Academic literature on the topic 'Creation of PC games'

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Journal articles on the topic "Creation of PC games"

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Willson, Michele. "Social Games as Partial Platforms for Identity Co-Creation." Media International Australia 154, no. 1 (February 2015): 15–24. http://dx.doi.org/10.1177/1329878x1515400104.

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While social games such as Zynga's FarmVille are often positioned as poor gaming experiences or as disguised financial and data-extraction processes (Bogost, 2010; Rossi, 2009), this article considers social games as part of a wider regime of social interaction and creative identity work. By definition, social games are located within extensive online social networks. Gameplay is thus situated within a number of overlapping contexts: the game, the broader social network and the material conditions of access, including different devices (mobile or desktop) and different locations. Moreover, given widely discussed differences between social game players and console- and PC-based game players (Wohn, 2011: 199), and game-play mechanics, these broader contexts further a reading of social gameplay as part of the diverse millieux of everyday life. The article argues that social games are spaces of creative expression, social dynamics and identity co-creation that cannot be understood without considering their broader contexts.
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Rabello, Bruno, Edson Mattos, Bruno Evangelista, and Esteban Clua. "Introdução ao XNA." Revista de Informática Teórica e Aplicada 15, no. 1 (September 24, 2008): 39–82. http://dx.doi.org/10.22456/2175-2745.6012.

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This tutorial explore the basic characteristics for the game development plataform developed by Microsoft, called XNA (XNA´s Not Acronymed). XNA allows the creation of PC games, for Windows plataform and XBOX 360, for a console plataform. XNA aims to substitute the DirectX Manager, a version of DirectX for a .NET plataform. All the applications made in XNA are compiled in a managed code. This code is executed at the Common Language Runtime (CLR), which is the virtual machine of the .NET plataform.
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Mawalia, Khefti Al. "The impact of the Mobile Legend game in creating virtual reality." Indonesian Journal of Social Sciences 12, no. 2 (October 31, 2020): 49. http://dx.doi.org/10.20473/ijss.v12i2.22908.

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Online games have been very popular nowadays, more than games played by children and teenagers 30 years ago. This study aims to explore technological developments that people are interested in, namely the phenomenon of the emergence of the online game Mobile Legend. Mobile Legend has succeeded in making Indonesians interested because of its avatar, message feature, and buying and selling of online characters in one application. The evolution of online games from PC to Smartphone makes it easier for gamers to play games anywhere and anytime. Not infrequently, they can spend up to 6 hours a day looking for internet network access. Researchers use determinism theory to answer this phenomenon. The method in this study uses a qualitative type with a virtual ethnographic method. In addition, this research collects data on using virtual tracing to record and documenting virtual activities, and interviews with seven informants of Mobile Legends' players. This research shows that when a person plays games, he can become more apathetic and minimize interaction and communication with the social environment around him. Technology like Mobile Legend has eroded the socio-cultural side and communication sensitivity of an individual in society. All users also become more active and narcissistic in creating multiple identities that exist in the virtual world. So this research shows that online games in creating virtual reality have both positive and negative impacts on the players.
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Johnson, Mark R., and Tom Brock. "The ‘gambling turn’ in digital game monetization." Journal of Gaming & Virtual Worlds 12, no. 2 (June 1, 2020): 145–63. http://dx.doi.org/10.1386/jgvw_00011_1.

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This article examines how ‘gambling’ secured a central economic and cultural position in the development of modern digital games. We first trace how developers have monetized ‘games’ and ‘play’, from slot machines to PC, console and mobile platforms, before considering the recent controversy over ‘loot boxes’ as an emblematic case study of the ongoing gamblification of digital play. We argue that (1) the rising costs of development and marketing for ‘blockbuster’ games, (2) an overcrowded marketplace and (3) significant shifts in the corporate culture of the games industry are creating cultural conditions which legitimize gambling as a form of digital game production and consumption. This is evidenced in developers’ capacity to innovate around legal challenges and player demand for further customization and rewards. What emerges is a question about the future direction of game development and the impact of a logic of money, rather than play, which now underwrites it.
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Simon, Jean Paul. "Triggering the emergence of digital ecosystems: the role of mobile and video games in emerging economies." Digital Policy, Regulation and Governance 20, no. 5 (August 13, 2018): 449–78. http://dx.doi.org/10.1108/dprg-03-2018-0008.

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Purpose This paper aims to shed some light on the role of video games within the media industry and IT sector, on its contribution to the production and distribution of digital content in emerging economies. It offers a case study on the role of mobile devices as a factor of transformation and shows how under changing socio–economic conditions, the transformations enabled the creation of digital ecosystems and innovative business models. Design/methodology/approach The paper is based on desk research, a review of literature and trade press and comments from experts and industry players. Findings The paper argues that as the internet is going mobile, driven by data – mostly video – the new mobile platforms are becoming the key for the distribution of content and mobile games. Whether it is the history of browser games in China, mobile games in India or PC games in Russia, each national gaming industry has required a unique strategy for making money, building on some prominent cultural factors and adapting to the local economic conditions. The paper reveals that video games are now clearly a vital part of digital content production in these countries, while stressing upon the role of public policies. Research limitations/implications The paper relies mostly on industry and consultancy data, as in such a fast-changing environment official data even when accessible are in most cases too old to remain relevant to identify the trends and the fast changing stakes. This calls for some caution about the data. Therefore, the data used should be treated as just signals of potential trends, sufficient to provide an appropriate overview of the evolution of the global mobile ecosystem. Practical implications This paper shows that the video games industry can serve as a pivot for the ICT industry. Besides, this prompts upstream and downstream industries of the entire digital entertainment market to thrive. Social implications The paper shows that companies from emerging markets companies have been betting on a combination of factors: the development of the economies, the growth of the mobile market, emerging middle-classes and young customers. It provides a growth model that appears to be close to a “regular” industrial growth model. Originality/value Although there is a growing academic literature on the video games industry, few research have been devoted to specific issues of emerging economies and to the role of video games within the media industry and IT sector.
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Jeppesen, Mette Møller. "Language in the technology subject at the Danish Higher Technical Examination Programme." Journal of Pragmatic Constructivism 11, no. 1 (June 8, 2021): 29–42. http://dx.doi.org/10.7146/jopracon.v11i1.127251.

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Working with problem-based learning (PBL) in the technology subject differentiates The Higher Technical Examination Programme (HTX) from other secondary school programs in Denmark. Challenges include interpretation of different elements which vary from teacher to teacher as the teachers have very different professional backgrounds. This has consequences for students and indicates that a solid disciplinary tradition has yet to be developed. It could possibly be argued that teachers’ communications on the subject, are only abstractions and not concepts. To solve these problems, it seems pertinent to apply the conceptualising method (Nørreklit 1973), to create useful and precise concepts free from possible ambiguities as a contribution to a coordinated language. In conclusion, it has been possible to use Pragmatic Constructivism (PC) to unfold the language games of the technology subject and enable the teachers to discuss their subject with each other thereby creating change in the subject and organisation.
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Rosca, Sebastian –. Daniel, and Monica Leba. "Design of a Brain-Controlled Video Game based on a BCI System." MATEC Web of Conferences 290 (2019): 01019. http://dx.doi.org/10.1051/matecconf/201929001019.

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The Computer Brain Interface (BCIs) is a new type of user interface designed to recognize real-time user-specific intentions based on user brain mapping. Gradual advancing technology behind the BCI interface has made it possible to develop gaming applications that use directly brain input instead of well-known traditional control methods. This paper presents the Mental Pool Game, a brain-controlled computer game powered by Unity3D, which uses a commercial BCI device based on a network of electroencephalography (EEG) sensors placed on the scalp capable of creating brain patterns only by capturing conscious thoughts from a user that can be easily reproduced as mental actions to control strength and speed on which the user can project on the white ball to hit any of the eight balls on the pool table. Mental PoolGame, powered by Unity3D, is a platform that provides all tools necessary for a developer to develop three-dimensional games that has been designed so that the end user no longer uses classical commands that depend on the use of well-known peripheral input devices present on any PC, such as a keyboard, mouse and more recently a joystick to control the movement of space in an object in a virtual environment.
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Galehantomo P.S, Geraldus. "Platform Comparison Between Games Console, Mobile Games And PC Games." SISFORMA 2, no. 1 (November 20, 2015): 23. http://dx.doi.org/10.24167/sisforma.v2i1.407.

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In terms of platforms and game console, there are diffrences between, mobile games and pc gamesin the way it is used, the operator, the main event play, the game design and even the way the game work.We know that all the games on console platforms, PC and mobile, have their own characteristic which have advantages and drawbacksAll platforms compete to win the rating for the sake of their platform continuity. For rating, all games platforms develop games that are more qualified. Those games will determine the quality of the platforms, so that the game developers of each platform developtheir games maximally to compete.
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Volkova, Tatiana G., and Irina O. Talanova. "Hydrogen bond simulation in molecular crystals of tyrosine." Butlerov Communications 58, no. 6 (June 30, 2019): 73–77. http://dx.doi.org/10.37952/roi-jbc-01/19-58-6-73.

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The problem of the study of hydrogen bonds in biomolecules and living systems is important. Among the drugs, doctors emphasize substances of natural origin involved in metabolic processes. Such compounds include amino acids, peptides, vitamins, enzymes, macro- and microelements, and other biologically active substances, many of which are capable of forming hydrogen bonds. Amino acids and their derivatives are drugs of metabolic pharmacotherapy, characterized by low toxicity and severity of side effects. They also have virtually no allergenic effect, which makes them promising for the creation of drugs or their modifications. The instability of the hydrogen bond can significantly affect the state of pharmaceutical drug containing, for example, amino acids, during their storage, transportation or technological processing. One of the methods for studying the nature and determining the strength of hydrogen bonds is quantum chemical simulation. The calculation of the interaction energy in the studied molecular associate and its decomposition have been carried out according to Morocuma’s method (HF/6-31G (PC GAMESS). The evaluation of such energy components as electrostatic, exchange repulsion, polarization, charge transfer, mixing is given. The main contribution to the interaction energy comes from the electrostatic component. All the studied models have the same distribution of the components of the interaction energy in order of magnitude. Significant difference in the interaction energy in two model systems was noted, that could be explained by different geometry of hydrogen bonds. The comparison of received data made it possible to conclude that there are three types of hydrogen bonds in the molecular tyrosine crystal, which differ from each other in energy and geometry.
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Alon, Noga, Erik D. Demaine, Mohammad T. Hajiaghayi, and Tom Leighton. "Basic Network Creation Games." SIAM Journal on Discrete Mathematics 27, no. 2 (January 2013): 656–68. http://dx.doi.org/10.1137/090771478.

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Dissertations / Theses on the topic "Creation of PC games"

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Kováč, Robert. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2016. http://www.nusl.cz/ntk/nusl-254464.

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The goal of this thesis is to describe the issue of computer game creation and to develop a race game for people connected to the Virtual World using Unity 3D game engine. The first part of this thesis is dedicated to the history of video games, platforms and to describing of development processes and development tools. The next part is about Unity 3D game engine, which was used for creating the game. The resulting application is described in the last part.
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Balcárek, Daniel. "Virtuální svět." Master's thesis, Vysoké učení technické v Brně. Fakulta strojního inženýrství, 2015. http://www.nusl.cz/ntk/nusl-232032.

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Main goals of this work are to present game development process and game engine Unity3D and develop game server with application programming interface including framework for using the server. The first part of this work is tageted on history of game genres and game development process. The second part of the thesis is dedicated to describing Unity3D game engine with focus on Unity3D networking. Development tools used in implementation and server desing included framework for use of the server are described in the third part of the thesis. In the last chapter of this work are described most important classes used in developed application.
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JORGE, LUIS PAULO FERNANDES BRETANHA. "PRODUCT DISCOVERY IN THE PC GAMES MARKET." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2017. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=31789@1.

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PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO
COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
PROGRAMA DE EXCELENCIA ACADEMICA
Esse trabalho investiga o papel da descoberta de produto na demanda por jogos eletrônicos. Nós mostramos que o padrão de vendas para jogos eletrônicos é bastante variado, com alguns jogos tendo suas vendas imediatamente depois de seus lançamentos, e outros com caldas de venda maiores. Para entender essas diferenças nós propomos um modelo de demanda em que consumidores são periodicamente informados sobre a existência de um jogo e exploramos o padrão de vendas que isso implica. Em seguida aplicamos o modelo aos dados usando dados de preços e vendas da plataforma digital Steam e dados e busca online do google trends. Nossos resultados sugerem que vendas três meses depois do lançamento são em média metade do que seria caso consumidores tivessem informação completa.
This paper investigates the role of product discovery in the demand for video games. We show that the lifetime sales patterns for video games vary widely, with some games selling most of their units in the first months after launch and others having longer tails. To understand these differences we propose a demand model in which consumers are periodically informed about the existence of a game and explore the lifetime sales patterns that this implies. We then take it to the data using price and sales figures from the Steam digital platform and web search figures from google trends. Our results imply that sales three months after launch are on average half of what they should be were consumers fully informed.
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Smårs, Jonathan. "Implementing Digital Fun : Locating success factors in PC games." Thesis, Karlstads universitet, Handelshögskolan, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-39160.

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The purpose of this paper is to explore the technical implementation of common game design theory in successful PC games today. The study uses a quantitative study to analyze 23 modern successful PC games to identify common success factors which are connected to Arrasvuors et al. (2009) theory of the Playful Experiences Framework, Sutton-Smiths (2001) seven rhetorics of play and Max-Neefs (1991) human needs matrix. The results is a practical checklist of 63 success factors for use in game development. These success factors are present in the successful games and described for implementation in game design for the PC platform. These success factors are then divided into the 7 categories: freedom, immersion, challenge, multiplayer, personal, preference and human needs to provide a better overview of the success factor checklist and connect them to proven game design theory.
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Messegué, Buisan Arnau. "Network creation games: structure vs anarchy." Doctoral thesis, Universitat Politècnica de Catalunya, 2020. http://hdl.handle.net/10803/670627.

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In an attempt to understand how Internet-like network and social networks behave, different models have been proposed and studied throughout history to capture their most essential aspects and properties. Network Creation Games are a class of strategic games widely studied in Algorithmic Game Theory that model these networks as the outcome of decentralised and uncoordinated interactions. In these games the different players model selfish agents that buy links towards the other agents trying to minimise an individual function. This cost is modelled as a function that usually decomposes into the creation cost (cost of buying links) and the usage cost (measuring the quality of the connection to the network). Due to the agents' selfish behaviour, stable configurations in which all players are happy with the current situation, the so-called Nash equilibria, do not have to coincide with any socially optimal configuration that could be established if a centralised authority could decide by all players. In this way, the price of anarchy is the measure that quantifies precisely the ratio between the most costly Nash equilibrium versus any optimal network from a social point of view. In this work, we study the price of anarchy and Nash equilibria in different scenarios and situations, in order to better understand how the selfish behaviour of agents in these networks affects their quality of the resulting networks. We propose this study from two different perspectives. In the first one, we study one of the most emblematic models of Network Creation Games called sum classical network creation game. This is a model that is based on two different parameters: n, the number of nodes, and a, a function of n that models the price per link. Throughout history it has been shown that the price of anarchy is constant for a =O(n^(1-6)) = 1/(log(n)), and for a > 4n-13. It has been conjectured that the price of anarchy is constant regardless of the parameter a. In this first part we show, first of all, that the price of anarchy is constant even when a > n(1+E) with =>0 any positive constant, thus enlarging the range of values a for which the price of anarchy is constant. Secondly, regarding the range a 4 any positive constant, we know that equilibria induce a class of graphs called distance-uniform. Then, we study the diameter of the distance-uniform graphs in an attempt to obtain information about the topology of equilibria for the range a< n/C with C>4 any positive constant. Secondly, we study the diameter of the distance-uniform graphs in an attempt to obtain information about the topology of the equilibria for the range a 4 any positive constant. In the second perspective we propose and study two new models that we call celebrity games. These two models are based on the analysis of decentralized networks with heterogeneous players, that is, players with different degrees of relevance within the corresponding network, a feature that has not been studied in much detail in the literature. To capture this natural property, we introduce a weight for each player in the network. Furthermore, these models take into account a critical distance B, a threshold value. Each player aim to be not farther than ß from the other players and decides whether to buy links to other players depending on the price per link and their corresponding weights. Moreover, the larger is the weight of a player farther than B, larger is the corresponding penalty. Thus, in these new models players strive to have the minimum possible number of links and at the same time they want to minimise as much as possible the penalty for having players farther from B. They differ in how the penalty corresponding to the players further than ß is computed. For both models we obtain upper and lower bounds of the price of anarchy as well as the main topological properties and characteristics of their equilibria.
En un intent per entendre com xarxes de naturalesa similar a les de l'Internet i les xarxes socials es comporten, al llarg de la història s'han proposat i estudiat diferents models que tracten de capturar-ne els aspectes i les propietats més essencials. Els jocs de formació de xarxes són una classe de jocs estratègics molt estudiats en teoria de jocs algorísmica que modelitzen aquestes xarxes com el resultat de la interacció descentralitzada dels agents que la integren. En aquests jocs els diferents jugadors modelitzen agents egoistes que compren enllaços cap als altres jugadors intentant minimitzar una funció individual. Aquest cost es modela com una funció que es descomposa en dues components: el cost de creació (cost relatiu a la compra dels enllaços del mateix jugador) i, en segon lloc, el cost d’utilització (mesura de la qualitat de connexió a la xarxa resultant). Degut al comportament egoista dels agents, les situacions estables que s'assoleixen, els anomenats equilibris de Nash, no tenen per què coincidir amb les configuracions òptimes des del punt de vista social que es podrien establir si existeix una entitat centralitzadora que decideix per tots els jugadors. Justament, el preu de l'anarquia és la mesura que quantifica la diferència que hi ha entre l'equilibri de Nash més costós versus l'òptim des del punt de vista social. En aquesta tesis, estudiarem aquests dos conceptes claus, el preu de l'anarquia i els equilibris de Nash, en escenaris i situacions diferents, per tal d'entendre millor com el comportament egoista dels agents d'aquestes xarxes n'afecta la seva qualitat. Proposem dues perspectives diferents a aquest estudi. En primer lloc, estudiem un dels models més emblemàtics dels jocs de formació de xarxes que anomenem sum classical network creation game. Aquest és un model de xarxes que es basa en dos paràmetres diferents: n, nombre de nodes, i α, una funció de n que modelitza el preu per enllaç. Al llarg de la història s'ha demostrat que el preu de l'anarquia és constant per a α= O (n1-δ ) i δ ≥1 log/n, així com per a α > 4n-13. A més s'ha conjecturat que el preu de l'anarquia és constant independentment del paràmetre α . Pel que fa al rang α< n=C amb C > 4 constant, sabem que els equilibris indueixen una classe de grafs que s'anomenen distance-uniform. En aquesta primera part es demostra, en primer lloc, que el preu de l'anarquia és constant inclús quan α> n(1 + ε) amb ε > 0 qualsevol constant positiva allargant, doncs, el rang de valors del paràmetre α pels quals el preu d'anarquia és constant. En segon lloc, s'estudia el diàmetre dels grafs distance-uniform en un intent d'obtenir informació sobre la topologia dels equilibris per al rang α < n=C amb C > 4 constant. El segon punt de vista que considerem consisteix en proposar i estudiar dos nous models de creació de xarxes que anomenem els celebrity games. Aquests dos models parteixen de l’anàlisi de les xarxes decentralitzades amb agents heterogenis, com és el cas d'agents que tenen diferents graus de rellevància dins de la xarxa corresponent, un tret fins ara poc estudiat en els models de la literatura. Per capturar aquesta característica natural s'introdueixen pesos, un per a cada agent de la xarxa. D'altra banda, una altra característica que es considera en la proposta d'aquests dos models nous és el concepte de distància critica que captura el llindar Β a partir del qual, nodes que estiguin més llunyans que el valor B del jugador en consideració penalitzen a tal jugador. Així, el que es persegueix en aquests dos nous models és tenir el mínim nombre d’enllaços possibles i al mateix temps, minimitzar el màxim possible la penalització dels jugadors més llunyans de Β d'acord amb els seus pesos. Els dos models que estudiem es diferencien en com es calcula l’afectació o penalització dels jugadors més llunyans de Β. Pels dos models obtenim fites superiors i inferiors del preu de l'anarquia així com les propietats i característiques topològiques principals dels equilibris.
En un intento para entender como redes de naturaleza similar a las del Internet y las redes sociales se comportan, al largo de la historia se han propuesto y estudiado modelos que tratan de capturar los aspectos y las propiedades más esenciales. Los juegos de formación de redes son una clase de juegos estratégicos muy estudiados en la teoría de juegos algorítmica que modelizan estas redes como el resultado de la interacción descentralizada de los agentes que la integran. En estos juegos los distintos jugadores modelizan agentes egoístas que compran enlaces hacia los otros jugadores intentando minimizar una función individual. Este coste se modeliza como una función que se descompone en el coste de creación (coste relativo a la compra de los enlaces del mismo jugador) y, en segundo lugar, el coste de utilización (mesura de la cualidad de conexión a la red resultante). Debido al comportamiento egoísta de los agentes, las situaciones estables que se consiguen, los llamados equilibrios de Nash, no coinciden necesariamente con las configuraciones óptimas des del punto de vista social que se podrían establecer si existiera una entidad centralizadora que tomara una decisión por todos los jugadores. Justamente, el precio de la anarquía es la medida que cuantifica la diferencia que hay entre los equilibrios de Nash más costosos versus el óptimo des del punto de vista social. En esta tesis, estudiaremos estos dos conceptos claves, el precio de la anarquía y los equilibrios de Nash en escenarios y situaciones diferentes, con la intención de entender mejor como el comportamiento egoísta de los agentes de estas redes afecta su cualidad. Proponemos dos perspectivas distintas para este estudio. En primer lugar, estudiamos uno de los modelos más emblemáticos de los juegos de formación de redes que llamamos sum classical network creation game. Este es un modelo de redes que se basa en dos parámetros distintos: n, el número de nodos de la red, y _, una función de n que modeliza el precio por enlace. Al largo del tiempo se ha demostrado que el precio de la anarquía es constante para α= O (n1-δ ) y δ ≥1 log/n, como para α > 4n-13. Además se ha conjeturado que el precio de la anarquía es constante independientemente del parámetro α. Respecto al rango α< n=C con C > 4 constante, sabemos que los equilibrios inducen una clase de grafos que se llama distancia-uniforme. En esta primera parte se demuestra, primero, que el precio de la anarquía es constante incluso cuando α> n(1 + ε) con ε > 0 con ε > 0 cualquier constante positiva engrandeciendo, pues, el rango de valores del parámetro _ por los cuales el precio de la anarquía es constante. En segundo lugar, se estudia el diámetro de los grafos distancia-uniforme en un intento de obtener información sobre la topología de los equilibrios para el rango α < n=C con C > 4 constante. El segundo punto de vista que consideremos consiste en proponer y estudiar dos modelos de creación de redes nuevos que llamamos los celebrity games. Estos dos modelos parten del análisis de las redes descentralizadas con agentes heterogéneos, como puede ser el caso de agentes que tienen distintos grados de relevancia dentro de la red correspondiente, una característica hasta ahora poco estudiada en los modelos de la literatura. Para capturar esta característica natural se introducen pesos para cada agente de la red. Por otro lado, otra característica que se considera en la propuesta de estos dos modelos nuevos es el concepto de distancia crítica que captura el nivel _ a partir del cual, nodos que estén más lejanos que el valor _ del jugador en consideración penalizan a tal jugador. Así, lo que se persigue en estos dos nuevos modelos es tener el mínimo número de enlaces posibles y al mismo tiempo minimizar la máxima de las penalizaciones de los jugadores más lejanos de Β de acuerdo con sus pesos. Los dos modelos que estudiamos se diferencian en cómo se calcula la afectación o penalización de los jugadores más lejanos de Β. Para los dos modelos obtenemos cotas superiores e inferiores del precio de la anarquía, así como las propiedades y características topológicas principales de los equilibrios.
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Cord-Landwehr, Andreas [Verfasser]. "Selfish network creation : on variants of network creation games / Andreas Cord-Landwehr." Paderborn : Universitätsbibliothek, 2016. http://d-nb.info/1082624322/34.

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van, Aller Marcus. "Transgender and genderqueer experiences of avatar creation in games." Thesis, Uppsala universitet, Institutionen för speldesign, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-356221.

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The objective of this thesis is to examine how respondents who self identify as transgender or genderqueer experience avatar creation systems in digital games. In the wake of GamerGate, gender has become a more prevalent topic of discussion, as such, this thesis seeks to survey transgender and genderqueer people in order to gain a better insight into their their experiences with avatar creation in games, and do they perceive the status quo of current avatar creation systems to be in need of change? If so, how? The results of the survey shows that the respondents use avatar creation systems as a means to experiment in a safe environment with aspects of their identity expression, and to improve avatar creation systems, more options need to be added for diverse body types and non-binary identities.
Syftet med denna studie är att examinera erfarenheterna bland respondenter som identifierar sig som trans eller icke-binära personer av avatar skapande system i digitala spel. I kölvattnet av GamerGate har genus blivit ett mer förekommande ämne för diskussion. På grund av detta kommer denna studie att utföra en undersökning bland trans och icke-binära personer om deras erfarenheter med avatar skapande system i spel, och om de anser att förändringar bör genomföras för mer inkluderande avatar skapande system? Och i så fall, vad? Resultaten från undersökningen visar att respondenterna använder avatar skapande system som ett verktyg för att experimentera i en säker miljö med aspekter av deras identitets uttryck, och för att förbättra avatar skapande system bättre krävs mer alternativ för olika kroppstyper och icke-binära identiteter.
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Kestner, Randolph. "The Impact and Creation of Level Music for Video Games." Digital Commons @ East Tennessee State University, 2016. https://dc.etsu.edu/honors/326.

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This thesis explores the creation of music for a video game level utilizing industry tools for music compositions as well as level design. Music as an element of game design and its resulting impact is also examined.
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Nieznanska, Marta. "Experimental evaluation of the smartphone as a remote game controller for PC racing games." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-4000.

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Context. Both smartphones and PC games are increasingly commonplace nowadays. There are more and more people who own smartphones and – at the same time – like playing video games. Since the smartphones are becoming widely affordable and offer more and more advanced features (such as multi-touch screens, a variety of sensors, vibration feedback, and others), it is justifiable to study their potential in new application areas. The aim of this thesis is to adapt the smartphone for the use as a game controller in PC racing games and evaluate this solution taking into account such aspects as race results and user experience. Objectives. To this end, two applications were developed - a game controller application for Android‑based smartphones (i.e. the client application) and a PC server application. The applications support a selected open-source PC racing game called SuperTuxKart. The evaluation of the smartphone encompasses both race results (whether the smartphone enables players to achieve comparable results to the keyboard – a standard game controller) and user experience (whether this game controller may be satisfying to players). Methods. An experiment was conducted where 20 participants controlled the SuperTuxKart game using first the smartphone, and then the keyboard or vice versa. The experiment was followed by a questionnaire-based survey of the user experience. Results. The experiment results indicate that the smartphone may achieve results which are comparable to those achieved by the keyboard. The race times corresponding to the smartphone were somewhat longer than those obtained with the keyboard, but the average relative difference was below 18%. The questionnaire results show that more than half of the participants enjoyed the smartphone more than the keyboard, despite the fact that the smartphone turned out to be a more challenging game controller for many players and did not provide so good control of the racing game as the keyboard. Conclusions. Overall, this study shows that the smartphone has a potential to be a suitable, satisfying and enjoyable controller for PC racing games.
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Roden, Timothy E. "Procedural content creation and technologies for 3D graphics applications and games." Thesis, University of North Texas, 2005. https://digital.library.unt.edu/ark:/67531/metadc4726/.

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The recent transformation of consumer graphics (CG) cards into powerful 3D rendering processors is due in large measure to the success of game developers in delivering mass market entertainment software that feature highly immersive and captivating virtual environments. Despite this success, 3D CG application development is becoming increasingly handicapped by the inability of traditional content creation methods to keep up with the demand for content. The term content is used here to refer to any data operated on by application code that is meant for viewing, including 3D models, textures, animation sequences and maps or other data-intensive descriptions of virtual environments. Traditionally, content has been handcrafted by humans. A serious problem facing the interactive graphics software development community is how to increase the rate at which content can be produced to keep up with the increasingly rapid pace at which software for interactive applications can now be developed. Research addressing this problem centers around procedural content creation systems. By moving away from purely human content creation toward systems in which humans play a substantially less time-intensive but no less creative part in the process, procedural content creation opens new doors. From a qualitative standpoint, these types of systems will not rely less on human intervention but rather more since they will depend heavily on direction from a human in order to synthesize the desired content. This research draws heavily from the entertainment software domain but the research is broadly relevant to 3D graphics applications in general.
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Books on the topic "Creation of PC games"

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Ed, Tittel, ed. Phenomenal PC games. Rocklin, CA: Prima Pub., 1991.

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Dvorak, John. Dvorak'sguide to PC games. New York: Bantam Books, 1991.

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Dvorak, John. Dvorak's guide to PC games. New York: Bantam Books, 1991.

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Playing games on your PC. New York, N.Y: Dorling Kindersley, 2001.

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Tom McDonald's PC games extravaganza! San Francisco: Sybex, 1995.

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PC game programming explorer. Scottsdale, Ariz: Coriolis Group Books, 1994.

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Bennallack, Owain. The origin of modern PC games. Bath: Future, 2004.

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Alphonso, Patrick M. The GameFanatic's guide to PC cheats. New York: Avon Books, 1997.

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Duggan, Michael. PSP game creation for teens. Boston: Course Technology, 2011.

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The complete idiot's guide to PC games. Indianapolis, IN: Alpha Books, 1995.

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Book chapters on the topic "Creation of PC games"

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Bycer, Joshua. "Infinifactory (2015; PC)." In 20 Essential Games to Study, 87–91. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-19.

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Demaine, Erik D., Mohammad Taghi Hajiaghayi, Hamid Mahini, and Morteza Zadimoghaddam. "Network Creation Games." In Encyclopedia of Algorithms, 1408–12. New York, NY: Springer New York, 2016. http://dx.doi.org/10.1007/978-1-4939-2864-4_752.

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Demaine, Erik D., MohammadTaghi Hajiaghayi, Hamid Mahini, and Morteza Zadimoghaddam. "Network Creation Games." In Encyclopedia of Algorithms, 1–5. Berlin, Heidelberg: Springer Berlin Heidelberg, 2015. http://dx.doi.org/10.1007/978-3-642-27848-8_752-1.

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Bycer, Joshua. "Diablo II (2000; PC)." In 20 Essential Games to Study, 29–33. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-7.

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Millington, Ian. "Tools and Content Creation." In AI for Games, 875–97. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, [2019]: CRC Press, 2019. http://dx.doi.org/10.1201/9781351053303-12.

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Bycer, Joshua. "Doom (2016; PC and Consoles)." In 20 Essential Games to Study, 93–97. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-20.

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Flammini, Michele, Vasco Gallotti, Giovanna Melideo, Gianpiero Monaco, and Luca Moscardelli. "Mobile Network Creation Games." In Structural Information and Communication Complexity, 159–70. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31104-8_14.

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Bycer, Joshua. "Star Control 2 (1992; PC, 3DO)." In 20 Essential Games to Study, 1–4. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-1.

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Bycer, Joshua. "Spelunky (2008; PC, and Multiple Platforms)." In 20 Essential Games to Study, 67–70. First edition. | Boca Raton, FL : CRC Press/Taylor & Francis Group, 2019.: CRC Press, 2018. http://dx.doi.org/10.1201/9780429440120-15.

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Liapis, Antonios, Gillian Smith, and Noor Shaker. "Mixed-initiative content creation." In Procedural Content Generation in Games, 195–214. Cham: Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-42716-4_11.

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Conference papers on the topic "Creation of PC games"

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Alon, Noga, Erik D. Demaine, MohammadTaghi Hajiaghayi, and Tom Leighton. "Basic network creation games." In the 22nd ACM symposium. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1810479.1810502.

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Bilò, Davide, Tobias Friedrich, Pascal Lenzner, and Anna Melnichenko. "Geometric Network Creation Games." In SPAA '19: 31st ACM Symposium on Parallelism in Algorithms and Architectures. New York, NY, USA: ACM, 2019. http://dx.doi.org/10.1145/3323165.3323199.

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Echzell, Hagen, Tobias Friedrich, Pascal Lenzner, and Anna Melnichenko. "Flow-Based Network Creation Games." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/20.

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Network Creation Games(NCGs) model the creation of decentralized communication networks like the Internet. In such games strategic agents corresponding to network nodes selfishly decide with whom to connect to optimize some objective function. Past research intensively analyzed models where the agents strive for a central position in the network. This models agents optimizing the network for low-latency applications like VoIP. However, with today's abundance of streaming services it is important to ensure that the created network can satisfy the increased bandwidth demand. To the best of our knowledge, this natural problem of the decentralized strategic creation of networks with sufficient bandwidth has not yet been studied. We introduce Flow-Based NCGs where the selfish agents focus on bandwidth instead of latency. In essence, budget-constrained agents create network links to maximize their minimum or average network flow value to all other network nodes. Equivalently, this can also be understood as agents who create links to increase their connectivity and thus also the robustness of the network. For this novel type of NCG we prove that pure Nash equilibria exist, we give a simple algorithm for computing optimal networks, we show that the Price of Stability is 1 and we prove an (almost) tight bound of 2 on the Price of Anarchy. Last but not least, we show that our models do not admit a potential function.
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Bilò, Davide, Luciano Gualà, Stefano Leucci, and Guido Proietti. "Locality-based network creation games." In SPAA '14: 26th ACM Symposium on Parallelism in Algorithms and Architectures. New York, NY, USA: ACM, 2014. http://dx.doi.org/10.1145/2612669.2612680.

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Hogue, Andrew, Sunbir Gill, and Michael Jenkin. "Automated avatar creation for 3D games." In the 2007 conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1328202.1328234.

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Hecker, Gabriele A., and Elizabeth A. Unger. "A user interface for database creation use and maintenance." In the 1988 ACM SIGSMALL/PC symposium. New York, New York, USA: ACM Press, 1988. http://dx.doi.org/10.1145/62453.62490.

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Bauer, Birgit S. "Card Games Creation as a Learning Method." In Design Research Society Conference 2016. Design Research Society, 2016. http://dx.doi.org/10.21606/drs.2016.358.

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Guigon, Gaëlle, Mathieu Vermeulen, and Jérémie Humeau. "A Creation Tool for Serious Puzzle Games." In 11th International Conference on Computer Supported Education. SCITEPRESS - Science and Technology Publications, 2019. http://dx.doi.org/10.5220/0007796405560561.

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Pons, Patricia, and Javier Jaen. "Towards the Creation of Interspecies Digital Games." In CHI'16: CHI Conference on Human Factors in Computing Systems. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2851581.2892381.

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Jordanoski, Saso, Danco Davcev, and S. Gievska. "Creation and presentation of continuous multimedia streams on PC." In IS&T/SPIE 1994 International Symposium on Electronic Imaging: Science and Technology, edited by Arturo A. Rodriguez, Mon-Song Chen, and Jacek Maitan. SPIE, 1994. http://dx.doi.org/10.1117/12.171720.

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