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1

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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10

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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Bilò, Davide, Luciano Gualà, Stefano Leucci, and Guido Proietti. "Locality-Based Network Creation Games." ACM Transactions on Parallel Computing 3, no. 1 (June 28, 2016): 1–26. http://dx.doi.org/10.1145/2938426.

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Bilò, Davide, Luciano Gualà, and Guido Proietti. "Bounded-Distance Network Creation Games." ACM Transactions on Economics and Computation 3, no. 3 (June 23, 2015): 1–20. http://dx.doi.org/10.1145/2770639.

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Alon, Noga, Erik D. Demaine, MohammadTaghi Hajiaghayi, Panagiotis Kanellopoulos, and Tom Leighton. "Correction: Basic Network Creation Games." SIAM Journal on Discrete Mathematics 28, no. 3 (January 2014): 1638–40. http://dx.doi.org/10.1137/140955343.

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14

Abarkan, Ali, Abderrahim Saaidi, and Majid Ben Yakhlef. "Learning games creation: IMIE model." International Journal of Electrical and Computer Engineering (IJECE) 11, no. 5 (October 1, 2021): 4373. http://dx.doi.org/10.11591/ijece.v11i5.pp4373-4380.

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In this article, we propose a new model for the learning games design, which aims to enrich and solve the problems of existing models. From the work carried out around the models of educational games, we carefully identify a series of steps to follow, taking into account the simplicity, ease of adaptation and the integration of several factors interest such as the integration of a set sub-models treated pedagogically define the pedagogical side in the game, also the distribution of the intervening necessary for each of the stages to ensure better collaboration between them, for the purpose to helping the creators to trace their path from the start of the creation, in order to achieve the best example of games with an adequate oscillation pedagogical-fun, that will meet the requirements of existing classical teaching methods.
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15

Capone, Alessandro. "Indirect reports as language games." Pragmatics and Cognition 20, no. 3 (December 31, 2012): 593–613. http://dx.doi.org/10.1075/pc.20.3.07cap.

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In this chapter I deal with indirect reports in terms of language games. I try to make connections between the theory of language games and the theory of indirect reports, in the light of the issue of clues and cues. Indirect reports are based on an interplay of voices. The voice of the reporter must allow hearers to ‘reconstruct’ the voice of the reported speaker. Ideally, it must be possible to separate the reporter’s voice from that of the reported speaker. When we analyze the language game of indirect reporting, we ideally want to establish which parts belong to the primary voice (the reported speaker’s voice) and which parts belong to the reporter’s voice. In this paper I apply considerations on language games by Dascal et al. (1996) and I explore the dialectics between abstract pragmatics principles and considerations about situated uses that are sensitive to cues and clues.
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Ashlock, Daniel, Colin Lee, and Cameron McGuinness. "Simultaneous Dual Level Creation for Games." IEEE Computational Intelligence Magazine 6, no. 2 (May 2011): 26–37. http://dx.doi.org/10.1109/mci.2011.940622.

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17

Humphreys, Sal. "Computer Games: Co-Creation and Regulation." Media International Australia 130, no. 1 (February 2009): 50–52. http://dx.doi.org/10.1177/1329878x0913000107.

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This introduction to the special issue on games, co-creation and regulation introduces some key concepts arising from the phenomenon of user-generated content in interactive media environments such as online computer games. It canvasses the work of the seven authors who have contributed to the special issue, covering a range of areas such as advertising and surveillance, participatory design, end user licence agreements, user-generated classification and participant rights.
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Miller, Roger, and Serghei Floricel. "Value Creation and Games of Innovation." Research-Technology Management 47, no. 6 (November 2004): 25–37. http://dx.doi.org/10.1080/08956308.2004.11671660.

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Gozali, Gunawan Putra. "Motion Detection Implementation on a Game Using Raspberry Pi." SISFORMA 3, no. 2 (February 14, 2017): 58. http://dx.doi.org/10.24167/sisforma.v3i2.856.

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Along with the development of advanced gaming technology, we can play the game with so many tools or platforms such as console games, PC games, mobile games and handheld games. The disadvantage of those games is the difficulty to connect additional sensors to the PC computer. Large power requirements will also be a constraint. Besides, the size of the PC could be a weakness that makes it difficult to carry and play anytime. Raspberry is a small computer that can be added with motion detection sensors. By using the raspberry, the researchers managed to create a game "Crows Adventure" that uses motion detection sensor as the controller. Some of the sensors used in the game is UDS Sensor ( Ultrasonic Sensor disctance ) and touch sensors are applied to smarthphone to control the game. This allows the use of sensors in making more varied games by using raspberry devices.
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Hoshino, Hiroyuki, Yuuta Igarashi, Michio Miyakawa, and Yoshinobu Maeda. "Development of PC Games for Use in Rehabilitation." IEEJ Transactions on Electronics, Information and Systems 132, no. 3 (2012): 384–90. http://dx.doi.org/10.1541/ieejeiss.132.384.

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Uskoković, Vuk. "Co-creation of experiential qualities." Pragmatics and Cognition 19, no. 3 (October 19, 2011): 562–89. http://dx.doi.org/10.1075/pc.19.3.08usk.

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Cognitive sciences have been interminably in search for a consistent philosophical framework for the description of perceptual phenomena. Most of the frameworks in usage today fall in-between the extremes of constructivism and objective realism. However, whereas constructivist cognitive theories face difficulties when attempting to explain the experiential commonality of different cognitive entities, objectivistic theories fail in explaining the active role of the subject in the formation of experiences. This paper undertakes to compare and eventually combine these two major approaches to describing cognitive phenomena. It is argued that constructivist explanations inevitably refer to a ‘hidden’ ontological source of experience, and that a compromise between the constructivist and realistic standpoints presents a natural basis for understanding cognitive phenomena. A view of all experiences as co-created through an interplay between a constructivist creativity and a realistic source of perceptual stimuli is proposed. A middle ground between the hardly compatible constructivist and objectivistic approaches to experiential realities is proposed from the standpoint of experiential co-creation. Traditionally divided, idealistic and realistic philosophical stances may thus become merged into a single consistent epistemological framework. Many favorable cognitive and psychosomatic consequences may arise from acknowledging the balance between ‘inner’ and ‘outer’ creativity proposed by the co-creational thesis.
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Scholz, Jan C., and Martin O. W. Greiner. "Topology control with IPD network creation games." New Journal of Physics 9, no. 6 (June 28, 2007): 185. http://dx.doi.org/10.1088/1367-2630/9/6/185.

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Bilò, Davide, Luciano Gualà, Stefano Leucci, and Guido Proietti. "Network Creation Games with Traceroute-Based Strategies." Algorithms 14, no. 2 (January 26, 2021): 35. http://dx.doi.org/10.3390/a14020035.

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Network creation games have been extensively used as mathematical models to capture the key aspects of the decentralized process that leads to the formation of interconnected communication networks by selfish agents. In these games, each user of the network is identified by a node and selects which link to activate by strategically balancing his/her building cost with his/her usage cost (which is a function of the distances towards the other player in the network to be built). In these games, a widespread assumption is that players have a common and complete information about the evolving network topology. This is only realistic for small-scale networks as, when the network size grows, it quickly becomes impractical for the single users to gather such a global and fine-grained knowledge of the network in which they are embedded. In this work, we weaken this assumption, by only allowing players to have a partial view of the network. To this aim, we borrow three popular traceroute-based knowledge models used in network discovery: (i) distance vector, (ii) shortest-path tree view, and (iii) layered view. We settle many of the classical game theoretic questions in all of the above models. More precisely, we introduce a suitable (and unifying) equilibrium concept which we then use to study the convergence of improving and best response dynamics, the computational complexity of computing a best response, and to provide matching upper and lower bounds to the price of anarchy.
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Trepte, Sabine, and Leonard Reinecke. "Avatar Creation and Video Game Enjoyment." Journal of Media Psychology 22, no. 4 (January 2010): 171–84. http://dx.doi.org/10.1027/1864-1105/a000022.

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Based on the model of complex entertainment experiences ( Vorderer, Klimmt, & Ritterfeld, 2004 ), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) are hypothesized to influence game enjoyment. Avatar-player similarity was hypothesized to determine identification with the avatar, which in turn was suggested to enhance the enjoyment experience. In a quasi-experimental study, (N = 666) participants were asked to choose the personality features of an avatar for six different game scenarios. The results demonstrate that the games’ competitiveness as well as the participants’ life satisfaction influenced avatar choice and identification. In noncompetitive games, similar avatars were created, whereas in competitive games, dissimilar avatars were created. Participants who were well satisfied with their lives created avatars that resemble themselves in terms of personality factors, whereas dissatisfied users created dissimilar avatars. Player-avatar similarity was positively related to identification. This correlation was significantly stronger for noncompetitive games. Identification with the avatar was strongly related to game enjoyment. When controlling for the influence of identification on enjoyment, player-avatar similarity was negatively related to enjoyment, suggesting that identity play can be an independent source of enjoyment in computer games.
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Kaklamanis, Christos, Panagiotis Kanellopoulos, and Sophia Tsokana. "On network formation games with heterogeneous players and basic network creation games." Theoretical Computer Science 717 (March 2018): 62–72. http://dx.doi.org/10.1016/j.tcs.2017.03.041.

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Bredt, Sarah G. T., Juan C. P. Morales, André G. P. Andrade, Juliana O. Torres, Gustavo H. Peixoto, Pablo J. Greco, Gibson M. Praça, and Mauro H. Chagas. "Space Creation Dynamics in Basketball Small-Sided Games." Perceptual and Motor Skills 125, no. 1 (August 11, 2017): 162–76. http://dx.doi.org/10.1177/0031512517725445.

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Frangos, Maria, and Fabio Balli. "Breathing Games: Promoting Respiratory Health Through Co-creation." Design Journal 20, sup1 (July 28, 2017): S4738—S4741. http://dx.doi.org/10.1080/14606925.2017.1352976.

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Demaine, Erik D., Mohammadtaghi Hajiaghayi, Hamid Mahini, and Morteza Zadimoghaddam. "The price of anarchy in network creation games." ACM Transactions on Algorithms 8, no. 2 (April 2012): 1–13. http://dx.doi.org/10.1145/2151171.2151176.

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Baqai, Attiya, Azam Rafique Memon, Khuhed Memon, and Syed Muhammad Zaigham Abbas Shah. "Kinect as a Generalised Interface for Games and PC Control." Wireless Personal Communications 95, no. 2 (November 23, 2016): 617–29. http://dx.doi.org/10.1007/s11277-016-3914-4.

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Oleson, K. E., A. M. Surprenant, T. Carbone, and L. Blair. "Teaching Algebraic Concepts via Serious Games on a Tablet PC." Proceedings of the Human Factors and Ergonomics Society Annual Meeting 55, no. 1 (September 1, 2011): 1511–15. http://dx.doi.org/10.1177/1071181311551314.

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Mhamdi, Chaker. "Interpreting Games: Meaning Creation in the Context of Temporality and Interactivity." Mediterranean Journal of Social Sciences 8, no. 4-1 (July 1, 2017): 39–46. http://dx.doi.org/10.2478/mjss-2018-0071.

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Abstract The concept of interpretation applied to texts, videos, pictures, posts and all other types of media is varied. Objects are open to different forms of interpretation and games, as objects of meaning, are no exception. Explicating meaning creation in games will create a better understanding of game functions and their effects. This study explores how games alter the process of meaning creation through investigating their detailed properties and differentiation from other forms of media as objects of interpretation. This study argues that understanding meaning creation in games entails more than an examination of the presentation layer by a deeper analysis that considers interactivity and temporality. It contends that due to the interactive nature of games, the role of player participation is vital because gamers influence the operative mechanics of games and hence their meanings.
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Koynov, Sergey V., and Egor A. Tarasov. "Creation of two-level liquid cooling system of PC." MATEC Web of Conferences 110 (2017): 01044. http://dx.doi.org/10.1051/matecconf/201711001044.

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Chamberlin, Barbara, Jesús Trespalacios, and Rachel Gallagher. "The Learning Games Design Model." International Journal of Game-Based Learning 2, no. 3 (July 2012): 87–110. http://dx.doi.org/10.4018/ijgbl.2012070106.

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Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work collaboratively to ensure educational goals and outcomes are appropriate for the learner and the learning environment, (b) immerse themselves’ in both content and game design, and (c) test extensively throughout development with members of the target audience. The authors describe the model, discuss the implications of this approach for the creation of effective educational games, and share case studies based on the design model in practice.
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Chandrasekharan, Sanjay, Alexandra Mazalek, Michael Nitsche, Yanfeng Chen, and Apara Ranjan. "Ideomotor design." Pragmatics and Cognition 18, no. 2 (August 13, 2010): 313–39. http://dx.doi.org/10.1075/pc.18.2.04cha.

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Recent experiments show video games have a range of positive cognitive effects, such as improvement in attention, spatial cognition and mental rotation, and also overcoming of cognitive disabilities such as fear of flying. Further, game environments are now being used to generate scientific discoveries, and bring about novel phenomenological effects, such as out-of-body experiences. These advances provide interesting interaction design possibilities for video games. However, since the cognitive mechanisms underlying these experimental effects are unknown, it is difficult to systematically derive novel systems and interaction designs based on these results. We review the emerging cognitive mechanism known as common coding (which proposes a common neural representation connecting execution, perception and imagination of movements), and outline how this mechanism could provide an integrated account of the cognitive effects of video games. We then illustrate, using two ongoing projects, how novel video game interaction designs could be derived by extending common coding theory.
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Ferguson, Sarah. "Building Sets, Video Games, and Scatterplots." Mathematics Teaching in the Middle School 24, no. 6 (April 2019): 348–53. http://dx.doi.org/10.5951/mathteacmiddscho.24.6.0348.

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Sasmita, Moch Tryandi Budiman, Samuel Gandang Gunanto, and Pandan Pareanom Purwachandra. ""Sibaaqun" Edukasi Pengenalan Huruf Hijaiyah Melalui Permainan Papan." Journal of Animation and Games Studies 5, no. 2 (August 13, 2019): 133–52. http://dx.doi.org/10.24821/jags.v5i2.3033.

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The world of children is identical with a games or playing. Children learn by playing or by playing a game. But as time goes on, many games have more negative effects on children. The creation of works with the title "Sibaaqun Educational Media Introduction to Hijaiyah Letters and Islamic Literature through the Board Game", has the purpose of conveying knowledge of Islam and introducing the Hijaiyah letters to children through board games. The creation of the work of this board game intends to reduce the negative impact that children receive when playing. By making a game by inserting education in it, and also how to make the game run is non-boring. With the creation of this work, children can learn by playing. Children will get Islamic education in a board game.Keywords: board game, Hijaiyah letters, Islamic games, children's games
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Nyman, Elizabeth, and Ryan Lee Teten. "Lost and Found and Lost Again." Games and Culture 13, no. 4 (November 20, 2015): 370–84. http://dx.doi.org/10.1177/1555412015616510.

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The popularity of video games is at an all-time high among today’s population. Game designers and producers spend years on plot and character development, the creation of appropriate settings, and providing the player with a ludic experience that is both enriching and perplexing. This article looks at the creation of virtual utopian societies as the basis for contemporary video games. Just as the world today sees many conflicts over island rights, island sovereignties, and, sometimes, the creation of artificial islands that seek to escape governance of existing countries, video games have embraced the creation of a separate society for settings that explore new or extreme forms of individual, societal, and political development. Examining the BioShock series, this article looks at how video games and their designers have used utopic theories of society to create new experiences, potentialities, and ethical dilemmas for the players.
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Afif, Rizka Lukmana, Kodrat Iman Satoto, and Kurniawan Teguh Martono. "Perancangan PC Game First Person Shooter Menggunakan Unreal Development Kit." Jurnal Teknologi dan Sistem Komputer 2, no. 2 (April 30, 2014): 149–56. http://dx.doi.org/10.14710/jtsiskom.2.2.2014.149-156.

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The development of hardware increasing rapidly has made game developers take advantage of a variety of new resources that can improve their games. Epic games is a mature game developer who managed to make thousands game and delivered to the hands of gamers . A game engine called Unreal Engine is a big secret behind the success of Epic Games . The game engine is free if you just want to learn or just want to create a personal project and the game is not to be in comercial purposes . It is unfortunate that many students don’t even know of the existence of unreal engine , most of them make use of simpler game engine like game maker , rpg maker , fps creator , and so on. Though unreal engine is superior in any aspect other than the game engine , be it graphics , tools , mechanisms of development , flexible in export-import assets , etc . Based on this information , the author had the idea to make a first person shooter game using the unreal engine as the engine game. Before doing the develpment process, the next step is studying the literature of unreal engine and other supporting software such as 3d studio max to create 3D assets , adobe flash to create the menus , adobe photoshop to create a 2D texture and speedtree assets to create the foliage elements . The next thing is to go into the design phase of scenarios , maps, missions , characters and items that will be placed in the game. The next stage is the development and testing phase to test the game that has finished .The results of the design of this game is the realization of a first person shooter game application using unreal engine with features that can support the player 's interest in playing the game . It’s also introducing unreal engine to students who are interested in designing games.
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39

Hughes, Ian. "The bright and shiny future of the gaming PC." ITNOW 63, no. 2 (June 1, 2021): 20–21. http://dx.doi.org/10.1093/itnow/bwab040.

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Abstract Ian Hughes CITP MBCS, Senior Analyst loT at 451 Research and Chair of the BCS Animation and Games SG, takes us on a journey inside the humble desktop PC of the past to explain its potential for an even brighter future.
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Heaven, Douglas. "Streamed PC games on TV opens up new world of gaming." New Scientist 215, no. 2883 (September 2012): 20. http://dx.doi.org/10.1016/s0262-4079(12)62432-4.

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41

孔, 仪然. "Relativity between Junior School Student Behavior and Online Violent PC Games." Advances in Psychology 06, no. 09 (2016): 952–57. http://dx.doi.org/10.12677/ap.2016.69122.

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42

Westecott, Emma. "Game sketching: Exploring approaches to research-creation for games." Virtual Creativity 10, no. 1 (April 1, 2020): 11–26. http://dx.doi.org/10.1386/vcr_00014_1.

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Digital games are a critical form in which makers express models of play that create meaning beyond entertainment. Game culture is pervasive and amidst a wider technological context that invites all our active participation provides one setting for creative self-expression. Games collapse the distance between makers and players in a uniquely active manner and whilst this paper centers on possibilities for game making, all players co-create their own gameplay experience, which holds potential for enacting individual agency. Based on experience introducing game design and development education at an art and design university over the past decade as part of the Digital Futures programme, this paper develops some early discussions around the concept of game sketching to both pedagogic and research-creation ends.
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Demaine, Erik D., Mohammadtaghi Hajiaghayi, Hamid Mahini, and Morteza Zadimoghaddam. "The price of anarchy in cooperative network creation games." ACM SIGecom Exchanges 8, no. 2 (December 2009): 1–20. http://dx.doi.org/10.1145/1980522.1980524.

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Kaneko, Tomomi, Ryoju Hamada, and Masahiro Hiji. "Fundamental Research of Knowledge Creation using BASE Business Games." IEEJ Transactions on Electronics, Information and Systems 136, no. 12 (2016): 1721–25. http://dx.doi.org/10.1541/ieejeiss.136.1721.

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Jeong, Donghwa, and Kiju Lee. "iSIG-Blocks: interactive creation blocks for tangible geometric games." IEEE Transactions on Consumer Electronics 61, no. 4 (November 2015): 420–28. http://dx.doi.org/10.1109/tce.2015.7389795.

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Lampikoski, Tommi, Mika Westerlund, Risto Rajala, and Kristian Möller. "Green Innovation Games: Value-Creation Strategies for Corporate Sustainability." California Management Review 57, no. 1 (November 2014): 88–116. http://dx.doi.org/10.1525/cmr.2014.57.1.88.

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Halim, Zahid, Abdul Rauf Baig, and Kashif Zafar. "Evolutionary Search in the Space of Rules for Creation of New Two-Player Board Games." International Journal on Artificial Intelligence Tools 23, no. 02 (April 2014): 1350028. http://dx.doi.org/10.1142/s0218213013500280.

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Games have always been a popular test bed for artificial intelligence techniques. Game developers are always in constant search for techniques that can automatically create computer games minimizing the developer's task. In this work we present an evolutionary strategy based solution towards the automatic generation of two player board games. To guide the evolutionary process towards games, which are entertaining, we propose a set of metrics. These metrics are based upon different theories of entertainment in computer games. This work also compares the entertainment value of the evolved games with the existing popular board based games. Further to verify the entertainment value of the evolved games with the entertainment value of the human user a human user survey is conducted. In addition to the user survey we check the learnability of the evolved games using an artificial neural network based controller. The proposed metrics and the evolutionary process can be employed for generating new and entertaining board games, provided an initial search space is given to the evolutionary algorithm.
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Koivisto, Antti, Sari Merilampi, and Andrew Sirkka. "Mobile Games Individualise and Motivate Rehabilitation in Different User Groups." International Journal of Game-Based Learning 5, no. 2 (April 2015): 1–17. http://dx.doi.org/10.4018/ijgbl.2015040101.

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Trials on Mobile Games are presenting a huge potential in cognitive, physical and mental rehabilitation. This paper is to discuss user viewpoints of trials with mobile games combining cognitive stimulation and physical exercise in rehabilitation: Game#1 controlled by tilting the mobile phone embedded in a balance board; Game#2 controlled by tilting the tablet pc; and Game#3 a modified game version of Trail Making A -memory test played by tapping figures on the tablet pc touch screen. The total amount of participants was 89 of which 74% were older adults (women=24; men=33; average age 85.9 years) and 26% people with learning disabilities (n=23; a 38.9 years). The gameplay setting was similar for all target groups, although the game graphics (Game#1) were slightly modified based on each user group. Mobile devices were used as the game platform to create easily approachable games of low costs and suitable for the majority of people.
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Hu, Jia Sheng, and Mi Ching Tsai. "Model reference approach to a force feedback joystick in PC video games." International Journal of Computer Applications in Technology 28, no. 4 (2007): 304. http://dx.doi.org/10.1504/ijcat.2007.014564.

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Cho, Sogn Hyeon, Chae Woon Kim, and Seok Pyo Hong. "The Relationship Between Adolescents` Participation in PC Sport Games and Leisure Satisfaction." Journal of Sport and Leisure Studies 18 (November 30, 2002): 839–48. http://dx.doi.org/10.51979/kssls.2002.11.18.839.

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