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Journal articles on the topic 'Computer games'

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1

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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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
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Posthoff, Christian. "Computer Games I." ICGA Journal 11, no. 2-3 (1988): 94–95. http://dx.doi.org/10.3233/icg-1988-112-312.

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Schaeffer, J. "COMPUTER GAMES 2002." ICGA Journal 24, no. 2 (2001): 122. http://dx.doi.org/10.3233/icg-2001-24219.

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Cavazos, John. "Computer games: introduction." XRDS: Crossroads, The ACM Magazine for Students 3, no. 2 (1996): 2. http://dx.doi.org/10.1145/332132.332133.

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Fedorchenko, Sergey, E. Karlyavina, D. Tedikov, R. Markaryan, and K. Teslyuk. "Some results of the Sociological Study «Computer Games and the Politics of Memory»." Journal of Political Research 4, no. 2 (2020): 90–105. http://dx.doi.org/10.12737/2587-6295-2020-90-105.

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The purpose of this article is to identify the distinctive features of Russian gamers. The tasks include determining the conditions for politicization of gamers, discovering their political and symbolic preferences, considering the potential of computer games with a historical plot in shaping the politics of memory of the whole country. The main methodological optics are the principles of sociological survey. The communication capabilities of computer games were interpreted using Herbert Blumer’s symbolic interactionism model. The results showed that the respondents mostly choose the single-pl
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Radaković, Tijana, Teodora Glumičić, Dragan Rastovac, and Milinko Mandić. "Educational computer games in primary school." Norma 25, no. 2 (2020): 199–215. http://dx.doi.org/10.5937/norma2002199r.

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We are witnesses of the time when technology is developing fast and finds its way in all spheres of life. The use of computers at school has many advantages and can be used in many ways in teaching. Some of the possibilities are application for practice, motivation of children for new areas of learning, research work, making various multimedia presentations to show their independent work, etc. There are also negative attitudes related to this topic. Through the research in this paper, we want to check whether the presence of technology in our schools is an advantage or not. By applying educati
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Yuji, Hiroki. "Computer Games and Information-Processing Skills." Perceptual and Motor Skills 83, no. 2 (1996): 643–47. http://dx.doi.org/10.2466/pms.1996.83.2.643.

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To assess the association of past use of computer games and parallel-processing skills as measured by tests of discrimination perception using computers 46 boys and girls in kindergarten, aged 4 to 6 years, were classified into 17 player and 17 nonplayer groups by their enthusiasm for computer games. There were no significant differences between the two groups in correct responses; however, RTs of players were significantly faster than those of nonplayers. RTs were different to color and shape. Experiences with computer games might develop information-processing skills.
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Balogh, Andrea, and Ágnes Veszelszki. "Politeness and Insult in Computer Games – From a Pragmatic Point of View." Acta Universitatis Sapientiae, Communicatio 7, no. 1 (2020): 68–91. http://dx.doi.org/10.2478/auscom-2020-0006.

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Abstract In line with the principle of technological determinism, the linguistic context of computer games influences the (linguistic) behaviour of millions of active gamers. This makes it important to explore gamer communication thoroughly with respect to politeness, too. Indeed, the communication of gamers during games may also affect the users’ off-game communicative situations. The international literature suggests that the quasi-anonymity of online communication and the lack or weakness of sanction make it ruder than offline communication: it involves a higher number of insults or offensi
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Belavina, I. G. "The Child's Perception of Computers and Computer Games." Russian Education & Society 37, no. 2 (1995): 29–41. http://dx.doi.org/10.2753/res1060-9393370229.

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20

Mitchell, Peter J., Roman D. Lopatin, and Egor V. Trusov. "Teaching Russian-English translation with computer games." Tambov University Review. Series: Humanities, no. 193 (2021): 7–14. http://dx.doi.org/10.20310/1810-0201-2021-26-193-7-14.

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Nowadays, computer games occupy a large share of the entertainment industry market: according to data for 2019, the market volume was $ 152.1 billion (for comparison, the market volume in 2018 was $ 137.9 billion). The growing popularity of the industry led to the inclusion of computer games in 2005 on the UNESCO World Heritage List, and in 2003 – to the establishment of a video game award by the British Academy of Film and Television Arts. Computer games are increasingly penetrating our lives, and thus follows the language of “gamers”, exerting an increas-ing influence on the normative langua
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Shamsi, Mitra, and Yaser Jalali. "The status of computer games in Iran and the world: policies, approaches, and organizations involved." Strategic Studies of Public Policy 4, no. 10 (2013): 161–93. https://doi.org/10.5281/zenodo.14031073.

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The research is an exploratory Study aimed to investigate and describe the current status of the computer games in term of organizations involved in the policymaking, planning, producing, monitoring, supporting the production and monitoring on importing computer games. This study tries to evaluate the situation of production and importation computer games in Iran and thereby to pave the way for strategies and policies related to the area.In addition, regarding that the computer games market in Iran is dominated by the imported games, we investigated some leading international companies and pre
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22

Kozhakhmetova, R. N., N. S. Kolyeva, V. O. Batyrov, and M. V. Panova. "Computer game development algorithm." Vestnik of M. Kozybayev North Kazakhstan University, no. 3 (59) (October 23, 2023): 133–38. http://dx.doi.org/10.54596/2958-0048-2023-3-133-138.

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In the modern world, video games have become an integral part of culture and entertainment. In this regard, research in the field of video games has become very relevant for scientific researchers, psychologists, educators, as well as for many other areas. Video games are interactive programs designed for entertainment and gaming on computers, consoles, and mobile devices. They come in a variety of genres and formats, including puzzle games, action games, strategy games, sports games, and more. Video games can be either single or multiplayer, and may include elements of competition, collaborat
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Kyshtymova, I. M., and S. B. Timofeev. "Psychological master form of computer games." Social Psychology and Society 10, no. 4 (2019): 160–74. http://dx.doi.org/10.17759/sps.2019100411.

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The article presented the rationale and description of a universal classification model of computer games. The basis of its development was the principle of systematic and psychosemiotic approach that afforded considering both semantic and syntactic (formal) features of a game as factors mediating its effect on gamers. A computer game came under consideration as a system entity whose classification profile took shape following unique combination of thirty-four components that were interconnected in the manner of mutual cooperation. They combined into seven levels, two of which were: the game-p
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Sevin, Rebecca, and Whitney Decamp. "From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science." Sociological Research Online 21, no. 3 (2016): 14–23. http://dx.doi.org/10.5153/sro.4082.

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Research on the effects of playing video games has been limited by a preoccupation with possible negative repercussions. Nevertheless, research has shown that video games can have positive effects on young players’ social lives. The existing body of research, however, has largely ignored the more computer-related aspects of video game play and its effects. This study provides empirical evidence to support theoretical arguments about the relationship between playing video games and computers. The type of scientific thinking encouraged by video games and the technological abilities needed to pla
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Rahadiansyah, Muhammad Fadhil, Ridha Muldina, and Sussi Sussi. "Virtual Reality Headset Implementation on Parsec Cloud Gaming Platform." Jurnal Online Informatika 5, no. 1 (2020): 97–104. http://dx.doi.org/10.15575/join.v5i1.578.

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Virtual reality (VR) based games are a type of game that provides immersive gaming experience, allowing players to dive into the virtual world of the game being played. VR-based games require a high minimum computer specification, so thin clients cannot play VR-based games properly. This research aims to see how to enable thin computers to play VR-based games by utilizing cloud gaming technology. Using a high specification computer as a server, an android device as a VR headset, this Final Project implements a VR headset device so that it can be used in conjunction with cloud gaming services t
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Rosenstock, Roland. "Computerspiele und Soziale Netzwerke." Zeitschrift für Evangelische Ethik 58, no. 4 (2014): 273–85. http://dx.doi.org/10.14315/zee-2014-0406.

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AbstractEthics regarding media use can be pointed out in several situations in which media are used. The article takes Grand Theft Auto V, published by Rockstar Games, as an example to show opportunities and limits of the »acting subject« - the gamer - in computer and online games. Human dignity is debated by reference to socio-critical aspects which are confronted with the violation of moral limits. Finally, computer games are highlighted as a convenient medium for the process of ethical learning.
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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
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Szabó, József. "Gamerek az iskolában." Információs Társadalom 18, no. 1 (2018): 120. http://dx.doi.org/10.22503/inftars.xviii.2018.1.8.

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Az elektronikus játékok terjedése többek között a pszichológusok figyelmét is felkeltette, akik a játékfüggőség veszélyeire figyelmeztettek. A felállított hipotézis szerint a játékhasználatnak igen komoly haszna is lehet, segíti az együttműködést, a kommunikációt, új ismereteket is nyújt, de a csapatjátékon keresztül a stratégiai gondolkodást is támogatja. A kutatás arra kereste a választ, hogy a fiatalok milyennek látják a gamerek világát, hogyan ítélik meg a játékok hasznosságát, hogyan viszonyulnak a sporthoz, és mennyiben befolyásolja a játék a tanulmányi eredményeiket. A vizsgálat azt mut
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Bogacheva, Natalya V. "Computer games and cognitive specifics of gamers (the end)." Moscow University Psychology Bulletin 15, no. 1 (2015): 94–103. http://dx.doi.org/10.11621/vsp.2015.01.94.

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Elutina, Marina E., and Anton A. Nerush. "Gender aspects of the gaming practices in the youth segment of the Russian computer games audience." Izvestiya of Saratov University. Sociology. Politology 23, no. 1 (2023): 4–13. http://dx.doi.org/10.18500/1818-9601-2023-23-1-4-13.

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In the last decade, all over the world and in Russia, in particular, there has been an active development of the computer games industry and an increase in the gaming audience, while an outstripping growth of the youth audience is recorded every year. The presentation of the realities of the gaming audience of computer games is fruitful, taking into account the gender characteristics accumulated in computer games. Against this background, in the scientific discourse, with a few exceptions, the problem of gender characteristics of gaming practices among the youth segment of the Russian audience
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Кругляк, М. Е., and В. В. Петрожалко. "Sexism in computer games." National Technical University of Ukraine Journal. Political science. Sociology. Law, no. 4(44) (November 4, 2019): 43–47. http://dx.doi.org/10.20535/2308-5053.2019.4(44).199340.

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Cazenave, Tristan, Clyde Kruskal, and Bruno Bouzy. "COMPUTER GAMES WORKSHOP 2007." ICGA Journal 30, no. 2 (2007): 118–21. http://dx.doi.org/10.3233/icg-2007-30215.

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Mayer, Richard E. "Computer Games in Education." Annual Review of Psychology 70, no. 1 (2019): 531–49. http://dx.doi.org/10.1146/annurev-psych-010418-102744.

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Visionaries offer strong claims for the educational benefits of computer games, but there is a need to test those claims with rigorous scientific research and ground them in evidence-based theories of how people learn. Three genres of game research are ( a) value-added research, which compares the learning outcomes of groups that learn academic material from playing a base version of a game to the outcomes of those playing the same game with one feature added; ( b) cognitive consequences research, which compares improvements in cognitive skills of groups that play an off-the-shelf game to the
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Chao, Dennis L. "Computer games as interfaces." Interactions 11, no. 5 (2004): 71–72. http://dx.doi.org/10.1145/1015530.1015567.

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Nareyek, Alexander. "AI in Computer Games." Queue 1, no. 10 (2004): 58–65. http://dx.doi.org/10.1145/971564.971593.

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Ju, Edward, and Christian Wagner. "Personal computer adventure games." ACM SIGMIS Database: the DATABASE for Advances in Information Systems 28, no. 2 (1997): 78–92. http://dx.doi.org/10.1145/264701.264707.

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Miller, Lee Dee, Duane Shell, Nobel Khandaker, and Leen-Kiat Soh. "Teaching Using Computer Games." Journal of Educational Technology Systems 39, no. 3 (2011): 321–43. http://dx.doi.org/10.2190/et.39.3.g.

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Roe, Keith, and Daniel Muijs. "Children and Computer Games." European Journal of Communication 13, no. 2 (1998): 181–200. http://dx.doi.org/10.1177/0267323198013002002.

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Smed, Jouni. "Networking for Computer Games." International Journal of Computer Games Technology 2008 (2008): 1. http://dx.doi.org/10.1155/2008/928712.

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Sukhov, Anton. "COMPUTER GAMES AND EDUCATION." IJAEDU- International E-Journal of Advances in Education 1, no. 3 (2015): 248. http://dx.doi.org/10.18768/ijaedu.79254.

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Kim, Raphael, Siobhan Thomas, Roland van Dierendonck, Christopher Wood, and Stefan Poslad. "Toward growable computer games." Interactions 27, no. 2 (2020): 82–85. http://dx.doi.org/10.1145/3378563.

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V, Prathmesh. "EVOLUTION OF COMPUTER GAMES." INTERANTIONAL JOURNAL OF SCIENTIFIC RESEARCH IN ENGINEERING AND MANAGEMENT 08, no. 04 (2024): 1–5. http://dx.doi.org/10.55041/ijsrem30284.

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In today's era dominated by computer gaming, various elements such as style, montage, and the ways in which audiences engage with content have evolved significantly. However, one area that remains relatively unexplored is the potential rise of interactive or 'playable' films as a significant shift in cinema. While interactive film experiments do exist, they are still in the early stages and lack a consistent form. The labelling of diverse pieces as interactive films has led to confusion about what truly constitutes this genre. This raises the question of why interactive films have not gained c
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Triyanti, Jaria Rama. "Pembuatan Game Animasi Teka Teki Silang Menggunakan Adobe Flash CS6." INFORMATIKA 10, no. 3 (2022): 112–26. http://dx.doi.org/10.36987/informatika.v10i3.3419.

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Computer technology is one of the technologies that can help accelerate human work. Computer technology has been applied in various fields including education, health, offices, telecommunications, business, military and so on, as well as in the world of entertainment. One form of entertainment including games, games are very rapidly developing along with advances in computer technology. Games are very much in demand both from children, adolescents to adults. The game itself is of various types, one of the games that enjoy doing and is educational for children and adolescents at the moment is a
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Mukhamedova, Dilbar. "PSYCHOLOGICAL ASPECTS OF ADDICTION TO SOCIAL MEDIA, COMPUTER AND COMPUTER GAMES." International Journal of Psychosocial Rehabilitation 24, no. 02 (2020): 319–24. http://dx.doi.org/10.37200/ijpr/v24i2/pr200338.

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Eyniyev, Rustam. "OPTIMIZING PARALLELISM IN UNITY WITH JOB SYSTEM TOOL." Azerbaijan Journal of High Performance Computing 5, no. 2 (2022): 183–92. http://dx.doi.org/10.32010/26166127.2022.5.2.183.192.

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Every day the gaming industry is developing faster and faster. Especially the popularity of games increased during the pandemic, as many people were forced to stay at home for a long time and play games in their free time. With the increasing popularity of games, the requirements for the games themselves also increase. As a result, modern games require large computer resources. However, not all people can afford to buy computers with the most expensive video cards, many expensive CPUs, and many RAMs and other components. In order to make games accessible to users with weaker devices, developer
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Hasegawa, Ken, Narutoshi Tanaka, Ryuji Emoto, et al. "Action Selection for Game Play Agents Using Genetic Algorithms in Platform Game Computational Intelligence Competitions." Journal of Advanced Computational Intelligence and Intelligent Informatics 17, no. 2 (2013): 201–7. http://dx.doi.org/10.20965/jaciii.2013.p0201.

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The application of computational intelligence (CI) and artificial intelligence (AI) to games has been attempted as a typical implementation of intelligent processing on computers. Intelligence in this sense is understood as the ability to search for the best solution efficiently among multiple options, specifically in AI playing board games such as chess. As the processing ability of computers increases, CI/AI systems are outperforming humans in finding potential solutions from a tremendous number of options within a short timeframe. These days, computer games are widely prevalent. CI/AI appli
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Hayati, Nur, and Novada Indra Roesdiana. "Medical Students’ Frequency of Playing Online Games with Their Academic Performance: A Cross-Sectional Study." Jurnal Pendidikan Kedokteran Indonesia: The Indonesian Journal of Medical Education 14, no. 1 (2025): 1. https://doi.org/10.22146/jpki.87453.

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Background: Recently, internet users in Indonesia are getting higher. About 10% of these users are online gamers. Playing games on video or computer is believed to be educationally beneficial, but this is still limited to educational type games for learning activities. This study aims to determine the relationship between the frequency of playing commercial online games on smartphones with academic achievement of the Medical Faculty of Universitas Muhammadiyah Yogyakarta students.Methods: This was a quantitative study with cross-sectional research design. Data on the frequency of playing onlin
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HAMPLOVÁ, Michaela, and Jiří DOSTÁL. "USE OF COMPUTERS AND COMPUTER GAMES IN PRESCHOOL EDUCATION." Journal of Technology and Information 4, no. 2 (2012): 28–36. http://dx.doi.org/10.5507/jtie.2012.029.

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49

LAROSE, SIMON, SYLVAIN GAGNON, CHRISTIANE FERLAND, and MICHEL PEPIN. "PSYCHOLOGY OF COMPUTERS: XIV. COGNITIVE REHABILITATION THROUGH COMPUTER GAMES." Perceptual and Motor Skills 69, no. 3 (1989): 851–58. http://dx.doi.org/10.2466/pms.1989.69.3.851.

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50

Larose, Simon, Sylvain Gagnon, Christiane Ferland, and Michel Pépin. "Psychology of Computers: XIV. Cognitive Rehabilitation through Computer Games." Perceptual and Motor Skills 69, no. 3-1 (1989): 851–58. http://dx.doi.org/10.1177/00315125890693-126.

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Abstract:
The purpose of this study was to test the hypothesis that computer games may be an efficient therapeutic tool in a cognitive rehabilitation program. 60 subjects who showed attention difficulties with or without cerebral dysfunctions participated in a 12-hr. training program based on intensive use of a computer game. Analyses show improvement for the experimental group on scanning and tracking variables, notwithstanding the nature of their particular dysfunctions. Recommendations are presented regarding the nature and content of the cognitive tasks in a rehabilitation program.
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