Academic literature on the topic 'Computer games'

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Journal articles on the topic "Computer games"

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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.

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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
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Abrudan, Mirela, Andreea Voina, and Andreea Lăpuşte. "Computer role-playing games: player motivations, preferences, and behavior." Studia Universitatis Babeș-Bolyai Ephemerides 66, no. 2 (2021): 5–32. http://dx.doi.org/10.24193/subbeph.2021.2.01.

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"In recent years, computer role-playing games have changed the way we spend our free time. Traditional games have been increasingly replaced by digitized productions, and technology has made it easier to access videogames on multiples devices. Online games bring users together in a fantasy world in which they design avatars, manifesting their creativity and employing gaming strategies. This study analyzed Romanian gamers’ behaviors and perceptions of massively multiplayer online role-playing games (henceforth MMORPGs); by employing focus groups and a survey, the authors aimed to map preference
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Laurence, Asep Hermawan, Innocentius Bernarto, and Ferdi Antonio. "Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)." International Journal of Computer Games Technology 2023 (April 29, 2023): 1–13. http://dx.doi.org/10.1155/2023/2648097.

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People of all ages enjoy playing games, making online gaming a part of the modern lifestyle. Online games as digital products can reach gamers without being hindered by various limitations such as time and location. With a large selection of freemium and premium games in the virtual marketplace, gamers have the opportunity to switch between various games from different genres and make purchases of virtual goods. Therefore, the challenge that developers have to overcome is whether gamers will have the intention to play, pay, and recruit players (3Ps). To manage future behavior intentions, game
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Ćwil, Małgorzata, and William T. Howe. "Cross-Cultural Analysis of Gamer Identity: A Comparison of the United States and Poland." Simulation & Gaming 51, no. 6 (2020): 785–801. http://dx.doi.org/10.1177/1046878120945735.

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Who is a gamer? What kind of people are perceived to be gamers? And finally – who perceives themselves as a gamer? In this article the authors attempt to answer these three questions from a multinational perspective. Background. Games are nowadays one of the most frequently encountered forms of entertainment and constitute an ever-increasing part of many people’s day-to-day lives. With the rising popularity of video games, there is a need to conduct a research concerning gamer identity and to find out who perceives themselves as a gamer. The aim of this study is to compare the results of the s
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Maddock, S. "Computer games." Virtual Reality 5, no. 4 (2000): 183–84. http://dx.doi.org/10.1007/bf01408516.

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Schmalzer, Matthew. "The Ontology of Incremental Games: Thinking Like the Computer in Frank Lantz’s Universal Paperclips." Eludamos: Journal for Computer Game Culture 10, no. 1 (2020): 91–108. http://dx.doi.org/10.7557/23.6174.

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Incremental games merge the game's system and guise, casting the player in the role of a computer. This paper analyzes incremental games to show how the specific features of the genre cause the player to engage in machinic thinking. It begins with a brief overview of the incremental game genre. Then shifts to an analysis of one game in particular: Frank Lantz’s Universal Paperclips (2017). Universal Paperclips puts the player in the role of an AI tasked with producing paperclips, making it a perfect example to show how the player learns to think like the machine through the overlapping roles o
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Liu, 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 (2021): 145–61. http://dx.doi.org/10.46328/ijemst.1827.

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The purpose of this exploratory study was to examine whether specific attitudes and beliefs among pre-service teachers about the use of computer games in mathematics teaching and learning predict their intention to integrate computer games in future mathematics teaching. Data were collected via a questionnaire from 119 teacher education students in a mathematics methods class at a midwestern USA university. Findings indicate that previous experience of computer gaming, gamer identity, self-efficacy for computer game-based teaching, perceived educational benefits of computer games, and gender s
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Mileham, R. "Let the games begin [computer games]." Engineering & Technology 3, no. 14 (2008): 20–23. http://dx.doi.org/10.1049/et:20081403.

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Teng, Ching-I., Shih-Ping Jeng, Henry Ker-Chang Chang, and Soushan Wu. "Who Plays Games Online?" International Journal of E-Business Research 8, no. 4 (2012): 1–14. http://dx.doi.org/10.4018/jebr.2012100101.

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Online games have become increasingly popular computer applications, raising the question of who plays them. Thus, the present study investigates the relationship between gamer personality and online game use as well as the potential links between online game use and gamer demographic variables. The sample consisted of 1633 Taiwanese online gamers. This study used confirmatory factor analysis to assess measurement reliability and validity. The hypotheses were tested using regression analyses. Analytical results indicated that online game use is positively related to gamer openness and agreeabl
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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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Dissertations / Theses on the topic "Computer games"

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Nordvall, Mathias. "SIGHTLENCE : Haptics for Computer Games." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-73873.

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Games in general and computer games in particular have now become a mainstream activity for young people in the industrialized nations. Sadly, people’s interaction with computer artifacts and games are mainly still limited to the visual and auditive modalities. This constrains the richness of our interaction with those artifacts, it constrains the possibilities of using those artifacts to communicate and build relations with others, and it excludes some people from using them at all. This thesis answers the questions of whether it’s possible to use haptics as a single modality for conveying in
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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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Vedrashko, Ilya. "Advertising in computer games." Thesis, Massachusetts Institute of Technology, 2006. http://hdl.handle.net/1721.1/39144.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Comparative Media Studies, 2006.<br>Includes bibliographical references (leaves [67]-[74]).<br>This paper suggests advertisers should experiment with in-game advertising to gain skills that could become vital in the near future. It compiles, arranges and analyzes the existing body of academic and industry knowledge on advertising and product placement in computer game environments. The medium's characteristics are compared to other channels' in terms of their attractiveness to marketers, and the business environment is analyzed to
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Плохута, Тетяна Миколаївна, Татьяна Николаевна Плохута, Tetiana Mykolaivna Plokhuta, and B. S. Ilchyshyn. "Computer games and reality." Thesis, Вид-во СумДУ, 2007. http://essuir.sumdu.edu.ua/handle/123456789/17551.

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Rihan, Jonathan. "Computer vision based interfaces for computer games." Thesis, Oxford Brookes University, 2010. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.579554.

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Interacting with a computer game using only a simple web camera has seen a great deal of success in the computer games industry, as demonstrated by the numerous computer vision based games available for the Sony PlayStation 2 and PlayStation 3 game consoles. Computational efficiency is important for these human computer inter- action applications, so for simple interactions a fast background subtraction approach is used that incorporates a new local descriptor which uses a novel temporal coding scheme that is much more robust to noise than the standard formulations. Results are presented that
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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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Yan, Jingjing. "Gender and computer games / video games : girls’ perspective orientation." Thesis, Gotland University, Institutionen för humaniora och samhällsvetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:hgo:diva-575.

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<p>The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies which have enormous contributions to gender issue in computer games area. A simple model is establis
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Rören, Jonas. "Best of Both Worlds: A Platform for Hybrids of Computer Games and Board Games." Thesis, Malmö högskola, Institutionen för konst, kultur och kommunikation (K3), 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-22398.

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This report describes my work with developing a game for a gaming platform that enables hybrids between board games and computer games. My ambition has been to develop a game that takes advantage of the novel possibilities that this platform permits. Among those are to operate with a combination of the computer game traits of complexity in the games and ease of playing; as well as the board game / card game traits of combining social dynamics around a game session with ability to keep information hidden from other players. This is accomplished by a combination of mobile phones and a computer c
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Areizaga, Ander. "Programming learning games : Identification of game design patterns in programming learning games." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-17230.

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There is a high demand for program developers, but the dropouts from computer science courses are also high and course enrolments keep decreasing. In order to overcome that situation, several studies have found serious games as good tools for education in programming learning. As an outcome from such research, several game solutions for programming learning have appeared, each of them using a different approach. Some of these games are only used in the research field where others are published in commercial stores. The problem with commercial games is that they do not offer a clear map of the
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Løland, Karl Syvert. "Intelligent agents in computer games." Thesis, Norwegian University of Science and Technology, Department of Computer and Information Science, 2008. http://urn.kb.se/resolve?urn=urn:nbn:no:ntnu:diva-9759.

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<p>In this project we examine whether or not a intelligent agent can learn how to play a computer game using the same inputs and outputs as a human. An agent architecture is chosen, implemented, and tested on a standard first person shooter game to see if it can learn how to play that game and find a goal in that game. We conclude the report by discussing potential improvements to the current implementation.</p>
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Books on the topic "Computer games"

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Cazenave, Tristan, Mark H. M. Winands, and Hiroyuki Iida, eds. Computer Games. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-05428-5.

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Cazenave, Tristan, Mark H. M. Winands, and Abdallah Saffidine, eds. Computer Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-75931-9.

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Cazenave, Tristan, Mark H. M. Winands, and Yngvi Björnsson, eds. Computer Games. Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-14923-3.

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Cazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, and Julian Togelius, eds. Computer Games. Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-57969-6.

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Cazenave, Tristan, Abdallah Saffidine, and Nathan Sturtevant, eds. Computer Games. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-24337-1.

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Cazenave, Tristan, Mark H. M. Winands, Stefan Edelkamp, Stephan Schiffel, Michael Thielscher, and Julian Togelius, eds. Computer Games. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-39402-2.

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L, Levy David N., ed. Computer games. Springer-Verlag, 1988.

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Marcus, Milton, Betts Robin, and Waldock Henry, eds. Games. Gloucester Press, 1985.

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Levy, David N. L., ed. Computer Games I. Springer New York, 1988. http://dx.doi.org/10.1007/978-1-4613-8716-9.

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Levy, David N. L., ed. Computer Games II. Springer US, 1988. http://dx.doi.org/10.1007/978-1-4613-8754-1.

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Book chapters on the topic "Computer games"

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Drumwright, Evan. "Games, Computer." In Encyclopedia of Sciences and Religions. Springer Netherlands, 2013. http://dx.doi.org/10.1007/978-1-4020-8265-8_1221.

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Phillips, David. "Computer Games." In Augmenting Public Relations. CRC Press, 2024. http://dx.doi.org/10.1201/9781003507901-14.

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Watkiss, Stewart. "Creating Computer Games." In Beginning Game Programming with Pygame Zero. Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-5650-3_1.

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Walsh, Vincent. "Games on Computers." In Computer Literacy. Macmillan Education UK, 1985. http://dx.doi.org/10.1007/978-1-349-07674-1_25.

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Seiwald, Regina. "Games Within Games." In Communications in Computer and Information Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-37983-4_2.

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Closa, Daniel, Alex Gardiner, Falk Giemsa, and Jörg Machek. "Games." In Patent Law for Computer Scientists. Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-05078-7_9.

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Littman, Michael L. "Review: Computer Language Games." In Computers and Games. Springer Berlin Heidelberg, 2001. http://dx.doi.org/10.1007/3-540-45579-5_26.

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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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Baillot, Patrick, Vincent Danos, Thomas Ehrhard, and Laurent Regnier. "Timeless games." In Computer Science Logic. Springer Berlin Heidelberg, 1998. http://dx.doi.org/10.1007/bfb0028007.

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Carvalho, Luiz Paulo, Flávia Maria Santoro, Jonice Oliveira, and Rosa Maria M. Costa. "Ethics and Games, Ethical Games and Ethics in Game." In Communications in Computer and Information Science. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-27639-2_7.

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Conference papers on the topic "Computer games"

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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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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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Hartley, 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.

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Cirnu, Carmen elena, Zlatko Nedelko, Ioana andreea Stefan, Antoniu Stefan, and Daniela Militaru. "THE EDUCATIONAL POTENTIAL OF COMMERCIAL COMPUTER GAMES." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-143.

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The advances in information and communication technologies have generated a radical shift in the experiences and interests of the twenty-first century learners. The new digital technologies embedded in people’s daily life along with the massive adoption of computer games has created a diversity of new needs and preferences that has extended to reach the educational environment. The integration of computer games into the educational process has emerged as a necessity, as well as a challenging opportunity for many teachers. While researches reveal the multiple benefits that the use of computer g
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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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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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Sabo, Helena maria. "COMPUTER GAMES USED IN TEACHING OF GEOGRAPHY." In eLSE 2012. Editura Universitara, 2012. http://dx.doi.org/10.12753/2066-026x-12-135.

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Abstract: School as a starting environment for young people for life, is obliged to show receptive to innovations in technology. Using the latest techniques for teaching is designed to facilitate learning, but also to familiarize them with the tools, which will be used widely in the near future. Computer games nowadays have become very popular among children. Many of them spend few hours per day playing. Depending on type, computer games could have positive or negative effects on children. Accepting the fact that children like to play video games, a good teacher can use these games for increas
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Meimaris, Michael. "Computer games-based learning." In the 3rd international conference. ACM Press, 2008. http://dx.doi.org/10.1145/1413634.1413639.

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Caffry, Liz, Elisabeth Cameron, Carla Roth, and Bill Zullo. "Museums and computer games." In ACM SIGGRAPH 99 Conference abstracts and applications. ACM Press, 1999. http://dx.doi.org/10.1145/311625.311707.

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King, Geoff, and Tanya Krzywinska. "Computer Games / Cinema / Interfaces." In Computer Games and Digital Cultures Conference Proceedings. Digitial Games Research Association DiGRA, 2002. https://doi.org/10.26503/dl.v2002i1.21.

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Reports on the topic "Computer games"

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Lily Gullion, Lily Gullion. Understanding Teamwork Using Computer Games. Experiment, 2015. http://dx.doi.org/10.18258/4913.

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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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Jane Hornickel, Jane Hornickel. Educational computer games: How long do benefits last? Experiment, 2014. http://dx.doi.org/10.18258/2780.

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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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Friedrich, Jörg. Response II: How Much Have We Really Moved On From Those Earlier Days When Holocaust Computer Games Were Forbidden? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/oyhd7385.

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May, John W., and Jr. Computer Simulations and the Army War College, Where Are the Games. Defense Technical Information Center, 1990. http://dx.doi.org/10.21236/ada223289.

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Zimmerman, Daniel M., Brian Rothstein, Yevgeniy Kaganovich, and Khai Pahm. Constructing Client-Server Multi-Player Asynchronous Networked Games Using a Single-Computer Model. Defense Technical Information Center, 1997. http://dx.doi.org/10.21236/ada446104.

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Fernandez-Duque, Silvina, David Klevan, and Russ Sitka. Response III: Simulations, Puzzles, and 'History Detectives': How Can Games Immerse Players while Balancing Authenticity, Memorialisation, and Learning? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/dgwd4072.

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Abstract:
Computer games are technically well-suited for placing visitors into simulations of historical scenarios, as well as in post-Holocaust situations where their role is to be memory or history investigators. But are both scenarios pedagogically sound?
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Lewis, Jeremy R. Using Commercial-off-the-Shelf Computer Games to Train and Educate Complexity and Complex Decision-Making. Defense Technical Information Center, 2008. http://dx.doi.org/10.21236/ada510008.

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Bothe, Dr Alina. Response IV: How Much Have We Learnt So Far About Holocaust History and Computer Games, and Why Do We Often Feel the Need to Legitimate Games About Holocaust History? Landecker Digital Memory Lab, 2025. https://doi.org/10.20919/jcwg5927.

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