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Dissertations / Theses on the topic 'Console video games'

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1

Alley, Timothy Dodd. "Gamers and Gorehounds: The Influence of Video Games on the Contemporary Horror Film." Ohio University / OhioLINK, 2007. http://rave.ohiolink.edu/etdc/view?acc_num=ohiou1180049224.

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2

Reynolds, Katherine J. "Narrative, Body and gaze; Representations of Action Heroines in Console Video Games and Gamer Subjectivity." Bowling Green State University / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1363616108.

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3

Vollbach, Alexander Michael. "Diversity and Inclusivity in Video Game Advertisements: An Exploration of Video Game Console Commercials from 2003 to 2017." Bowling Green State University / OhioLINK, 2018. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1522968361672216.

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4

Alexander, Joseph R. "An Interpretive Phenomenological Inquiry Into Fulfillment Of Choice Theory's Four Basic Psychological Needs Through Console Video Game Engagement." Kent State University / OhioLINK, 2015. http://rave.ohiolink.edu/etdc/view?acc_num=kent1425243488.

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5

Lange, Andreas. "Der Computer schlägt zurück." Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2014. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-139247.

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6

Lange, Andreas. "Der Computer schlägt zurück: Wege zum Heimvideospiel der 1970er Jahre." Technische Universität Dresden, 2006. https://tud.qucosa.de/id/qucosa%3A27816.

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7

Ernberg, John. "The internal workings of video game consoles: The GameBoy." Thesis, Mälardalens högskola, Akademin för innovation, design och teknik, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-12849.

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8

Santesson, Peder. "A Study of Greenpeace Campaigns : Environmental Communication of Video Game Console Developers." Thesis, Södertörns högskola, Institutionen för livsvetenskaper, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-10887.

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This thesis explores the three campaigns Greenpeace has made towards the video game console producing companies, Sony, Microsoft and Nintendo. Using a qualitative approach I investigate how communication from an environmental organization may affect companies and what challenges Greenpeace face when they develop campaigns in relation to companies. Even though the industry is quickly expanding, almost no one had ever discussed video game consoles in relation to the environment. The situation changed when Greenpeace included Microsoft and Nintendo in their 6th edition of the “Guide to Greener Electronics”. In this guide companies in the consumer electronic industry were ranked based on their environmental communication and Microsoft and Nintendo received a very low score. Greenpeace was critiqued for the way their guide was carried out. The “Clash of the Consoles” campaign was an internet video summarizing the critics towards the game console producing companies from “Guide to Greener Electronics”. The campaign “Playing Dirty” investigated chemicals in the consoles and concluded that the companies followed legislation on regulated chemicals, but on unregulated chemicals high levels was fond in some cases. Greenpeace is usually known for using a direct approach with striking images in their campaigns. But in these cases no striking images have been used which makes it harder for them to gain sympathy for their campaigns. The concept of CSR which is socially constructed has great importance for environmental communication. However CSR has a large number of different interpretations. As shown in the thesis Greenpeace and the three companies focus on different aspects of CSR.
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9

Cayres, Victor de Morais. "Jogando com o drama: análise das possibilidades dramatúrgicas em vídeo games diante do desenvolvimento tecnológico dos consoles." reponame:Repositório Institucional da UFBA, 2010. http://www.repositorio.ufba.br/ri/handle/ri/9634.

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A pesquisa investiga as relações entre drama e jogo nos video games desenvolvidos para consoles domésticos, analisando a maneira que o desenvolvimento tecnológico impacta no uso de procedimentos dramatúrgicos em tais jogos. O pesquisador adotou uma metodologia calcada em pesquisa bibliográfica de caráter interdisciplinar e no estudo analítico de jogos, considerando a implicação de aspectos subjetivos e a experiência do autor como gamer e levando em conta as especificidades do mercado e da indústria brasileira. A primeira etapa da pesquisa bibliográfica concentrou-se em referenciais acerca do drama, recorrendo a autores da filosofia, teoria da literatura e, sobretudo, das artes cênicas para delimitar o uso de tal termo na presente dissertação além de levantar ferramentas de análise da teoria do drama para aplicá-las ao estudo de video games. Em seguida, realizou-se um estudo acerca da ideia de jogo, a fim de delimitar também esta noção e reconhecer seus aspectos formais, visto que, o presente trabalho compreende os video games, em primeiro lugar, como jogos e leva em consideração suas idiossincrasias enquanto tal. Posteriormente, consultou-se bibliografia acerca dos video games, na qual estão inseridas obras teóricas, historiográficas, revistas e reportagens destinadas ao público gamer e referências mais abrangentes sobre o meio digital. O cruzamento dos dados levantados na pesquisa bibliográfica com as informações subjetivas relacionadas à trajetória do pesquisador enquanto jogador estabeleceu os critérios para a seleção dos jogos analisados. O pesquisador jogou todos os games mencionados na dissertação e/ou assistiu a ação de outros jogadores através de vídeos disponibilizados na internet e, a partir de tal experiência, elencou uma série de procedimentos dramatúrgicos utilizados pelos desenvolvedores de video games ao longo das sete gerações de consoles, estas definidas pela crítica especializada, observando o impacto do desenvolvimento tecnológico na relação entre o drama e o jogo. Por fim, os dados coletados na análise dos jogos são cruzados com os resultados de uma discussão teórica acerca da delimitação da noção de drama e sobre os aspectos formais da Dramática. Com viés sincrônico-diacrônico, a presente dissertação contribui com a produção historiográfica e reflexiva sobre a dramaturgia para video games, esta ainda escassa no meio acadêmico. Oferece, assim, um repertório de estratégias a serem utilizadas, recicladas e/ou reelaboradas por dramaturgos ou game designers. E apresenta ainda como resultado a perspectiva de compreensão dos video games enquanto interfaces entre drama e jogo, sem desconsiderar as idiossincrasias do meio digital.
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10

Chow, Samuel W. "Can Nintendo get its crown back? : examining the dynamics of the U.S. video game console market." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/42380.

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Thesis (S.M.)--Massachusetts Institute of Technology, System Design and Management Program; and, (S.M.)--Massachusetts Institute of Technology, Engineering Systems Division, Technology and Policy Program, 2007.
Includes bibliographical references (p. 121-125).
Several generations of video game consoles have competed in the market since 1972. Overall, the entire market shares many similar characteristics, such as network effects and switching cost, which are found in other network-based markets. However, on closer examination, the video game console industry experienced several generations of technological change with each generation bringing a different competitive environment and different set of competitors from the previous one. Consistent with the Schumpeterian market model, both new and later entrants have competed successfully with their strong portfolios of technological innovations. Yet, some firms with dominant market position and strong complementary assets were not able to extend their advantage to the next generation. The dynamic cause and effect relationships associated with the multi-generation video game console industry makes an intriguing subject for economic research. This thesis provides a conceptual framework for analyzing the elements and dynamics of the competitive video game console market. Using qualitative findings and empirical data found in recent research literature on market competition and innovation, a historical analysis of the video game console market was performed. In addition, a system dynamics model was created to validate and support the analysis of the industry. The results from the simulation of the model under various competitive scenarios not only confirm some of the findings from established studies done in this area but also provide us with new qualitative insights into the dynamics operating in the market.
by Samuel W. Chow.
S.M.
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11

Lebduška, Martin. "Analýza světového trhu elektronické zábavy." Master's thesis, Vysoká škola ekonomická v Praze, 2014. http://www.nusl.cz/ntk/nusl-264512.

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Main objective of this thesis is to introduce the video game market, with the focus on console market, to professional economic public. Secondary objective is to reveal best marketing strategy on this market, map current trends and predict future economical development of video game industry. The first part of the thesis focuses on the history of entertainment market from late 19th century to 2000s to bring complex portrait of the market. Second part is focused on contemporary situation on the market and the competition. I analysed marketing mix of three biggest players on the console market: Sony, Nintendo and Microsoft. The analysis revealed the crutial parts of succesful marketing mix: technological advanced product, research and development, clear close and immediate communication with customers, importance of following consumer trends (mainly social gaming) and worldwide market presence. Contribution of this thesis, apart from achieving two set objectives, is bringing insight of the market to local small game developers who can benefit from it and become more competitive.
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12

Naddaf, Yavar. "Game-independent AI agents for playing Atari 2600 console games." Master's thesis, 2010. http://hdl.handle.net/10048/1081.

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Thesis (M.Sc.)--University of Alberta, 2010.
Title from PDF file main screen (viewed on July 15, 2010). A thesis submitted to the Faculty of Graduate Studies and Research in partial fulfillment of the requirements for the degree of Master of Science, Department of Computing Science, University of Alberta. Includes bibliographical references.
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13

Pan, Wu-Wen, and 潘玉文. "Console video games, postural sway and motion sickness during passive restraint." Thesis, 2011. http://ndltd.ncl.edu.tw/handle/31078234491353062534.

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碩士
國立高雄師範大學
體育學系
99
We investigated the relationship between reduced postural sway and motion sickness to examine the postural instability hypothesis of motion sickness (Riccio & Stoffregen, 1991). When participants played console video games their body segments were restricted with elasticity bandages. Twenty-four adults (19.98 ± 1.91 years; 167.80 ± 7.94 cm ; 59.02±9.18 kg ) voluntarily served as participants. A car racing game in X-Box 360 (Microsoft, Corp.) was used. Participants were required to stand with their eye-height level with a CRT video monitor screen (Panasonic). A magnetic tracking system (Flock of Birds, Ascension Technologies, Inc., Burlington, VT) were used to record their postural sway during the process. Four parts of each participant’s body segments were restricted (head、torso、hip and knees) by elasticity bandages to restraint their body movement the test lasted up to 50 minutes. Participants were asked to fill in the Simulator Sickness Questionnaire (SSQ) before and after the experiment. They were divided into the healthy group (Well group) and the motion sickness group (Sick group) according to their self-reported answer of motion sickness. Overall, 20.83% of the participants reported motion sick. Results of the SSQ found significant differences between the Sick and the Well groups. Postural sway variability was different between the Sick and the Well groups. Individuals who reported motion sick were physically more uncomfortable after the games as compared to before the game and to the well individuals. Passive restraint could reduce the postural sway and motion sickness, and the differences between the movements of the sick and the well groups led us to conclude that the postural instability hypothesis was supported in the present study.
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14

Chung, Yin-Han. "Modelling the Xbox 360 Kinect for visual servo control applications." Thesis, 2016. http://hdl.handle.net/10539/22670.

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A research report submitted to the faculty of Engineering and the built environment, University of the Witwatersrand, Johannesburg, in partial fulfilment of the requirements for the degree of Master of Science in Engineering. Johannesburg, August 2016
There has been much interest in using the Microsoft Xbox 360 Kinect cameras for visual servo control applications. It is a relatively cheap device with expected shortcomings. This work contributes to the practical considerations of using the Kinect for visual servo control applications. A comprehensive characterisation of the Kinect is synthesised from existing literature and results from a nonlinear calibration procedure. The Kinect reduces computational overhead on image processing stages, such as pose estimation or depth estimation. It is limited by its 0.8m to 3.5m practical depth range and quadratic depth resolution of 1.8mm to 35mm, respectively. Since the Kinect uses an infra-red (IR) projector, a class one laser, it should not be used outdoors, due to IR saturation, and objects belonging to classes of non- IR-friendly surfaces should be avoided, due to IR refraction, absorption, or specular reflection. Problems of task stability due to invalid depth measurements in Kinect depth maps and practical depth range limitations can be reduced by using depth map preprocessing and activating classical visual servoing techniques when Kinect-based approaches are near task failure.
MT2017
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15

蕭丞傑. "Video Game Consoles and Games Copyright." Thesis, 2016. http://ndltd.ncl.edu.tw/handle/5jd23p.

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碩士
逢甲大學
財經法律研究所
105
In the discussion of the game industry, the development of the game industry and other entertainment industries are inseparable. Especially animation, comics and games are most closely related to the three to be discussed. North American game industry takes advantage of the business model of accessory with other entertainment industries and combines the two industries, which is contributed to the North American game industry is the most important factor in the vigorous development. Such as Japan and the United States of the book industry, especially Japanese comics and American graphic novels, but also make the creation of digital games to increase the potential competitiveness.   The property protected by the law is not only pure tangible property, intangible property protection is also very important. Especially in this era of information and technological progress, 3C products can be seen everywhere, and a 3C product has a lot of patents, copyrights, trade secrets and trademarks and other intellectual property rights. Video game consoles and games also contains a large number of copyrights, including the anti-piracy measures or technological protection measures of video game consoles, the game plot, characters, animation, music, etc., more prominent the importance of intangible property, and has its value should be protected. Video game console through the “modchip”, so that the video game console of the security measures unrecognizable copy of the original game software coding. Using the method of reproducing original discs, mass production of pirated copy optical discs, making the video game consoles capable of executing pirated copy discs after modchip, all belong to the scope of copyright infringement.   There are many types of video games, although there are common points in the process of research and development and manufacturing, but because of the different gaming platforms will have some differences, so the paper will center around video game consoles and game software. This paper analyzes and discusses the civil liability and criminal liability of copyright infringement on the copyright issues arising from video game console and game software. The paper analyzes and discusses the civil liability and criminal liability of the infringement of copyright and compares the civil liability and criminal liability of Japan and the United States for the relevant copyright of the video game. In another respect of observation of the copyright provisions, I made recommendations for the future amendment of the Copyright Act.
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16

Chang, Yu-Hsuan, and 張祐瑄. "Using Patent information to analyze the competitiveness of video game console industry." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/33417905762179187478.

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碩士
元智大學
企業管理學系
95
In the recent years, the video game console industry changes from the simple game platform that designed for the children into possessing high hardware efficiency, network and multimedia function. But when all the companies focus on developing high efficiency hardware, Nintendo put its focus on innovative game software and remote. How to present their creative idea becomes an important key successful factor. Most R&D information is hidden among patent content, so this study tries to explore the main technological domain in this industry through patent analysis. And then understand the performance of the main players in the industry. The study adopts the perspective of “Patent portfolios for strategic R&D planning”(Ernst, 1998) to extract the main technological domains. By using RGR & RDGR as the indicators of technology attractiveness, and long-term and short-term patent citation and technological strength as the measures of performance, the study compares the competitiveness of related companies.
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17

Liao, Wei-Ting, and 廖偉廷. "A Structural Equation Model for Purchase Intention of Home Video Game Console in Taiwan." Thesis, 2009. http://ndltd.ncl.edu.tw/handle/87381542361381355987.

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碩士
國立中興大學
電子商務研究所
97
The objective of this paper is to propose the generalconceptual model for purchase intention of home video game console and examines casual relationships among variables. We validate four competing theoretical models and apply maximum likelihood (ML) estimation and generalized least-squared (GLS) estimation respectively. Data are collected for students at a number of universities. The conceptual model of interest is the plausible for predicting purchase intention on game console in terms of model fit indices, significant determinant, and explanatory power and employee structural equation modeling (SEM) approach. Findings show word-of-mouth communication which refers to opinion leaders plays the key factor on purchase intention. The brand and price have significant impact on purchase intention. The data also shows the product characteristics and compatibility are significant impact via directly and indirectly. The other findings to managers are discussed.
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18

Chang, Hsien-Wen, and 張獻文. "Study on the Comovement of Concept Stocks -Taking the Concept Stocks of Nintendo Video Game Console “Wii” as Example." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/40379126862915247233.

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碩士
國立雲林科技大學
企業管理系碩士班
95
Based upon the transaction of concept stock, this study aims to investigate whether the comovement phenomenon happens to the Wii concept stocks. In respect of defining the Wii concept stocks, this study takes the domestic listed companies in TSEC market which produce components for video game consoles as the research objects. By the Earnings Per Share (EPS) on the after-tax basis of the fourth quarter in 2006, the study then defines the EPS above two dollars as high-EPS concept stocks while the EPS below two dollars as low-EPS concept stocks. Besides, the study examines whether the comovement phenomenon occurs between the industry concept stocks which the single stock originally belongs to and the video game console concept stocks before and after the sale of the video game consoles respectively. This study applies the daily data of listed sample companies from the database of “Taiwan Economic Journal” from August 19, 2006 to February 19, 2007. Based upon the above-mentioned data, this study draws up a concept stock index and calculates the stock index return. The results show that comovement does happen in the “Wii” video game console concept stocks and that such a comovement changes from “Wii” group in t-1 period to the original industry in t+1 period. Furthermore, the study indicates that a relationship exists to some extent between the change of the comovement and stock price.
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19

JHANG, JING-YU, and 張競宇. "The Influence of Negative Electronic Word-of-Mouth on Consumer Switching Behavior : Take Next-Generation Video Game Consoles for Example." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/yd9vfe.

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碩士
國立臺灣科技大學
企業管理系
95
This research is to investigate electronic negative word-of-mouth and the influence on consumer switching behavior. Electronic negative word-of-mouth is that through web-based consumer opinion platforms, customers can share their opinions on, and dissatisfied experiences with, goods or services with a multitude of other consumers and suggest others not to purchase this goods or services. This research is to discuss the impact of the strength of electronic negative word-of-mouth, the disseminator’s expertise and the strength of relationship on consumer switching behavior, and this study also discusses how swatching cost play as a moderator on the negative effect. On the research approach, this research regards internet network user as the research object, and choose the next-generation video game consoles to fill out and answer the products as the questionnaire. The analysis used hierarchical regression analysis to analyze variables influence on consumer switching behavior in the model. The results reveal that the strength of electronic negative word-of-mouth, the disseminator’s expertise and the strength of relationship would affect the consumer switching behavior. Swatching cost will weaken the strength of relationship impact on consumer switching behavior.
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