Academic literature on the topic 'Computer games Video games Video gamers'

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Journal articles on the topic "Computer games Video games Video gamers"

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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 survey conducted in two different countries to better understand the characteristics of players that self-identified as gamers. Methods. The quantitative study was conducted in two countries – Poland and the United States – in order to research gamer identity. The questionnaire consisted of questions about the self-identification as a gamer, time spent playing video games, types of games played, and the platforms used. It was conducted among 223 students who play video games. Results. The results show that there are both similarities and differences in the meaning of gamer identity between Poland and the United States. People who consider themselves gamers generally spend more time playing games than non-gamers regardless of the country. However, some differences can be spotted between Poland and the U.S. concerning among others types of games played, used platforms or different styles of playing video games. Limitations and further research. The main problem in the study was the limited age range in the sample. In the future it seems valuable to include people of different age groups to broaden the study of self-identified gamer identity.
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Costa, Liliana Vale, and Ana Isabel Veloso. "Factors Influencing the Adoption of Video Games in Late Adulthood." International Journal of Technology and Human Interaction 12, no. 1 (2016): 35–50. http://dx.doi.org/10.4018/ijthi.2016010103.

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In the video game industry, older adults tend to be avid consumers. Although considerable research has been devoted to the positive cognitive effects of video games, less attention has been paid to the older adult gamer profile. The aim of this paper is to describe a survey conducted from November 2012 until May 2013, which includes 245 gamers aged 50 and over, about their game preferences. Specifically, the authors examined: (a) what types of video games are played and (b) what leads these players to be engaged by video games. The results indicate that adventure games with problem-solving are preferred, suggesting the skills that participants would like to practise. The study provides insight into a new video gamer profile.
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Huang, Yan, Stefanus Jasin, and Puneet Manchanda. "“Level Up”: Leveraging Skill and Engagement to Maximize Player Game-Play in Online Video Games." Information Systems Research 30, no. 3 (2019): 927–47. http://dx.doi.org/10.1287/isre.2019.0839.

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We propose a novel two-stage data-analytic modeling approach to gamer matching for multiplayer video games. In the first stage, we build a hidden Markov model to capture how gamers' latent engagement state evolves as a function of their game-play experience and outcome and the relationship between their engagement state and game-play behavior. We estimate the model using a data set containing detailed information on 1,309 randomly sampled gamers' playing histories over 29 months. We find that high-, medium-, and low-engagement-state gamers respond differently to motivations, such as feelings of achievement and need for challenge. For example, a higher per-period total score (achievement) increases the engagement of gamers in a low or high engagement state but not those in a medium engagement state; gamers in a low or medium engagement state enjoy within-period score variation (challenge), but those in a high engagement state do not. In the second stage, we develop a matching algorithm that learns (predicts) the gamer's current engagement state on the fly and exploits that learning to match the gamer to a round to maximize game-play. Our algorithm increases gamer game-play volume and frequency by 4%–8% conservatively, leading to economically significant revenue gains for the company.
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Cote, Amanda C. "Writing “Gamers”." Games and Culture 13, no. 5 (2015): 479–503. http://dx.doi.org/10.1177/1555412015624742.

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In the mid-1990s, a small group of video game designers attempted to lessen gaming’s gender gap by creating software targeting girls. By 1999, however, these attempts collapsed, and video games remained a masculinized technology. To help understand why this movement failed, this article addresses the unexplored role of consumer press in defining “gamers” as male. A detailed content analysis of Nintendo Power issues published from 1994 to 1999 shows that mainstream companies largely ignored the girls’ games movement, instead targeting male audiences through player representations, sexualized female characters, magazine covers featuring men, and predominantly male authors. Given the mutually constitutive nature of representation and reality, the lack of women in consumer press then affected girls’ ability to identify as gamers and enter the gaming community. This shows that, even as gaming audiences diversify, inclusive representations are also needed to redefine gamer as more than just “male.”
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Colăcel, Onoriu. "Speech Acts in Post-Apocalyptic Games: The Last of Us (2014)." Messages, Sages, and Ages 4, no. 1 (2017): 41–50. http://dx.doi.org/10.1515/msas-2017-0004.

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Abstract Among everything else post-apocalyptic video games have come to stand for, notions of in-group versus out-group communication are paramount. The Last of Us (2014, Naughty Dog/Sony Computer Entertainment) is a case in point. I look into the game’s use of subtitles and didactic texts in order to find out to the extent speech acts shape the player’s understanding of what the video game is. As an understudied aspect of video games, HUD or menu elements, as well as characters’ exchanges and voice-over narration, disclose what it is like to be alive, dead or in-between. Essentially, they show the tensions between the avatar and the gamer: the hero makes all of the decisions by himself and the player has to abide or stop playing all together. The avatar’s identity comes alive through speech acts, while the player is left outside decision-making processes. Survival horror gaming, with a religious twist, gives insight into the in-game discussion on the representation of the zombie rather than on the zombie experience as such. On screen, the interplay between speech acts and written language amounts to a procedural language, which suggests that variability in language creates an environment conducive to learning. Particularly, language use is all about group values and communication styles that should help gamers tell apart friends from enemies, good from evil and, finally, people from zombies.
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Chernikova, Angelina, and Murilo Branco. "Product placement in computer/video games: an analysis of the impact on customers purchasing decision." Innovative Marketing 15, no. 3 (2019): 60–70. http://dx.doi.org/10.21511/im.15(3).2019.05.

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The video game and virtual reality became a new way of doing marketing considering their growing popularity and the advances of new technologies in the past few decades. In this paper is presented a research that investigates the impact of product placement in video games on gamers’ decisions on the purchase of goods from advertised. This research is focused on two of the most played games nowadays: FIFA 19 and Final Fantasy XV. A survey with 465 respondents was conducted to understand the antecedents that impact the purchase decision considering the stimulus originated from the product placement. To conduct the survey, a framework was designed based in the extant literature reviewed and finally considering the constructs of product placement, quality of virtual reality, brand recognition, brand familiarity, emotional response and purchase frequency. The results of the study suggest that gamers generally respond positively towards product placement and that product placement can indirectly impact emotional responses that will impact on consumer’s purchase intention. Hence, advertising in the video game enhances brand recognition and the perception of virtual reality. The framework presented in this paper represents the theoretical contribution of this paper, relating different concepts in the theory of product placement to the purchase intention. Therefore, the findings on this paper can help managers to find the best way to reach customers by improving the product placement strategy in the video games.
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Knight, James F. "Acceptability of Video Games Technology for Medical Emergency Training." International Journal of Gaming and Computer-Mediated Simulations 5, no. 4 (2013): 86–99. http://dx.doi.org/10.4018/ijgcms.2013100105.

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Using the technology acceptance model (TAM), this study aimed to investigate the acceptability of video game technologies (serious games) for medical emergency procedure and decision making training. Using the Triage Trainer, a prototype serious game for the triage sieve process, differences between gamers and non-gamers, males and females, and the effects of ratings of computer self efficacy (i.e. computer skill and gaming skill) and attitudes towards computers (i.e. enthusiasm and anxiety) on the acceptance model were also investigated. The results show significant correlations for computer self-efficacy and attitude variables with the perceived ease of use (PEOU), perceived usefulness (PU) and attitudes towards use (ATU) of the game. Multiple regression showed that 52% of the variance in ATU was explained by the PU and PEOU. However, none of the secondary variables (self efficacy or emotions) had a significant effect on the ATU, PU and PEOU over and above each other.
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Stokes, Benjamin, and Dmitri Williams. "Gamers Who Protest." Games and Culture 13, no. 4 (2015): 327–48. http://dx.doi.org/10.1177/1555412015615770.

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Commercial games are rarely studied for their links to civic behavior. Yet small-group games online can affect the social networks that spill into civic life (and vice versa). This study examined players of the world’s most popular personal computer game, League of Legends. Such games are theorized as mirrors that reflect civic tendencies and help some players to retain social resources. Using models of civic voluntarism, the attitudes and behaviors of more than 9,000 gamers were investigated. Gamers were shown to have relatively typical civic lives, except for unusually high rates of peaceful protest. Which gamers protest? As predicted, models for protest improved when considering how players approach their gaming (including recruiting and collaboration preferences). Dispelling some civic fears, there was no evidence that video games distracted from civic life when played in moderation. The findings support an emerging notion of protest as a playful and “expressive” civic mode.
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Tichon, Jennifer G., and Timothy Mavin. "Experiencing Resilience via Video Games." Social Science Computer Review 35, no. 5 (2016): 666–75. http://dx.doi.org/10.1177/0894439316664507.

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The purpose of this study was to investigate the influence of games, where characters must overcome adversity, on player’s perceptions of their psychological resilience. Located on the PlayStation blog (blog.us.playstation.com ), the online PlayStation Network (PSN) community group focuses on video gamers unique stories and experiences. Using a qualitative and exploratory design, blogs posted between March 2012 and January 2013 were analyzed for content describing experiences via gameplay that members reported made them feel more resilient. Both social and emotional aspects of resilience were discussed with players reporting game experiences had helped them feel more confident in their abilities. Many also associated themselves with the same resilient traits as their characters display in games. A range of popular off-the-shelf video games were reported as helpful in providing players with the opportunity to feel confident under pressure and, importantly, some players reported transferring these positive psychological effects to their real-world lives.
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Bogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.

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The article is aimed at analysis of current studies of the link between video games experience and creativity. The impact of video game playing on the psychological specificity of gamers has repeatedly become a subject of many studies, though higher-level cognitive abilities, such as creativity, were rarely the subject of interest, remaining unexplored in the context of video games. Contrary to the earlier predictions that the increased amount of «readymade» visual information will reduce the imaginative ability, most of the current works show positive links between some types of creativity (in particular — visual) and playing video games. The latter becomes not only a source of inspiration but also a platform for creative realization. Many authors draw attention to possible negative aspects of creativity, in particular, the possibility of its antisocial applications. In this regard, the importance of studying the aggressiveness and empathy of computer players is increasing but the research data in this area is particularly contradictory.
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Dissertations / Theses on the topic "Computer games Video games Video gamers"

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Kubik, Erica. "From girlfriend to gamer negotiating place in the hardcore/casual divide of online video game communities /." Bowling Green, Ohio : Bowling Green State University, 2010. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1260391480.

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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 datorspel. De före detta spelmissbrukarna har kategoriserats som fritidsspelare och spelproblematiker (som lyckats sluta missbruka spel på egen hand), samt spelberoende, som fått avstå helt från spel för att få ett slut på sitt missbruk, medan övriga än idag kan spela i måttlig och ytterst liten mängd. Verklig och upplevd kontroll över sig själva och omgivningen har varit viktiga determinanter för informanternas spelmissbruk. Anledningarna till att de slutade/minskade på spelandet är att de i huvudsak tappade intresset för spel (dock inte helt), fick andra prioriteringar och/eller inte ville få återfall där de återgår till sitt gamla missbruksbeteende. Spelandet har haft en funktion som flykt från en problematisk livssituation, vilken med tiden endast förvärrats för de spelberoende parallellt med missbruket. Även upplevelsen av direkt, tillfällig tillfredsställelse har varit en stor drivkraft samtidigt som det har lett till spelmissbruket. Det tidsödande fritidsintresset fick konsekvenser på den psykiska och fysiska hälsan och beteendet, utvecklingen, relationer till närstående, familjesituationen, skolgången, den sociala etableringen samt den socioekonomiska situationen, vilket sammanfattningsvis ledde till att informanterna utvecklade en ohälsosam och ofta destruktiv livsstil.<br>The 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.
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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 established by summarizing factors mentioned and discussed in those two books. The main purpose consists of two comparisons under Gender Differences: one comparison is between the current data with the previous one, in order to check whether there are any changes during the past 10 years. The other one compares the young people in two regions, Sweden and China, in computer games perspective.Model designing, test, questionnaire and interview methods are used in this paper aiming to collect and categorize the data, which facilitates to analyze the results of the comparisons. The results reflect that although computer becomes a familiar “friend” in modern daily life, there are not obvious changes of girls‟ perspectives in computer game industry. Certainly, there are some differences between the young people coming from two regions which will be expounded in the thesis.</p>
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Koffi, Cole Mahoukau. "Video game development with 3D Studio Max and the XNA framework." CSUSB ScholarWorks, 2007. https://scholarworks.lib.csusb.edu/etd-project/3228.

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The purpose of this project on game design and development is to experiment with actual technology tools used in computer games and get experience in three deminsional game development using 3D Studio Max and Microsoft XNA.
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Tulloch, Rowan Christopher English Media &amp Performing Arts Faculty of Arts &amp Social Sciences UNSW. "Powerplay: video games, subjectivity and culture." Publisher:University of New South Wales. English, Media, & Performing Arts, 2009. http://handle.unsw.edu.au/1959.4/43519.

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This thesis examines single-player video gaming. It is an analysis of video game play: what it is, how it functions, and what it means. It is an account of how players learn to play. This is done through a set of close readings of significant video games and key academic texts. My focus is on the mechanisms and forces that shape gameplay practices. Building on the existing fields of ludology and media-studies video-game analysis, I outline a model of video game play as a cultural construction which builds upon the player's existing knowledge of real world and fictional objects, scenarios and conventions. I argue that the relationship between the video game player and the software is best understood as embodying a precise configuration of power. I demonstrate that the single-player video game is in fact what Michel Foucault terms a 'disciplinary apparatus'. It functions to shape players' subjectivities in order to have them behave in easily predicted and managed ways. To do this, video games reuse and repurpose conventions from existing media forms and everyday practices. By this mobilisation of familiar elements, which already have established practices of use, and by a careful process of surveillance, examination and the correction of play practices, video games encourage players to take on and perform the logics of the game system. This relationship between organic player and technological game, I suggest, is best understood through the theoretical figure of the 'Cyborg'. It is a point of intersection between human and computer logics. Far from the ludological assumption that play and culture are separate and that play is shaped entirely by rules, I show video game play to be produced by an array of complex cultural and technological forces that act upon the player. My model of video game play differs from others currently in circulation in that it foregrounds the role of culture in play, while not denying the technological specificity of the video gaming apparatus. My central focus on power and the construction of player subjectivities offers a way to move beyond the simplistic reliance on the notion that rules are the primary shaping mechanism of play that has, to date, dominated much of video game studies.
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Cooley, Benjamin. "Detecting Learning Styles in Video Games." DigitalCommons@CalPoly, 2015. https://digitalcommons.calpoly.edu/theses/1369.

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Video games are increasingly becoming more intelligent, able to adapt themselves to the individual gamer. Learning styles are a set of models used to categorize people into different types of learners to explain why some people learn better through different methods. Since learning and exploration are such fundamental parts of the video game experience, it is interesting to consider the possibility of applying these learning style models to video games, allowing the video game to adapt to its player, providing a better experience. To consider such adaptation, the game must first be able to detect that learning style from how the player has interacted with it. Simple metrics collected during game play of an instrumented game (opensource Supertux) are compared to the results of the Hay Group’s Kolb Learning Style Inventory, a paper test designed to determine one’s learning style. A relationship between recordable game play metrics and the academic model for learning would allow a game designer to potentially infer that model from game play and use it to adapt the game to that type of learner.
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Wibom, Martin. "Exploration of smell rehabilitation video games." Thesis, Malmö universitet, Institutionen för konst, kultur och kommunikation (K3), 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:mau:diva-45926.

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This project explores opportunities in designing hybrid digital/physical smell rehabilitation video games using no unique game peripherals. During a 13-week process, three major iterations were created and externally tested on a small user group. The first two iterations contained five simple minigames that served to explore different types of game concepts. For the final iteration, two minigames were fully developed, a slow- and fast-paced game. The main findings were that slow-paced better-facilitated smell training than fast-paced games; aesthetics increased the player’s focus on small training; not utilising unique game peripherals limited the design opportunities and implementation of smell mechanics.
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Shen, Elizabeth M. "Sprite tracking in two-dimensional video games." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113111.

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Thesis: M. Eng., Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2017.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (page 32).<br>I explore various computer vision techniques and their application towards processing and extracting information from two-dimensional video games. The bulk of existing research is designed to work on real-world images, and thus makes assumptions about the world that do not translate to synthetic, stylized environments. Processing video game footage has promising applications in competitive gaming, such as analyzing strategy in multiplayer online games, or optimizing routes in speed-running. I present the exploratory results, details of a successful algorithm, and some sample applications.<br>by Elizabeth M. Shen.<br>M. Eng.
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Bloom, Victoria. "Multiple Action Recognition for Video Games (MARViG)." Thesis, Kingston University, 2015. http://eprints.kingston.ac.uk/37171/.

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Action recognition research historically has focused on increasing accuracy on datasets in highly controlled environments. Perfect or near perfect offline action recognition accuracy on scripted datasets has been achieved. The aim of this thesis is to deal with the more complex problem of online action recognition with low latency in real world scenarios. To fulfil this aim two new multi-modal gaming datasets were captured and three novel algorithms for online action recognition were proposed. Two new gaming datasets, G3D and G3Di for real-time action recognition with multiple actions and multi-modal data were captured and publicly released. Furthermore, G3Di was captured using a novel game-sourcing method so the actions are realistic. Three novel algorithms for online action recognition with low latency were proposed. Firstly, Dynamic Feature Selection, which combines the discriminative power of Random Forests for feature selection with an ensemble of AdaBoost classifiers for dynamic classification. Secondly, Clustered Spatio-Temporal Manifolds, which modelled the dynamics of human actions with style invariant action templates that were combined with Dynamic Time Warping for execution rate invariance. Finally, a Hierarchical Transfer Learning framework, comprised of a novel transfer learning algorithm to detect compound actions in addition to hierarchical interaction detection to recognise the actions and interactions of multiple subjects. The proposed algorithms run in real-time with low latency ensuring they are suitable for a wide range of natural user interface applications including gaming. State-of-the art results were achieved for online action recognition. Experimental results indicate higher complexity of the G3Di dataset in comparison to the existing gaming datasets, highlighting the importance of this dataset for designing algorithms suitable for realistic interactive applications. This thesis has advanced the study of realistic action recognition and is expected to serve as a basis for further study within the research community.
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Zhadan, Anastasiia. "Artificial Intelligence Adaptation in Video Games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-79131.

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One of the most important features of a (computer) game that makes it memorable is an ability to bring a sense of engagement. This can be achieved in numerous ways, but the most major part is a challenge, often provided by in-game enemies and their ability to adapt towards the human player. However, adaptability is not very common in games. Throughout this thesis work, aspects of the game control systems that can be improved in order to be adaptable were studied. Based on the results gained from the study of the literature related to artificial intelligence in games, a classification of games was developed for grouping the games by the complexity of the control systems and their ability to adapt different aspects of enemies behavior including individual and group behavior. It appeared that only 33% of the games can not be considered adaptable. This classification was then used to analyze the popularity of games regarding their challenge complexity. Analysis revealed that simple, familiar behavior is more welcomed by players. However, highly adaptable games have got competitively high scores and excellent reviews from game critics and reviewers, proving that adaptability in games deserves further research.
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Books on the topic "Computer games Video games Video gamers"

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Video games. Greenhaven Press, 2010.

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Hensler, Bill. Sex, lies, and video games. Addison-Wesley, 1996.

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Fox, Matt. The Video Games Guide. Boxtree Ltd, 2006.

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Henry, Jenkins, ed. Video Game Art. Assouline Publishing, 2005.

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Funk, Joe. Cool careers in video games. Scholastic, Inc., 2010.

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Inc, Blockbuster. Blockbuster secret codes, 2000: Nintendo 64, PlayStation, Game Boy. Brady Pub., 1999.

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Picture yourself creating video games. Course Technology, 2008.

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Video game design foundations. Goodheart-Willcox Company, 2011.

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Ploor, D. Michael. Video game design foundations. Goodheart-Willcox Company, 2011.

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Secret codes 2003. BradyGames, 2003.

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Book chapters on the topic "Computer games Video games Video gamers"

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Bryce, Jo, and Linda K. Kaye. "Computer and Video Games." In Media Psychology. Macmillan Education UK, 2011. http://dx.doi.org/10.1007/978-0-230-35720-4_7.

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Koenitz, Hartmut. "Narrative in Video Games." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_154-1.

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Hannula, Rama, Aapo Nikkilä, and Kostas Stefanidis. "GameRecs: Video Games Group Recommendations." In Communications in Computer and Information Science. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-30278-8_49.

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Mukherjee, Souvik. "Machinic Stories: The Literature Machine, Technicity and the Computer Game." In Video Games and Storytelling. Palgrave Macmillan UK, 2015. http://dx.doi.org/10.1057/9781137525055_2.

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González Sánchez, José L., Rosa M. Gil Iranzo, and Francisco L. Gutiérrez Vela. "Enriching Evaluation in Video Games." In Human-Computer Interaction – INTERACT 2011. Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23768-3_72.

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Yee-King, Matthew, and Igor Dall’Avanzi. "Procedural Audio in Video Games." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_271-1.

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Lederman, Jaci Lee. "STEM Learning Through Video Games." In Encyclopedia of Computer Graphics and Games. Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-08234-9_328-1.

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Ruffino, Paolo. "A Theory of Non-existent Video Games: Semiotic and Video Game Theory." In Computer Games and New Media Cultures. Springer Netherlands, 2012. http://dx.doi.org/10.1007/978-94-007-2777-9_7.

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Morazán, Marco T. "Functional Video Games in CS1 II." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-32037-8_10.

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Morazán, Marco T. "Functional Video Games in CS1 III." In Lecture Notes in Computer Science. Springer Berlin Heidelberg, 2014. http://dx.doi.org/10.1007/978-3-642-45340-3_10.

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Conference papers on the topic "Computer games Video games Video gamers"

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McPheron, Drew. "Video gaming accessibility." In 2015 Computer Games: AI, Animation, Mobile, Multimedia, Educational and Serious Games (CGAMES). IEEE, 2015. http://dx.doi.org/10.1109/cgames.2015.7272966.

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Breugelmans, Jeffrey, and Yingzi Lin. "Biosensor Based Video Game Control for Physically Disabled Gamers." In ASME 2011 Dynamic Systems and Control Conference and Bath/ASME Symposium on Fluid Power and Motion Control. ASMEDC, 2011. http://dx.doi.org/10.1115/dscc2011-6000.

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Abstract:
PC-based video games are commonly controlled through a combination of pointing device and keyboard input. Although this conventional type of interface has a long history of successful implementation, a small group of people remains excluded due to accessibility issues. This is unfortunate, because virtual environment immersion can provide great benefits to people suffering from temporary or permanent physical disabilities. This work describes the development of a novel human-computer interface system that incorporates biosensors in order to replace conventional input devices. It will engage this group of overlooked users by addressing and eliminating the previously mentioned accessibility issues. In this system, the input from an eye-tracking device will be used to replace on-screen pointing, and a data-glove will be used to replace keyboard input for in-game navigation and interaction. It is expected that previously limiting physical conditions will be eliminated by the system’s effective, effortless, and pleasant interaction control implications.
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Wilcox-Netepczuk, Daniel. "Immersion and realism in video games - The confused moniker of video game engrossment." In 2013 18th International Conference on Computer Games: AI, Animation, Mobile, Interactive Multimedia, Educational & Serious Games (CGAMES). IEEE, 2013. http://dx.doi.org/10.1109/cgames.2013.6632613.

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Hristov, Georgi, and Diyana Kinaneva. "A Workflow for Developing Game Assets for Video Games." In 2021 3rd International Congress on Human-Computer Interaction, Optimization and Robotic Applications (HORA). IEEE, 2021. http://dx.doi.org/10.1109/hora52670.2021.9461355.

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Bachelder, Steven, Rajesh Santhanam, Masaki Hayashi, and Masayuki Nakajima. "Engagement in Computer and Video Games." In 2013 International Conference on Cyberworlds (CW). IEEE, 2013. http://dx.doi.org/10.1109/cw.2013.77.

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Marques, Bradley R. C., Stephen P. Levitt, and Ken J. Nixon. "Software visualisation through video games." In the South African Institute for Computer Scientists and Information Technologists Conference. ACM Press, 2012. http://dx.doi.org/10.1145/2389836.2389861.

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Krahenbuhl, Philipp. "Free Supervision from Video Games." In 2018 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2018. http://dx.doi.org/10.1109/cvpr.2018.00312.

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Wang, Richert, and Vincent Olivieri. "Sound Design for Video Games." In SIGCSE '18: The 49th ACM Technical Symposium on Computer Science Education. ACM, 2018. http://dx.doi.org/10.1145/3159450.3159577.

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Johnson, Daniel, and John Gardner. "Personality, motivation and video games." In the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia. ACM Press, 2010. http://dx.doi.org/10.1145/1952222.1952281.

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Nagataki, Hiroyuki. "Learning computer science by watching video games." In the 9th Workshop in Primary and Secondary Computing Education. ACM Press, 2014. http://dx.doi.org/10.1145/2670757.2670770.

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