
The popularity of video games means that methods are needed to assess their content in terms of player satisfaction right from the production stage. For this purpose, the indicators used in EEG studies can be used. This publication presents a method that has been developed to determine whether a person likes an arcade game. To this end, six different indicators to measure consumer involvement in a video game using the EEG were compared, among others. The study was conducted using several different games created in Unity based on the observation (n=31) of the respondents. EEG has been used to s
APA, Harvard, Vancouver, ISO, and other styles
32

Szykman, Alexandre Greluk, André Luiz Brandão, and João Paulo Gois. "Development of a Gesture-Based Game Applying Participatory Design to Reflect Values of Manual Wheelchair Users." International Journal of Computer Games Technology 2018 (September 6, 2018): 1–19. http://dx.doi.org/10.1155/2018/2607618.

Full text
Abstract:
Wheelchair users have been benefited from Natural User Interface (NUI) games because gesture-based applications can help motor disabled people. Previous work showed that considering values and the social context of these users improve game enjoyment. However, the literature lacks on studies that address games as a tool to approach personal values of people with physical disabilities. Participatory design encompasses techniques that allow absorbing and reflecting values of users into technologies. We developed a gesture-based game using participatory design addressing values of wheelchair users
APA, Harvard, Vancouver, ISO, and other styles
33

Grimshaw, Mark. "Player relationships as mediated through sound in immersive multi-player computer games." Comunicar 17, no. 34 (2010): 73–81. http://dx.doi.org/10.3916/c34-2010-02-07.

Full text
Abstract:
This essay examines the relationship between player and diegetic sound FX in immersive computer game environments and how this relationship leads, in large part, to the contextualization of the player within the virtual world of the game. This contextualization presupposes a primarily sonically-based perception of objects and events in the world and, in a multi-player game, this ultimately leads to communication between players through the medium of diegetic sound. The players’ engagement with, and immersion in, the game’s acoustic environment is the result of a relationship with sound that is
APA, Harvard, Vancouver, ISO, and other styles
34

Wolf, Mark J. P. "Game Studies and Beyond." Games and Culture 1, no. 1 (2006): 116–18. http://dx.doi.org/10.1177/1555412005281787.

Full text
APA, Harvard, Vancouver, ISO, and other styles
35

Nugraha, Febby Fajar. "INTERACTIVE MULTIMEDIA USE OF GAMES MODEL ON IPS SCHOOL STUDY LIST." PrimaryEdu - Journal of Primary Education 1, no. 1 (2017): 17. http://dx.doi.org/10.22460/pej.v1i1.421.

Full text
Abstract:
The development of information and communication technologies have a major impact in many areas of life, one of which is education. Learning use the media, is a strategy favored by students, particularly those related to technology. Because no denying that the interest of students to current technologies is huge. It can be seen from the children of school age, who loss of learning time because they are pre occupied with the world of technology, such as playing games, mobile phones and computers. Indonesian Internet Service Provider Association (APJII) conducted a survey of online game players
APA, Harvard, Vancouver, ISO, and other styles
36

Weibel, David, and Bartholomäus Wissmath. "Immersion in Computer Games: The Role of Spatial Presence and Flow." International Journal of Computer Games Technology 2011 (2011): 1–14. http://dx.doi.org/10.1155/2011/282345.

Full text
Abstract:
A main reason to play computer games is the pleasure of being immersed in a mediated world.Spatial presenceandfloware considered key concepts to explain such immersive experiences. However, little attention has been paid to the connection between the two concepts. Thus, we empirically examined the relationship between presence and flow in the context of a computer role-playing game (), a racing game (), and a jump and run game (). In all three studies, factor analysis revealed that presence and flow are distinct constructs, which do hardly share common variance. We conclude that presence refer
APA, Harvard, Vancouver, ISO, and other styles
37

Harviainen, J. Tuomas, Ashley M. L. Brown, and Jaakko Suominen. "Three Waves of Awkwardness: A Meta-Analysis of Sex in Game Studies." Games and Culture 13, no. 6 (2016): 605–23. http://dx.doi.org/10.1177/1555412016636219.

Full text
Abstract:
This article critically evaluates and questions the growth and maturity of game studies as a scholarly set of related approaches to the study of games, by providing an account of studies of sexuality in (mostly digital) games from 1978 to present. The main goal of this article is to highlight overarching themes and patterns in the literature, with a focus on theories and methodologies commonly used and the way game studies is still risk aware, even awkward in its discussions of sexuality. In addition to a review of 37 years of literature, the article employs a chronological and thematic metaph
APA, Harvard, Vancouver, ISO, and other styles
38

Ben Rebah, Hassen, and Rachid Ben slama. "The educational effectiveness of serious games." Médiations et médiatisations, no. 2 (November 15, 2019): 131–55. http://dx.doi.org/10.52358/mm.vi2.97.

Full text
Abstract:
A serious game is a computer application that combines a serious intention of a pedagogical, informative and a communicational type with playful springs of the video game (want to win, collaboration, competition, strategy). This two-dimensional approach has transformed the game from a simple means of entertainment to a robust-integrated tool growing in the world of training and learning. Serious games include the engagement of video games with the worlds of educational and computer simulation to integrate the user in a safe and entertaining learning environment. Many techniques have been used
APA, Harvard, Vancouver, ISO, and other styles
39

Johnson, Mark R., and Jamie Woodcock. "Fighting games and Go." Thesis Eleven 138, no. 1 (2017): 26–45. http://dx.doi.org/10.1177/0725513616689399.

Full text
Abstract:
This paper examines the varied cultural meanings of computer game play in competitive and professional computer gaming and live-streaming. To do so it riffs off Andrew Feenberg’s 1994 work exploring the changing meanings of the ancient board game of Go in mid-century Japan. We argue that whereas Go saw a de-aestheticization with the growth of newspaper reporting and a new breed of ‘westernized’ player, the rise of professionalized computer gameplay has upset this trend, causing a re-aestheticization of professional game competition as a result of the many informal elements that contribute to t
APA, Harvard, Vancouver, ISO, and other styles
40

Sanchez, Diana R., and Markus Langer. "Video Game Pursuit (VGPu) Scale Development: Designing and Validating a Scale With Implications for Game-Based Learning and Assessment." Simulation & Gaming 51, no. 1 (2019): 55–86. http://dx.doi.org/10.1177/1046878119882710.

Full text
Abstract:
Background. Recent research on game-based assessment and training demonstrates growing interest in how individual differences affect game-based outcomes. However, there is still a lack of clarity about the variables that affect important game-based outcomes and issues with measurement approaches regarding these variables (e.g., no validation of scales). This study develops a model where video game pursuit (VGPu) is measured as an antecedent to entering the gaming cycle. We propose that VGPu-related antecedents lead to a feedback loop where engaging in the game cycle affects game-related outcom
APA, Harvard, Vancouver, ISO, and other styles
41

Cameron, David, and John Carroll. "‘The Story So Far …’: The Researcher as a Player in Game Analysis." Media International Australia 110, no. 1 (2004): 62–72. http://dx.doi.org/10.1177/1329878x0411000109.

Full text
Abstract:
This article outlines some preliminary research into the learning discourses of computer and video games, as expressed through the printed materials that accompany games, and the instructional elements built into game narratives. This leads to discussion of an interesting methodological dilemma — how does the interpretative ethnographic researcher analyse this content when he or she becomes part of the playing process? How do you analyse the learning mechanisms of games when you are being reflexively engaged in the training materials and systems mapped into the text by the games' designers? Th
APA, Harvard, Vancouver, ISO, and other styles
42

Witkowski, Emma. "Sensuous proximity in research methods with expert teams, media sports, and esports practices." MedieKultur: Journal of media and communication research 34, no. 64 (2018): 21. http://dx.doi.org/10.7146/mediekultur.v34i64.97014.

Full text
Abstract:
This paper examines epistemological issues in game studies research, specifically exploring qualitative research approaches to networked, expert computer game teams who engage in esports practices. Expert teams deliver their expert practice in part through interembodied sensitivities to sensorial team-based phenomena, which is made across multiple bodies and machines in the process of play. Drawing on fieldwork with World of Warcraft Arena tournament esports teams and research methods orientations from games studies, sensuous ethnography, and sports studies, a position of sensuous proximity in
APA, Harvard, Vancouver, ISO, and other styles
43

Duven, E., K. W. Müller, and K. Wölfling. "Internet and computer game addiction - a review of current neuroscientific research." European Psychiatry 26, S2 (2011): 416. http://dx.doi.org/10.1016/s0924-9338(11)72124-1.

Full text
Abstract:
IntroductionA significant part computer game players and internet users show clinical features of abuse and addiction (loss of control, withdrawal symptoms, tolerance, continuation of game play even with increasing negative consequence in social and academic life). Similar mechanisms are suggested to underlie the pathogenesis and maintenance of internet and computer game addiction and substance-related addictions.ObjectivesNeuroscientific research on internet and computer game addiction is sparse, yet emerging. To review previous studies is the objective of the present project.AimsWe aim to id
APA, Harvard, Vancouver, ISO, and other styles
44

Dunbar, Norah E., Matthew L. Jensen, Claude H. Miller, et al. "Mitigation of Cognitive Bias with a Serious Game." International Journal of Game-Based Learning 7, no. 4 (2017): 86–100. http://dx.doi.org/10.4018/ijgbl.2017100105.

Full text
Abstract:
One of the benefits of using digital games for education is that games can provide feedback for learners to assess their situation and correct their mistakes. We conducted two studies to examine the effectiveness of different feedback design (timing, duration, repeats, and feedback source) in a serious game designed to teach learners about cognitive biases. We also compared the digital game-based learning condition to a professional training video. Overall, the digital game was significantly more effective than the video condition. Longer durations and repeats improve the effects on bias-mitig
APA, Harvard, Vancouver, ISO, and other styles
45

Gundry, David, and Sebastian Deterding. "Validity Threats in Quantitative Data Collection With Games: A Narrative Survey." Simulation & Gaming 50, no. 3 (2018): 302–28. http://dx.doi.org/10.1177/1046878118805515.

Full text
Abstract:
Background. Games are increasingly used to collect scientific data. Some suggest that game features like high cognitive load may limit the inferences we can draw from such data, yet no systematic overview exists of potential validity threats of game-based methods. Aim. We present a narrative survey of documented and potential threats to validity in using games for quantitative data collection. Method. We combined an unsystematic bottom-up literature review with a systematic top-down application of standard validity threat typologies to games to arrive at a systematisation of game-characteristi
APA, Harvard, Vancouver, ISO, and other styles
46

Linderoth, Jonas, and Björn Sjöblom. "Being an Educator and Game Developer: The Role of Pedagogical Content Knowledge in Non-Commercial Serious Games Production." Simulation & Gaming 50, no. 6 (2019): 771–88. http://dx.doi.org/10.1177/1046878119873023.

Full text
Abstract:
Background and aim. Previous literature has discussed tensions between the field of game design and the field of education. It has been emphasized that it is important to address this tension when developing game based learning (GBL). In order to find potential ways of approaching this problem, we investigate the development of GBL when performed by those who have both pedagogical content knowledge (PCK) and experience in game development. Method. Two case studies about serious games production were conducted, a game section at a national defense college and a university course in educational
APA, Harvard, Vancouver, ISO, and other styles
47

Wang, Mingyan, Hang Ren, Wei Huang, Taiwei Yan, Jiewei Lei, and Jiayang Wang. "An efficient AI-based method to play the Mahjong game with the knowledge and game-tree searching strategy." ICGA Journal 43, no. 1 (2021): 2–25. http://dx.doi.org/10.3233/icg-210179.

Full text
Abstract:
The Mahjong game has widely been acknowledged to be a difficult problem in the field of imperfect information games. Because of its unique characteristics of asymmetric, serialized and multi-player game information, conventional methods of dealing with perfect information games are difficult to be applied directly on the Mahjong game. Therefore, AI (artificial intelligence)-based studies to handle the Mahjong game become challenging. In this study, an efficient AI-based method to play the Mahjong game is proposed based on the knowledge and game-tree searching strategy. Technically, we simplify
APA, Harvard, Vancouver, ISO, and other styles
48

Anisimova, A. T. "Phenomenon of computer game in translation discourse." Scientific bulletin of the Southern Institute of Management, no. 2 (August 2, 2018): 82–86. http://dx.doi.org/10.31775/2305-3100-2018-2-82-86.

Full text
Abstract:
The article introduces a phenomenon of computer game as an emerging field in translation studies. The development and expanding of the world industry of interactive entertainment demands a proficient video games translation of high quality as the international market of video products is dominated by American and Japanese producers. The author discusses the issues of videogames translation in the concept field of localization as a videogames is not only an audiovisual product but a software product. The concept of translation and translator’s competence is about to leave the traditional equiva
APA, Harvard, Vancouver, ISO, and other styles
49

Kriz, Willy C., J. Tuomas Harviainen, and Timothy C. Clapper. "Game Science: Foundations and Perspectives." Simulation & Gaming 49, no. 3 (2018): 199–206. http://dx.doi.org/10.1177/1046878118781631.

Full text
Abstract:
Background. Game studies offer cross-disciplinary perspectives, but the body of knowledge is not yet in the form of a cohesive game science paradigm. Klabbers (2018a) argues that a comprehensive and coherent view on game science is needed that connects three levels of inquiry: the philosophy of science level, the science level, and the application level. Aim. This single-theme symposium issue On the Architecture of Game Science is especially devoted to the reflection and discussion on the foundations and principles of gaming and simulation. Method. Raising a debate among scholars and professio
APA, Harvard, Vancouver, ISO, and other styles
50

Brand, Jeffrey, and Mark Finn. "Informing Our Own Choices: A Proposal for User-Generated Classification." Media International Australia 130, no. 1 (2009): 112–26. http://dx.doi.org/10.1177/1329878x0913000113.

Full text
Abstract:
New media are distrusted media, and computer games are the contemporary currency in new media. Computer game content, like other popular media content, is regulated in different jurisdictions by one of three general models: the open market in which consumption decides the availability of product, industry self-regulation in which industry bodies decide, and government regulation in which government or quasi-governmental bodies decide. Arguably, these models represent the twentieth century state of the art and fail to keep pace with changes in the aesthetics and technologies associated with int
APA, Harvard, Vancouver, ISO, and other styles
We offer discounts on all premium plans for authors whose works are included in thematic literature selections. Contact us to get a unique promo code!